FORUMS


Just earned Tier 5, my feedback/ideas.



Posted: //
April 24, 2017, 12:38 a.m.


Updated //
April 24, 2017, 1:01 a.m.

Greetings all, (long post)
Just earned the Tier 5 light dreadnought, Invictus
I feel that I have a grip on the gameplay to add good feedback now that I have a few games under my belt.

If you like one or any of these Ideas please post it here, without known support for these Ideas or any feature you post, the Devs will not know it's popular and wanted.

Ship Enhancements:
A1. Torpedo Exit Strategy. When installing a module that shoots missiles out of it, give a few exit patterns options. To resolve the issue of hit myself. Example with torpedos, if the enemy is on the right side of my ship I will hit myself launching torpedos. OR Have an exit pattern depending on my ship orientation to the enemy.

A2. Roll and pitch. I would like but Allow shift Axis with "Z", so A and D become Roll left and right, W and S become pitch up and down, press Z again to change axis back to normal (also ship moves back to a normal axis). ? Strafe would be nice too, not seeing how though.

A3. Carrier - New ship type that fields groups of interceptors, bombers, support craft, etc. the Captain uses the carriers tactical map to issue commands, attack patterns and mentality Stances (aggressive, neutral, defensive) this includes the carrier itself to autopilot out of danger.
While the carrier is well armored and has a decent short ranged automated weapon systems, it can't go toe to toe with larger ships, Perfect for those who wish to bring death to their enemies from a thousand needles.

A4. Cutting Edge shooting, Aiming at a ship near the edge of an obstruction is a pain, needs a fix. And aiming directly below your own ship, need to make at least a little translucent. This is a legit strategy to hug under the enemy and mostly likely not get hit very much.

A5. New Module location type (HULL Armor) Choices of Hull Enhancements: Directional Armor, take less damage when you are hit in the armor, armor reduces speed (Power Armor) permanently reduces your energy storage but regenerates spent armor blocks much faster while in combat. Extra armor is visible and in preset locations depending on the ship
(none) is also a good choice where you take no penalty, this is a "playstyle type module"
Similar modules could go for like power plan, sensors, targeting system. etc.

Game types:
B1. King of the Hill, Alien portals are appearing out of nowhere? They are a fountain or resources, hold the area for our resource collectors ships. First to keep five portals zone of influence long enough for our resource collectors and win! (you must have more allies in a zone than your enemy)

B2. Capture the Flags, Both you your enemy have placed Engine cores in Capturable cargo containers. We have three, and the enemy has three the first team to capture and keep all six win. (only one ship can capture a flag at a time, and speed is reduced a lot)

B3. Space Soccer, A giant alien bomb has been placed inside of a large Sphear, bounce it into the enemy stronghold to score! Destroy three strongholds to win. (new bombs come out of the alien portal periodically or when no more bombs are on the map.)

B4. Behemoth escort. A Rich and valuable asteroid has been discovered. Two massive Mining ships have left at the same time down a long hazardous route (race track). While you can't destroy the enemy mining ship, you can slow it down by causing enough damage to divert power from engines to shields. According to Galactic law, the first mining ship to reach the asteroid claims all resource rights, keep enemy ships off of your behemoth and slow the enemies down by pouring firepower into it.

B5. MOBA, Join the war effort, as a mercenary the goal is to destroy all the enemy Weapon platforms and finally destroy the enemy Mothership.
Earn battle credits to buy and upgrade permanent NPC allies to rally around you while supporting your faction. Don't let the enemy mercenaries stop you. (long games, people who leave are replaced with all the Battle credits previously earned.

MAPS new map ideas.
C1. Track maps: For game modes that will work with a large track like map tubular and long. Behemoth escort or all the elimination games.

C2. Chambers, a Map with Six large chambers with three exits on 5 of them and obstacles inside. 5 Chambers around the outside all looking into a central chamber on the inside.

C3. Fog of War, Randomly Maps have a Fog of War added in so you could only see the distance of your main weapon system. Weapon fire lights up that area allowing everyone to see you from a great distance.

C4. Realism mode. All game types can get Real! Impact damage when running into hazards at speed. All ships can RAM enemy and ally to cause harm (where you are hit and are hit matter), Friendly Fire is on.

Important

If you like one or any of these Ideas please post it here, without known support for these Ideas or any feature you post, the Devs will not know it's popular and wanted.

Best regards,
phaledax//7133


Posted: //
April 24, 2017, 2 a.m.



I like the MOBA idea. would also like to see it work sorta like the 1-2 missions in Starcraft 2 where yuo play as the Hyperion and when you take a platform a new one comes in under your team's control. But maybe make those ones a little weaker so there isn't just a constant steam roll if your team messes up and losses one.

my idea for the Carriers / dreadnought carrier build.

Would like to see a fully Carrier centric build actually possible. (eg. Bombers Primary module, damage not as good as say a plasma broadside but longer range and a little bit more steady / accurate damage. Fighter Secondary module, damage like a slug torpedo and apply debuffs like weaken enemy target weapons,or shut down modules, etc etc... Interceptor Perimeter module like the anti missile lasers these would intercept missiles, torpedoes, and enemy fighters but at a longer range but also take a bit longer.). Also something I would like to see for a Carrier class would be an internal module that would give it an escort frigate ship that will stick close and engage enemy ships at about 900 - 1500 meters. mostly for something against corvettes that get that close or closer. Just a thought or 2 on carriers and carrier builds.


Posted: //
April 24, 2017, 7:15 a.m.



Carriers are a great idea. Would be an excellent way to counter corvettes.


Posted: //
April 25, 2017, 1:21 a.m.



There is definitely a lot of potential for a MOBA type map in space, The SC2 Hyperion mission has some great examples on how to orchestrate a game.

You have some great thoughts on the carrier and how it would work while remaining balanced, I have the same thought of a long range steady and accurate dps gameplay or a more supportive role in providing status effects at the right moment. Well thought out, excellent addition!

Master_X#9314 posted (#post-117839)

I like the MOBA idea. would also like to see it work sorta like the 1-2 missions in Starcraft 2 where yuo play as the Hyperion and when you take a platform a new one comes in under your team's control. But maybe make those ones a little weaker so there isn't just a constant steam roll if your team messes up and losses one.

my idea for the Carriers / dreadnought carrier build.

Would like to see a fully Carrier centric build actually possible. (eg. Bombers Primary module, damage not as good as say a plasma broadside but longer range and a little bit more steady / accurate damage. Fighter Secondary module, damage like a slug torpedo and apply debuffs like weaken enemy target weapons,or shut down modules, etc etc... Interceptor Perimeter module like the anti missile lasers these would intercept missiles, torpedoes, and enemy fighters but at a longer range but also take a bit longer.). Also something I would like to see for a Carrier class would be an internal module that would give it an escort frigate ship that will stick close and engage enemy ships at about 900 - 1500 meters. mostly for something against corvettes that get that close or closer. Just a thought or 2 on carriers and carrier builds.

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