Forums » Suggestions

The return of the ever growing toys thread.

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Oct 24, 2004 Danbetheroy link
Well your almost ther, make any or all items added so that you have to make them rather than buy them and you kill 2 birds with one stone.
Feb 11, 2005 roguelazer link
This thread should be required reading for all n00bs.
Feb 12, 2005 RattMann link
Wow. Some of you must really have a lot of time on your hands. I admit that I have
not read ALL of this thread, but after reading part of it, I don't have any time left to
play the game....

This is not a flame, I am truely amazed.
Mar 01, 2005 Daikaze link
I am all for the mini-drone concept (I actuallyh posted an idea about them in beta).

But... I think that the idea for the hunter-killer drones doesn't seem right... THe idea that was mentioned is basically a smart missle and nothing more. A combat based drone should have be reusable and require weaponry.

These drones would obviously need energy to supply their weaponry and this could either feed from the ship or the drones would have their own supply of energy and need to return to thje main ship for recharging at times.

The drones should take up cargo space rather than a wepon slot. This would mean that high cargo ships would have a better capability as a drone carrier. The drones will activate upon jettison but will need to be set to armed first. This would be done by interacting with the cargo while still in the hold.

The thing is that any ship with high cargo capacity will be able to make large use of this... so there should be some way for there to be a ship that excels at this ability... So to allow for a ship to excel at drone capabilities ships could come with a transponder rating which will affecty the range at which drones can activate and perhaps instead of requiring cargo capacity it could have drone racks.

Also to keep everyone from just having drones and allow others to excel at it their could be a specific liscense set up for drones (of courese some will require minign or combat).

Also a repair version of the drone system would be nice... Or at least a weapon for self repair purposes (we have one that can heal others but not self yet).

Oh and by drones I am not referring to Drones as is the hive drones but rather drones as in the use of a small automated bot like weapon.

Also I would like to see distinguishng variants of ships... A few special variants will have some sort of visible difference to set them apart from the rest.
Mar 18, 2005 FireForkTS link
what you're referring to is like a hive frigate. something that would have a control center just for drones (making it unique) and would be able to repair drones (if they were docked). the catches to this would be that each drone would have to be purchased individually and you would have a limit to the # of drones total (could be cargo space) and active drones (based of battery power and amount of energy drained by the type of drone). This type of ship would have to have some commands to allow for the recall of drones and the launch of other drones.

this would basically be used as command platform for a small fleet of automated drones that do whatever task you have assigned to them, which could be mining, fighting, repairing (allies, yourself, other drones), or the drone could be a 1 way courier that takes a certain amount of cargo and takes it to a given station (drone could be intercepted and pirated like any other ship en route).
Apr 26, 2005 Harry Seldon link
Now, I understand that this is a bit far sighted, but I wanted to get my own ideas out so that they had a chance in long-term consideration. Firstly, this is about what we can currently mount on our ships.

We currently have:
*Battery Slot
*Small Weapons mount(s)
*Large Weapons mount(s)

I suggest that we have an additional Ship Upgrade slot, one or two per ship on light ships, though more would come on larger, heavier ships. Now, I understand that this has been suggested before, in this thread (and may eventually be implemented), but I mainly want to put out my ideas for possible mounts in said Ship Upgrade slot. More than one slot may be included, but for now, this is what I suggest.

1. Long Range Scanner -- Designed to increase scanner range in an asteroid field
2. Fast Jump upgrade -- would allow jumping out of system at 2000 or 2500m instead of 3000. This would not affect wormhole jumping.
3. IFF spoofer -- this would change nation status appearance to friendly from a range of 500m+, which could possibly take the place of a "cloaking device". Additional thoughts required.
4. Cargo Expansion -- allow the player to hold more cargo, related to their mass size (smaller ships get less additional cargo room)
5. Turret emplacement -- Another L slot perhaps?
6. Vectored Thrust -- improved strafing ability and acceleration.
7. Ion Storm Warning Device -- either flys ship around Ion storm (but only does so once per flight, so that there is a chance of running into another, which I can personally attest to having done), or stops ship in the sector before it hits the storm.
8. Another battery slot perhaps?
9. Jump monitor -- tells players when someone is about to enter the system, perhaps only via Wormholes, though normal jumping may be practical too.
10. Countermeasure system to drop decoys for missiles – gets them off your tail, also suggested earlier in this topic
11. Shield System, based roughly around emulating the Monk's energy field. Would drain energy at a constant (roughly) 20e/s, slowing charge, which changes combat and energy use. Heck, it may encourage the use of rockets and missiles, since turbo-drain, and weapons drain becomes very large. Note, due to the backstory, I by no means mean to suggest that this is neccicary. Kudos to Blacksabre584 for reminding me of shields..

*/ and now for the REALLY controversial one... /*

12. Boost Maneuverability

This would allow maneuvering while at high-speed, and would allow for some terrific chases through asteroid fields, etc. This is an undeniably usefull upgrade, and many users believe it would not work in any way/shape/form. However, if it is sufficiently crippled, it could be balanced, and not hurt gameplay, as some believe it would. Here are my suggestions on how to cripple this:

*It would have to lower boost speed by 25-30, perhaps related to ship speed. This is because sufficient energy needs to be reserved to make sudden flight path changes involved in vectored boosts, and ensure that the structure of the vessel isn't compromised by High-Gee maneuvers

*Turbo Drain increased by 5-10 all around, as a way of eliminating infinite turbo with this, as apparently people tired of battles moving at 240m/s ;) Combat would not be sustainable at this speed, particularly with a ship such as the IBG, or high-energy consumption weaponry.

*Turbo would also be restricted to only thrusting forwards, in the direction you are pointed (similar to the current boost system), because ships cannot handle the additional power to thrust in additional directions while the strenuous activity of boosting is occurring.

*Finally, Maneuverability may be limited, or slowed from normal flight, so that something like an IBG has less maneuverability while in turbo than in normal flight.

The reason that I'm suggesting this is because, as is noted in nearly every other space sim out there, is that flying with afterburners blazing through an asteroid field is undeniably cool. However, not being able to maneuver while boosting in said asteroid field is kinda...boring. You just have to sit and wait, and make adjustments to your flight, upon which you instantly lose nearly all of your boost speed due to some sort of 'instant deceleration' or 'space friction' or something ridiculous like that.

Now, I'm not suggesting that we do away with max speeds, but that we introduce this useful element back into gameplay, while making it possible for the traders, and people who need the extra speed to keep that speed and their edge over people who would choose to use this. After all, isn't the current system based entirely on modifying your ship to do what you want it to do?

I understand that this may be impossible with the current system, due to coding, but that's exactly why this is a suggestion, not something that ultimately HAS to happen. However, I would argue that ship mods like the ones I have to suggested are ultimately required, just as much so as the player controlled turrets were. I understand that the devs are working their butts off trying to keep us entertained, and I would certainly encourage them to continue to do so ;) and certainly, making the game more cohesive right now is (at least in my mind) more important than adding cool gadgets. I will continue paying my $9 a month, especially since we've seen a number of large improvements since release, and the promise of many more improvements lingers heavily in the air.

Cheers, and I hope you bothered to finish reading this. ;)

~Seldon
Apr 28, 2005 roguelazer link
Please read the various posts by the devs on the subject of shields before posting about them. I believe Incarnate mentioned the words "not yet". Furthermore, an energy focus would presumably require entering into a path of monkiness (not a word, I know) to train for it. If you read the backstory, you'll note that it requires intense training. Your #4, #5, #6, #8 and #11 are all unbalancing to a great degree. Your #12 could be workable, but it would need to be even more limited than that, otherwise it would make fighting impossible for non-boost-maneuverability fighters. As the engine stands now, a ship with #6 and #12 would be able to beat every other ship out there. #5 and #8 would make a heavy fighter overly 1337. And, well, I already talked about #11, right? :)
Apr 28, 2005 Harry Seldon link
Given, #11 (Sheild Systems) are at the very least a "not yet" issue, but talking to blacksabre on AIM prompted me to include them here. Also, I *have* read the backstory, but with enough technical jiggery-pokery, a reasonable excuse could be devised.

I understand that #4 (Cargo Upgrade), #5 (Turret Emplacement), #6 (Vectored Thrust) and #8 (Addt'l battery) may all be horribly unbalancing, however in the process of getting a few great ideas, lots of lousy ones must be put out there, perhaps sparking someone *else's* imagination. I'm not saying I have all the answers, but I think that the Boost Maneuverability addon would be terrific, if properly balanced.

Do *you* have any suggestions on how to make that workable?

Additionally, I think that Long Range Scanner, Fast Jump upgrade (while potentially unbalancing, it could cause wormhole jumps to take longer (not in-system jumps) (besides, everybody can use it...)), and the Ion Storm Warning device, as well as the Countermeasure system are all wholly workable.
May 02, 2005 |2ainman link
A "gravity well generator" was mentioned previously on the list. What about a gravity well projector that could be carried by a capital ship. The projector would take a considerable amount of time to start up. Once activated, it would pull any ship out of jump(similar to ion storm) whose jump path went through the current location of the capital ship. It wouldnt do this 100% of the time, but would also have the chance of screwing up a ships jump, placing the ship a few sectors off from its original destination. This "curving" of the jump path would also occur with less of a likelyhood if the jump path was in proximity, but not actually passing through the sector of the capital ship. You can only imagine the ambushes that would ensue.

On ion storms, and ion energy in general. Don't you guys think that if you get hit w/ a burst from an "ion" weapon that some of your electronic equipment should malfunction for a short time? On the same note, when caught in an ion storm, maybe your targeting computer shouldn't work, and your radar should be very limited, so as only to maybe see the exit of the ion storm. Makes sense doesn't it? With all that energy flowing around, the only thing your radar should be able to discern is the absence of it. (Note: I don't actually know the effect of the ion weapons in the game as I have only played a very short amount of time, but I imagine that an ion storm, which I've been through plenty, should have the same / similar effect).

Ooooh oooh! If you get hit by some kind of ion weapon, you can't jump for a certain amount of time! Again, works with the idea of getting out of the ion storm so that you can jump again!

If you can't tell, im a Star Wars fan. :)
May 07, 2005 Dasalg link
I like the idea of ion damage, when I first played I thought ion storms would do that.

I'm not sure if this was mentioned in the first post, but I think it would be an easy-to-code, fun to use, and useful weapon:
Kinetic Shock Producer
requires 100 energy per shot
travels REALLY fast
does no damage
knocks back whatever ship it hits (so that it might stop, say, a ship going 65m/s)

I'm not sure what the exact stats would be, it's up to whoever it's up to.
May 10, 2005 roguelazer link
That would be cool. I've asked for energy weapons to have force since, well, a long time.
May 20, 2005 Harry Seldon link
What would also be cool is the ability to disable certain parts of capital ships, and well, anything larger than a Rag/Moth/Prom (upcoming light cruiser thingy). Specifically, engines, docking bays, navigation, targeting, sensors, and weapons subsystems. Also, I don't think it should be so easy to punch through the armor of a cap ship at just any point. So, specific areas housing these subsystems should be weaker, while the entire ship in general should be tougher.
May 25, 2005 jmc link
1: Communication Isolation device:
A small-slot weapon that can hold a maximum of 5 ammo (which would cost about 10000 each.) This fires a projectile at the target. The projectile is slower than a missile and detectable on radar.
If the projectile makes contact with a player, then ALL messages in the chat bar (channel chat, npc messages, personal messages) appear as gibberish, or strings of numbers. It also causes any messages from the affected player to anyone else to appear as gibberish too.
The practical upshot of this is to isolate ctc cargo carriers, or pirate victims, from any means of help.

2:Ship Mascot: This is a small artificial lifeform to provide entertainment out there in the inky blackness of space. It will occasionaly say things or request to be feeded,played with, etc, through the chat bar (not on a channel but using the same system as the messages that tell you which sector you have arrived in.) Interaction with other peoples' mascots is a possiblity. The mascot will stay with you until you choose to abandon it.

3: Entertainment system:
An upgrade that allows you to play a number of video games while in ship or station. A selection of games would be:
Ping:This comes free with the upgrade. A simple version of the timeless ball-and-bat classic. 2 player mode a possibility.
UIT Miser:A game similar to Tetris where you fill a misers vault with coins from above. The miser makes the occasional sadistic comment as you play.
Praise be to Eo: A game similar to Dance Dance Revolution where you direct an itani monk in his/her Eo-praising dance by pressing the onscreen buttons.
Serco Rampage: A game where you control an irate Serco youth as he walks through a city enviroment smashing things. Break windows an mailboxes while avoiding the armed guards! On second thoughts, just smash them too.
Serco Scientist:You control a mad Serco genetics expert, and you combine different strands of DNA to create ferocious creatures, which you unleash on the population of Eo.
Monkball: An Itani monk wishes to test his energy shield endurance. You help out by bouncing him around a temple strangely reminiscent of a pinball table. Hit the prayer gongs for extra points!
Vendettaette: It's an RPG in an RPG! I believe System Shock 2 had something similar. You start out as a young pilot wannabe in a basic bus, then upgrade your ship and weapons with money from random encounters.

You might ask: When do we get to play these minigames, when we need to attend to flying all the time? The answer is this.

Autopilot: An extstension to your ship's computer which will guide the ship on a set path. The ship will make use of turbo, but if your batteries dry up it will wait until they are fully recharged to start turboing again. The ship will inform you if you are attacked, but will not deactivate or take evasive maneuvers. You cannot fire weapons while in autopilot. Autopilot also has a 20-second cooldown time after use, and needs an additional 10 seconds to start up.

I am well open to (constructive) criticism on any of these ideas.

ZY
Jul 12, 2005 Fnugget link
Did the devs ever try to make a version of the beam turret gun with NO auto aim, super rapid fire and low dmg, short distance limit?
Aug 14, 2005 BridgetGGXX link
I dunno if any of these have been posted but here afe a few taht could prove intresting.

Phase Shift Unit: Nullifies the damage of missiles. Can only with stad so many hits.

Force Shields: Prevents a certin amount of sustained damage. Recharges over time.

Phase Cloaking: Reneders ship invisible to all froms of detection. Deactivates when reciving fire, fireing, or jumping.

Disruption Drive: When jumping prevents all ships with in 500M from fallowing the same course.

Hyper Drive: Allows the opening of a worm hole between any two points. Damages users ship severely, one time use, high pricing.

Anti-Missile System: Has a 10% chance of shooting down missiles that come with in 10m.

Anti-Phase Device: Causes molecular vibration which allows a ship to pass through solid matter. Allows Jumping no matter what objects are near. One time use.

Pulse Wave Generator: Causes a violent shock wave to erupt from the user ship, casuing mild to moderate damage to close by ships.

EMP Wave Generator: Causes all ships with in 200M to lose power for 10 seconds. 20 second recaharge.

Assault Bolt: Ramms in to an oppsoing ship causing mild damage, a hull breach, and steals cargo.

Missile Scrambler: Scrambles the guidence in missiles causing them to spiral wildly in every which direction.

Plasma Torch: Usefull for ramming menuvers. Causes massive damage.

Clay Cannon: Fires a lump of clay, slows ships down, and can clog engines if you manage to hit them. Low velosity.
Aug 18, 2005 Space man 3 link
i dont know it anyone has said it but expencive little bots you can fire that will drain cargo or armor or battery then explode or just attach and explode and the ones with cargo will return to your ship and ones that disable energy weapons the possibilities are endless
Aug 19, 2005 Space man 3 link
with all the complaints on rinning i had an idea how about (with all the talk on mini bots ) a bot that disables in system jumps for like 5 - 10 seconds maybe there will be different versions and these would be expensive with all the credits there are and maybe a bot lisence and bot mining and bot healing and possibly bot combat exc exc exc and maybe eventually with a hogh bot lisence and a ton of credits you could get one where you can stop 1 wormhole jump and then it would return or something.
Aug 19, 2005 Space man 3 link
ok i have at least one more idea what if there was a shocker missile you could carry like 1 or 2 or maybe 3 and it would have a splash radius of 75m and it would effect ALL ships in that area and it would decrease max speed by 1\2 and would increase your ships energy drain by 25 seconds or so and it would last for like 10 - 20 seconds and id appreciate and critisim or comments
Aug 27, 2005 Mandalore link
All i want is a jump better hyperdrive that allows u to jump between any system and sector instantly...
Aug 28, 2005 roguelazer link
Yes, THAT'S a balanced addon...