Forums » Suggestions

ingame entertainment

May 28, 2003 Urza link
OK. Vendetta is supposed to have 10000+ sectors and all that. Big deal.. Who cares? It'll just be the same thing over and over like MOST MMORPGs become. The devs have something GOOD going here. By far better than most hack and slash MMORPGS. But it needs more than just the space age Quake combat and EV trading. We needs entertainment to start. Something that wont get repeditive (as fast. we all know stuff CAN get old after a while, no matter how much you enjoy it. ). These things would do more than just make playing more fun. They also offer different job options. Like a racer, a gladitorial combatent, hell, even a space age chess master!

I think that here (here was supposed to be the main forum, but i think i found a wierd bug, which placed this here.. ) would be a good place to start listing ideas to be debated over and commented on by the devs (do they ever speak in the suggestions forum?) along with a link to them in the suggestions forum. I'll start.

Racing -- You try to be the first 1 to cross the finish line in different tracks across the universe.
http://vendetta.guildsoftware.com/?action=msgboard&thread=1545&page=1

Gladitorial Combat -- You fight wave after wave of bots (and a few players, if they dare step up to face you) in hope to earn fame and cash.
http://vendetta.guildsoftware.com/?action=msgboard&thread=1584&page=1



hmmm.. that's odd. would a mod/dev please move this to the main forum?

May 28, 2003 Suicidal Lemming link
Racing - mmmm i like, we will need speed and manuverability upgrades though
Gladiator thingy - mmm i like, sounds great for training

adding some junk of my own

mazes - mmm everyone likes mazes, even more if you stick a credit chip at the end of maze, even more if the maze rearranges itself when the biggest chip is taken.
May 28, 2003 electric27 link
Like Cube? Ohhh... good movie.
May 28, 2003 ctishman link
What about hacking and tuning?

1) Hacking
Blend space combat with a certain aspect of industrial espionage a la Uplink. You succeed, and get ubermad credits. however, you get caught and lose almost all of your credits. This would be integrated into the console. By this, I don't mean typing
c:/> hack megacorp.com
from a safe haven at your home system. I mean buying an enemy ship on the black market, going to their station, stealing the info and getting out of the sector alive with a whole corporate armada on your a**.

2) Tuning
I've detailed this in other posts, but essentially fine tuning your ship to tenths of a percent to eke a tighter turn or faster acceleration. If racing were implemented, this would make all the difference.
May 28, 2003 silentsuicide link
How about a Bar in which to veiw and bet on the said races, gladiator matches, and mazes?
May 28, 2003 Cmdr. Freeman link
lol...flying under the influence =P
May 28, 2003 Rabid Panda link
there are only two good espionage games. One isn't even that good. Uplink (bad game) and I-Spy, a ok game that is impossibly hard.
May 29, 2003 Jorus link
I like the maze idea, especially when you place the thought of making the maze into a 3 dimensional maze. :)
May 29, 2003 Suicidal Lemming link
mmmmm 3d maze, at the entrance it should say "Its never the same", because well, you grab the loot, and it well, changes. =)
May 29, 2003 Spellcast link
how about a 10 sector triangle in the middle of the game where we can still play capture the flag :) you enter via the points, (where the nation sectors are now) and play just like we do now.

or maybe a scavenger hunt. they start every hour at station 123, the first person to find all the cargo listed on the sheet and bring it back wins and gets xxxx goodies.
May 31, 2003 HumpyThePenguin link
why not XXX goodies :P
May 31, 2003 Suicidal Lemming link
I like scavanger hunts, maybe have a scavanger hunt IN the maze! Grab item 1, maze changes, etc.
Jun 01, 2003 slappyknappy link
I think that these types of "games" could be easily implemented via missions, assuming that missions are implemented well. These are all examples of how different games could be implemented with different levels of complexity.

Easiest to implement
------------------
Maze: You are given a mission to retrieve an object from an unstable gas nebula. The nebula constantly shifts and is basically a big 3d maze. You have to get in, and you have to get back out. This is easiest to do because it a simple objective with no mission interrelationships (read on to see what that means).

Harder to implement
------------------
Races: You have the option of joining large races (within and/or between sectors). These are combined with other mission to "fix" the race so that your team wins. This creates the incentive for blue players to try to intercept and shoot down gold and red racers.... of course, without the police seeing them.

This is hard because there are multiple interrelated missions, but not that hard because there are always races going on. So if your mission is to shoot down red and gold racers, you just have to go find a race and start shooting. The racers... well they better be good at dodging!

Hardest to implement
-------------------
Capture the flag: One or more players on gold gets a mission to capture a red data cube. One or more red players gets a mission to defend it. At the same time, one red player gets a mission to seek the assistance of the blue government; if he succeeds than several blue ships arrive to help guard the item. At the same time a red player gets a mission to seek the assistance of the blue government (saying the data is best not in red's hands). If they get there first, the blue ships help gold instead. At the same time as all of that, a blue player gets a mission to investigate the secrets of the data cube that make it so valuable.

The reason this type of inter-related mission is difficult to implement is because there is a m relationship between all missions. There would probably need to a window of tie during which missions could be assigned, and a second window during which they actually occurred. Also, there would have to be a limit on how many players could accept each different role within a mission. It would really encourage teamwork, though, and would be brilliant if it can be pulled off.
Jun 01, 2003 Skyfox link
Well, a tune up system would rock. Time in the station would no longer be thi boring mototones get this and sell that.

Custom upgrades to the ship.
Engine tuning-X% more engine power
Engine Acceleration Enhance-X%more acceleration
Extra Weapon port-One more weapon port
More Cargo Space
Armor Upgrades
Turn rate upgrades
...The list could go on and on. This would add a lot more variaty to the game as people could customize their ships to a great degree.

Glatdatorial combat? We have that already, just go into sector 10...

Exploration-A large money prize to the first one to find a new hidden sector, make a LOT of them though, and bots aplenty to keep it hard.

I really like the racing idea, with specail, high-speed racers with souped up warp and 'roid raceing. Sounds very doable, all that is needed is a faster ship/battery/engine and two markers at either end of the astroid belt. That can be done after all, they did put billboards around the station in sector 9, the devs have the stuff.
Jun 02, 2003 Celebrim link
Urza:

http://vendetta.guildsoftware.com/?action=msgboard&thread=1516

Shouldn't be real hard to implement a racing sector, or a gladiatorial combat sector with decent mission code.

Skyfox:

http://vendetta.guildsoftware.com/?action=msgboard&thread=1494

and

http://vendetta.guildsoftware.com/?action=msgboard&thread=551