
I'm going to look at the online retailers, I think this might be a good pass time while waiting for x rebirth.
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frankzappa wrote:I like Terran Conflict. The only tweaks I would like for Rebirth are these:
1) I need more complexity and depth to combat. Lots of different weapons, blast with one lazer to slow them down, then another to disable shields, then shoot a damage over time beam, then a big blast etc.. Use the really good RPG battles you can get in some games, as a guide for good combat. Buffs (resistance to different things / protection), debuffs (remove their protection), damage over time, direct damage, crowd control, utility, fear/enfeeblement/cripple/charm/etc.. see AD&D. Also combat that requires balancing something. For example if you unload too much, you anger all nearby enemies, you overheat, you use lots of power, etc... So the player has to balance things, do you unload to get rid of someone quick? Or do you attack carefully and make sure you can last for a long fight?
2) I need there to be a reason to progress. It's no good becoming a billionaire if there is nothing to do with it besides build even more boring stuff... I like Space Rangers 2 because first you trade, then you do some good missions and get even richer, and then eventually when you are really rich, you can finally start taking on The Dominators which are really difficult to fight. But whenever I re-play the game, I like knowing that there is a reward to my hard work - the big end game battles against huge dangerous dominator ships in their controlled sectors.
Neither is AD&D.BlitzPig_Ham wrote:As for the AD&D comments this is NOT an MMO!
What you are suggesting with having your own shipyard you could also be able to do with a NPC shipyard. Say you buy one or two ships from them every now and again, the management there isn't going to pay you much attention. However, if you're buying ten Novas at a whack and equipping them all the same, they might want to make your transactions easier in the future by allowing you to setup an account with them. This would enable you to save preferential specifications to ships.Legionnaire wrote:Or give us the option to be able to say what software/hardware we want on the ships and then charge us appropriately, one of the things thats bugs me about the current game engine is how long it takes to setup/replace a carrier and all its fighters, we need options for equip like this or mass equip or similar so all fighters of the same type are equipped the same way on the same ship. but might be slightly differently equipped the same way on another ship.
I would also like to see the ability to get our own shipyards where we can setup aramaters for how ships are equipped when built. ie build me 60 of these equipped this way, yes it should take a while not be instant, but it would make things more believeable. At least i believe it would.
As far as missiles go, they did not have great efficacy against fighters. The Windstalker Missile, however, was perfect for its homing with decent turning and payload against M4s and M5s (it could just about down a M3 with the shields down). I've always taken this missile and modded in a multiple warhead missile with slightly less damage to take out groups of fighters - especially Kha'ak clusters as the released ships always have a few seconds of idle time before they begin attacking.Legionnaire wrote: with regards to things like missiles, i was very disappointed with them in x3:TC the swarm was a nice idea, but at times it feels like they were a waste of time, due to them swirling round as they go, they miss ships, then turn and miss and turn and miss, eventually running out of fuel and self destructing. a lot of the other missiles are too slow to be of any use against their targets, and if something is fast enough to hit, it normally doesnt have enough payload to do damage to what it has hit. Not sure how it would work, but i would like to see (for example) fifferent ships being able to carry fewer types of missiles, based on their size class, so m5's would be things like mosquito and wasp, disruptor and rapier/poltergeist for example, or the new 'equivalents'
Code: Select all
<ship name="Nova">
<race>Argon</race>
<class>M3</class>
<model>whatever_it_is.iforget</model>
<shipyards>
<shipyard>Argon Prime</shipyard>
<shipyard>Omicron Lyrae</shipyard>
</shipyards>
<turrets>
<turret name="Front">
<gun name="High Energy Plasma Thrower" />
<gun name="Impulse Ray Emitter" />
<gun name="Ion Disruptor" />
<gun name="Particle Accelerator Cannon" />
</turret>
<turret name="Rear">
<gun name="Impulse Ray Emitter" />
<gun name="Particle Accelerator Cannon" />
</turret>
</turrets>
</ship>
You totally missed the points of my post, both of them. I'm not asking for D&D or SR2.THE_TrashMan wrote:frankzappa wrote:I like Terran Conflict. The only tweaks I would like for Rebirth are these:
1) I need more complexity and depth to combat. Lots of different weapons, blast with one lazer to slow them down, then another to disable shields, then shoot a damage over time beam, then a big blast etc.. Use the really good RPG battles you can get in some games, as a guide for good combat. Buffs (resistance to different things / protection), debuffs (remove their protection), damage over time, direct damage, crowd control, utility, fear/enfeeblement/cripple/charm/etc.. see AD&D. Also combat that requires balancing something. For example if you unload too much, you anger all nearby enemies, you overheat, you use lots of power, etc... So the player has to balance things, do you unload to get rid of someone quick? Or do you attack carefully and make sure you can last for a long fight?
2) I need there to be a reason to progress. It's no good becoming a billionaire if there is nothing to do with it besides build even more boring stuff... I like Space Rangers 2 because first you trade, then you do some good missions and get even richer, and then eventually when you are really rich, you can finally start taking on The Dominators which are really difficult to fight. But whenever I re-play the game, I like knowing that there is a reward to my hard work - the big end game battles against huge dangerous dominator ships in their controlled sectors.
1.)
Space is not AD&D or a MMO. I love AD&D, but I dont' want to see it in space. Different weapons with different effects? Yes.
Look at FS2 ithat regrad, not MMO's.
You got the morningstar, a weapon that impacts random momentum, effectively pushing and twisting the enemy.
Flail, a weapon that slows hte enemy down, drainign it's engines. Excellent for slowing down fast enemies.
Disruptors, that are used to knock out subsystems, but are pretty much useless agaisnt anything else.
Maxims, that rip the hull apart with ease but are ineffective agasint shield.
Banshee, which is a reverse.
Etc...
2.)
Space Ranges 2? Decent game...nothing more. Gets boring and repetetive really fast. The little text adventures where the highpoint.
Thanks, but no thanks. I don't want no activated "special powers".CutterJohn1 wrote:Neither is AD&D.BlitzPig_Ham wrote:As for the AD&D comments this is NOT an MMO!
While there are many ideals from a diceroll rpg that may not fit into a space shooter, certain ideas are not bad, if handled appropriately. For instance, the idea of buffs and debuffs can be handled just fine, in the form of EWAR ships, or command ships. One messes with enemy targetting, the other buffs. Homeworld dealt fine with the concept of group bonuses derived from ships present in the fleet.
frankzappa wrote:
You totally missed the points of my post, both of them. I'm not asking for D&D or SR2.
The D&D point is that I want thoughtful combat. Pew pew pew lazer fights can only take me so far, and for those of us who grew up playing the Wing Commander, Xwing, Elite, and Freespace games, it's a tired old kind of gameplay that I would like to see evolve. It seems to me that the best way to take it forward is to look at the RPG genre. I'm not saying turn it in to an RPG, I'm saying look at what they do to make combat thoughtful. It should still be fast paced real time shooting combat, but I would like to see a variety of weapons that have different effects, and the player has to choose to use the best ones for the best situation. That is what RPG combat is all about.