What things would you like for a possible contentpatch

General discussion about the game.
Kaoschan
Posts: 4
Joined: Fri Sep 14, 2012 10:37 am

What things would you like for a possible contentpatch

Postby Kaoschan » Sat Sep 15, 2012 8:57 pm

I just wanted to ask you guys/girls what you would liek to see if they should make a content patch.

I for myself would want a few more augmentation and weapons.
Leik for example stuff which negates evade-chance or weapons with "spray" targeting etc..
Or even a aug which could make laser weapon fire a additional shot or make beam weapon pierce 1 more shield.

your ideas and wishes please ^^
Moosicorn
Posts: 107
Joined: Sat Sep 15, 2012 9:13 pm

Re: What things would you like for a possible contentpatch

Postby Moosicorn » Sat Sep 15, 2012 9:28 pm

More stuff.
Millennium
Posts: 12
Joined: Fri Sep 14, 2012 7:53 pm

Re: What things would you like for a possible contentpatch

Postby Millennium » Sat Sep 15, 2012 9:59 pm

I would love to see:

More (sub)systems. I love the feeling of managing the different parts of my ship, but it gets kind of dull once you have enough crew members.

Ability to overcharge a specific system at the cost of black outs/combustion for example.

Being able to direct some of reserve energy to shields to improve their charge rate or weapons to increase their accuracy etc

Designing my own ship from scratch, with a limit of course.

More events. Maybe some choice based events that may change future events or how races will react towards you.

Making friends/enemies throughout the sectors. I would love to come across that poor Zoltan transport and see him giving me that fuel I needed most because I had managed to free them from slavery. Or an enraged Mantis heavy frigate to seek revenge upon me because I had helped pirates to pillage one of their worlds.

Bigger ships, ability to add new ''rooms'' or even decks to my existing ship (like Floor 1,2 etc)

New weapons, maybe some unique ones that have some extra properties than their normal counterparts.

More customization; I would love my Chief Engineer Richards to work on an prototype Burst Laser blueprint that can improve my lasers.

''Unknown'' events; I want to have the feeling of facing the total unknown, like an alien ship that's clearly not from any of the sectors with ??? texts filled where the systems would appear.

Phew, it was a long list. Don't get me wrong, I love this game as it is, but I believe there is still much potential to be developed.
Chaz GELF
Posts: 3
Joined: Sat Sep 15, 2012 9:21 pm

Re: What things would you like for a possible contentpatch

Postby Chaz GELF » Sat Sep 15, 2012 11:16 pm

I'm looking forward to modding support for this game, the idea of possibly introducing new alien races into the game is one I'm hoping for (Because hey, crossovers with other sci-fi shows/games/webcomics would be kinda fun :D)

Apart from that, definitely agree with the idea of actions in earlier sectors affecting you in later sectors, that would certainly mix things up a bit!
Watsong
Posts: 3
Joined: Sat Sep 15, 2012 11:48 am

Re: What things would you like for a possible contentpatch

Postby Watsong » Sun Sep 16, 2012 12:01 am

Reactor room: Every 2 damage reduces power output by 1. Fully damaged, ship's power output is reduced by half in total. (For nebula storms this would equate to half of half (or 25% power remaining)).

Manning it increases power output by 1.

Reactor rooms are heavily featured in the popular sci-fi series "Star Trek". (Warp Core/Main Engineering).
Kaoschan
Posts: 4
Joined: Fri Sep 14, 2012 10:37 am

Re: What things would you like for a possible contentpatch

Postby Kaoschan » Sun Sep 16, 2012 11:54 am

Ideas

Subsystems

* Mannable Cloaking Device - reduces cloaking downtime and/or increases cloaking time
* Mannable Dronebay - increases speed of Drones (space) and/or (interior) + increases drone heal within dronebay
* Mannable Sensors - decreases enemy evade chance
* Mannable Reactor room - +1 power but every 2dmg reduces aviable power by 1 (to 50% minimum, stacking with plasma storm to 25%)

Augmentations

* Adv. Targeting Computers - -10% evade for enemies
* Secondary Reactor - +1 Power
* Shield Calibration Modul - all lasers/beam recive +1 shield pierce (rare)
* FTL Signature scrambler - Rebel fleet advances 25% slower (very rare)
* Direct Drone Control - Player is able to control space/interior drones (mark targets)
* Synced Cloaking Coils - Cloak time is increased by 2 sec, downtime reduced by 2 sec (rare)
* High-Tech Personal Weapons - Crew recives +1 melee dmg
* Prototype FTL Engine - 20% chance for FTL to be instantly charged upon entering a new beacon (rare)
* Rapid Jump Module - you can jump 2 times before the rebel fleet advances, increases FTL chargetime by 150% (very rare)
* Enh. Teleport Protection - only half of the teleportpads (enemy) are working (rare)
* Auxiliary Booster - +5% evade
* Energy Reflection Shield - 20% chance to reflect enemy lasers back (rare)
* Prototype Blast Doors - +100% durability for Blast Door, 5% chance per hit to automatically break/open (very rare)
* Emergency Oxygen Generator - Never drop below Level 1 Oxygen (even if primary Oxygen Generator is destroyed) (rare)
* Phased Cloaking Enhancement - 15% chance per cloak activation to get +100% cloak time (very rare)
* Beam Focus Crystal - all beam weapons gain 2x dmg on systemless rooms (beams which already have this ability gain a additional multiplicator, 2x becomes 3x) (very rare)
* Secondary Shield Generator - +1 Shield HP (very rare)
* Prototype Shield Expansion - +2 Shield HP, -75% Shield recharge (very rare)
* Anti-Cloak Sensors - halves enemy cloak evade by 50%, weapons still charge and can fire at cloaked ships (very rare)
* Enh. Short Range Scanners - Can see Enemy Augmentations/Ammo storage
* Double Missile Launcher - Missile weapons have a 10% chance to fire 2 times in a row (if ammo is aviable) (very rare)
* Astronomy Array - You have Long Range Sensors + you can see all beacon lines within a sector (extremly rare)
* Boosted Sensor Array - +1 beacon sight


Special
Miniaturised Augmentation Slots - +1 Augmentation slot (very rare, can only be used one time to gain 4 slots total)
Additional Armor Plates - gives the ship a 6HP armor bar which can be repaired (damaged before actual hull)
Organic Armor Plates - gives the ship a 3HP armor bar which regenerates between jumps (damaged before actual hull)

Weapons
* Rapid Energy Blaster Mk1 - 2 Energy, 8sec, 1dmg, 3 shots, random targets
* Rapid Energy Blaster Mk2 - 3 Energy, 14sec, 2dmg, 3 shots, random targets
* Ionic Missle - 3 Energy, 20sec, 3 ion dmg, 1 shot, 5 shield pierce
* Ion Beam - 3 Energy, 14 sec, 1 ion dmg per room, 2dmg on shield, can draw 1 line (medium)
* Pulse Beam Mk1 - 3 Energy, 22sec, 1dmg per room, can draw 2 lines (short)
* Pulse Beam Mk2 - 4 Energy, 28sec, 1dmg per room, can draw 3 lines (short)
* Pulse Beam Mk3 - 4 Energy, 30sec, 2dmg per room, can draw 3 lines (short)
* Bio-Blaster MK1 - 2 Energy, 14sec, 1 personal dmg, 1dmg on shields, 1 shot
* Bio-Blaster Mk2 - 3 Energy, 18sec, 2 personal dmg, 1dmg on shields, 1 shot
* Bio-Blaster Mk2 - 3 Energy, 24sec, 3 personal dmg, 1dmg on shields, 1 shot
* Burst Bio-Blaster Mk1 - 3 Energy, 20sec, 2personal dmg, 1dmg on shields, 2 shots
* Burst Bio-Blaster Mk2 - 4 Energy, 26sec, 2personal dmg, 1dmg on shields, 3 shots
* High Yield Torpedo - 3 Energy, 28sec, 6dmg, low fire, high breach, 5 shield pierce, 2 missile consumption per shot
* MIRV Missle Mk1 - 3 Energy, 22sec, 1dmg, low fire, low breach, 5 shield pierce, splits into 3 seperate missile2 before hitting the hull (maybe intercepted by drones before split)
* MIRV Missile Mk2 - 4 Energy, 26sec, 1dmg, low fire, low breach, 5 shield pierce, splits into 4 missiles (see above)
* MIRV Missile Mk3 - 4 Energy, 32sec, 1dmg, low fire, low breach, 5 shield pierce, splits into 5 missiles (see above)

Events

dunno, just add more flavor events

Gameplay

* Hardmode - 28 Hull-HP, -15% scrap, +50% score
* Nightmare Mode - -25% scrap, +100% score, only 24 Hull-HP, all enemy ships have more health
* BIG-Mode - Sector length is doubled, Rebel fleet advances 20% slower, 1 additional Sector is added, minimum jump from start to exit at least 5


Balance is not included in this insane post :lol: :lol: :lol:

*cough cough* ideas? suggestions? possibilies? laughter? world domination plans?
please add them

To the Devs: would it even be possible to add stuff like this at all, if there should be a content patch? (like random targeted shots, multiply beam lines per weapon, etc...)
Last edited by Kaoschan on Fri Sep 21, 2012 2:09 pm, edited 3 times in total.
fanatictentacle
Posts: 4
Joined: Sat Sep 15, 2012 3:12 pm

Re: What things would you like for a possible contentpatch

Postby fanatictentacle » Sun Sep 16, 2012 12:33 pm

I would definitely like to see a longer gameplay. So more sectors, more events, quests, etc.
Also it would be cool, when the rebels evade a sector, the shops etc still be in place. So you have to fight them, but still can do the extras in the sector. (Would overpower the ftl jump aug maybe)
Also built in game modding would be nice. And maybe more different enemies, new races, etc

It would be interesting to fight more than one enemy at a jumppoint. Dealing with 2 enemies at the same time or maybe the first one hails backup which arrives shortly after the first is finished.
Sami172
Posts: 3
Joined: Sun Sep 16, 2012 12:16 pm

Re: What things would you like for a possible contentpatch

Postby Sami172 » Sun Sep 16, 2012 12:43 pm

Good ideas so far, but i wish there are other game modes, like a free one without the rebel fleet chasing you, so you can explore every system in an endless game with harder enemys each sector. Would love that.

Also a simple VS Multiplayer, maybe local or something else just for fun.
NTaylor
Posts: 7
Joined: Fri Sep 14, 2012 2:22 am

Re: What things would you like for a possible contentpatch

Postby NTaylor » Sun Sep 16, 2012 1:44 pm

Kaoschan wrote:Ideas

* Enh. Teleport Protection - only half of the teleportpads (enemy) are working (rare)


While reading I was thinking of something like this but I would change it like this.

Teleport Scrambler - When enemies teleport into your ship there is a 30-50% (not sure what would be a fair number) chance to randomise their destination away from where originally intended (different enemies could appear in multiple different rooms) and a 5% chance that the enemy will appear outside the ship. (Basically killing them at the same rate as a oxygen free room)
ShadowDragon8685
Posts: 75
Joined: Sun Sep 16, 2012 3:45 am

Re: What things would you like for a possible contentpatch

Postby ShadowDragon8685 » Sun Sep 16, 2012 1:51 pm

NTaylor wrote:
Kaoschan wrote:Ideas

* Enh. Teleport Protection - only half of the teleportpads (enemy) are working (rare)


While reading I was thinking of something like this but I would change it like this.

Teleport Scrambler - When enemies teleport into your ship there is a 30-50% (not sure what would be a fair number) chance to randomise their destination away from where originally intended (different enemies could appear in multiple different rooms) and a 5% chance that the enemy will appear outside the ship. (Basically killing them at the same rate as a oxygen free room)


I'd rather it had a flat 50% chance that the enemies either appear in their destination, or outside the hull! (Checked per enemy.) Teleporting outside the hull would mean instant death, since these are ships in combat, they're maneuvering and flying hard.

(Or at the very least, they'd start to immediately suffocate, couldn't do anything, and would need to waste a teleporter charge to save.)

Frankly, I don't want their destinations scrambled; they already appear in a random room, and they can even materialize in an open airlock! Scrambling their landing point just makes them more of a pain in the aft to deal with, not less.
Frustrated by random things beyond your control killing you?

Maxim 31: only cheaters prosper.

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