Forums » Suggestions

Red Alert fever

Sep 22, 2004 UncleDave link
Ok... here's a musing for the future of turrets. Anyone know the IFV from Red Alert 2? Basically, the vehicle augments the ability of the unit inside. What if for Vendetta, the weapon the player-controlled turret(s) configured themselves to fit the weaponskills of the player inside?

Eg. A player chooses to control a bank of max. four turrets.

Heavy-skilled players would gain more in the way of high-explosives and auto-targeting turrets designed for heavy defense and assault.

Light-skilled players would gain fast-firing flak and lasers to pepper close-up ships, as well as being able to snipe players from afar using specialised accurate long-range weaponry.

Combat-skilled players would have access to a number of AI fighters and HUDs showing battle plans and such, swapping out the turrets for a fighter bay. Increased radar range and auto-targeting on the AI is above-par.

Trade-skilled players would be the repairmen, with repair drones and tractor beams and interesting doowackies.

Mixes of skills would give you different mixes of equipment to play with- a fighter pilot may go for level 6 trade for that all-important repair drone, for instance. Stuffs like that...

Perhaps experience should alter the way ships handle, too.

Light weapons level would increase autoaim by 3% per level.
Heavy weapons level would increase damage by 2% per level.
Combat weapons level would decrease effective mass by 2% per level.
Trade weapons level would increase top/cruising speed by 1 m/s per level...

Thus augmenting any ship to the levels of the pilot, but not to an uber-extent.

Am I rambling again?
Sep 22, 2004 Phaserlight link
Good thoughts, UncleDave.

I like the division of tasks within a cap ship based on skill points. Couple of things that jumped out at me while reading your post:

What if, instead of having the turret type change based on the player's skill, the player upon entering the cap ship would be assigned to an existing turret, fighter bay, tractor beam etc. that most closely suited their skill levels?

Also:

Light weapons level would increase autoaim by 3% per level.
Heavy weapons level would increase damage by 2% per level.
Combat weapons level would decrease effective mass by 2% per level.
Trade weapons level would increase top/cruising speed by 1 m/s per level...

YES! I had been thinking this for a long time but never got around to posting it. This would add some more RPGness to the game. The only thing I would suggest is to have the bonus tied directly to experience points rather than license level, since license level is supposed to be a reflection of your experience points and experience points represent your actual skill.
Sep 23, 2004 toshiro link
"skill"... rather endurance at this point, as in most rpgs.
Sep 23, 2004 quiveri link
How about this for a cool trader doowicky:

Additional Speed
Radar Jammer
Anti-Tracter Beam

... and one of my favorites: a decoy ship. It'd be a droid that the radar sees as the player who launched it. Heh, I amaze myself.