Forum - Space Odyssey MMORPG - a massive free online space game
October 05, 2025, 02:10:50 AM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: New game Astro Galaxy launched by ET Virtual Worlds, http://www.astro-galaxy.com
 
   Home   Help Search Members Login Register  
Pages: [1]
  Send this topic  |  Print  
Author Topic: Some sugestions and toughts  (Read 3504 times)
The-Joe
Corporal
*

Reputation: +3/-54
Offline Offline

Posts: 129

Aliens got me!


View Profile
« on: March 01, 2007, 08:36:58 PM »

1. ITEMZZZZ
It would be nice to be able to use a different selection method for itemz, like checking more than one item at once.
Scrapping or selling items i dont't want (such as 1 mining time or 1% bonus whatever).
If scrapping or selling is not a option, at least sort that items by bonus (starting with the higher bonus), i have no patience searching pages and pages of items to find a decent one.

2. Missions order
I am now around 400 encrypt level. I dont't have much time to play and i would love to be able to search missions of a certain level in a easyer way. I have to browse missions forever (between 150-900) to find a suitable one. Some better sorting of missions would be lovely. And besides, if at a certain point i would want to choose only credits or workers missions i have to browse a lot of pages again.

3. The nav computer
It's useless because if i would log a system i want to come back to, when i come back there are different encounters than memorised, and resources may as well be harvested. It may be usefull if systems where data changes would be automaticly erased from the nav computer, but i guess that would be very complicated to do. A simpler way to clear useless data from Nav-computer would be to automaticly erase systems logged afther 24 hours.

4. Helping others
It would be usefull to be able to help people by transfering ships or at least some credits. That would make alliances much more usefull and valuable. In case of war, sometimes it's useless to be allied with top players since they are too far to help you in any means. So if top players start a war, the lower level players are massacred and cannot be reinbursed in any way. A more complicated way to help alliance members would be to lend protection ships who are just acting as a sort of reinforcement in case of attack of a alliance member in case of declared war (see 5). Those ships would not be usable in missions, or attacks, but just act as a defensive screen (however susceptible to capture or kill by attacker). In order to avoid self helping (helping alts) transfers frome same IP should be impossible, or something like that. I remember some wars we had, against a waaay less powerfull alliance and they concentrated their attack on the lowest ranking members of the alliance, and we could do almost nothing to help him. My smallest active ship (10% of my flag-ship) would have made him almost untouchable. And besides, that would make alliance strategy a much more versatile tool, since an attacker would never know where the defences are situated.

5. Diplomacy
It would be nice to have a war sign just like the truce sign... that would sometimes help avoiding misunderstandings. A war declaration should be issued by the alliance leader just like the truce, but require no acceptance. Also war would be automaticly be declared afther two attacks from another alliance members (bounties and retaliations not included). Official wars would be nice to appear in the alliance window so that other alliance could know that an alliance is in war with another alliance. War could be stopped only by ceasefire agreed by both alliance leaders.
Some degree of diplomacy upgrade would be nice anyway, like war/neutral/truce/alliance, and the active stances (except neutral) would be inice to appear in the alliance window (the one that opens in Ranking). Would be nite to see alliances and truces and wars appearing as events... written in blood red  laugh "X-Alliance declared war to Y-Alliance" and peace "X-Alliance has made peace with Y-Alliance"

6. Encounters... are to few... and i dont't understand how you get to see them.

7. How can a ship 1.000.000.000.000.000 size have 0 hp? In a future version may be a good ideea to give some hitpoints by default according to size, and maby reduce the effect of the specials in the direction of HP. Besides, as designing has evolved very few designs are still using the armors (some swarmers only). Marine pods are also rarely used.

Just some toughts, not quite suggestions... How can a ship with one weapon hit 10 targets at once? Weapons have ranges and specifics. High explosive weapons have area damage, penetration rounds have point attack and penetration capability.... So, thinking, in the matter of superships and swarmer ballance, a supership should have (realistic, not in game) some strong attack weapons with longest range possible, and some medium and small range attack but high rate of fire to fight off small ships. So i would introduce two types of weapon on each ship, long range attack (effective against large targets) and close defence (effective against swarm-attack type). But in therms of the game this is probably to complicated to implement. Besides, in war, crippled ships tend to retreat, if possible. You may want to consider types of weapons in terms of penetration damage. A penetration weapon would always hit regardless armor, but have a smaller or no efficiency against large numbers of targets, and a High Explosive type of weapon, which is effective against armor only if individual ship armor is smaller than 20% of the damage, but is able to hit more targets at once. So, probabbly swarmers would use penetration and numbers, HP ships would use HE and huge firepower.
Report to moderator   Logged

Gunfighter Frank
Master Sergeant
*

Reputation: +36/-6
Offline Offline

Posts: 806


View Profile WWW
« Reply #1 on: March 02, 2007, 09:45:10 AM »

that all sounds nice, but we have brought this up before.  I think of a weapon as more of a weapons system, and defense more like what you call point defence weapons. and or ability to manuver. would have to look up the threads and just dont have time now.  But I like the idea
Report to moderator   Logged

Gunfighter Frank

Semper-FI

DO or DIE
Seither
Lord of the Post Count
*

Reputation: +75/-63
Offline Offline

Posts: 3786


A True Hero is made of: Power, Wisdom, and Courage


View Profile WWW
« Reply #2 on: March 03, 2007, 12:30:07 PM »

4. Helping others
It would be usefull to be able to help people by transfering ships or at least some credits. That would make alliances much more usefull and valuable. In case of war, sometimes it's useless to be allied with top players since they are too far to help you in any means. So if top players start a war, the lower level players are massacred and cannot be reinbursed in any way. A more complicated way to help alliance members would be to lend protection ships who are just acting as a sort of reinforcement in case of attack of a alliance member in case of declared war (see 5). Those ships would not be usable in missions, or attacks, but just act as a defensive screen (however susceptible to capture or kill by attacker). In order to avoid self helping (helping alts) transfers frome same IP should be impossible, or something like that. I remember some wars we had, against a waaay less powerfull alliance and they concentrated their attack on the lowest ranking members of the alliance, and we could do almost nothing to help him. My smallest active ship (10% of my flag-ship) would have made him almost untouchable. And besides, that would make alliance strategy a much more versatile tool, since an attacker would never know where the defences are situated.

We've covered this before, it is unfair to other commanders, because those without top ten allies are left being slautered themselves because the top ten can put 1 ship on each alliance member and it'll be 100x stronger, minimum, then anything the attacker would normally encounter, which would result in them losing all their ships and being left wide open for attacks. It's a nice thought, but would be totally unfair to others.
Report to moderator   Logged

Gunfighter Frank
Master Sergeant
*

Reputation: +36/-6
Offline Offline

Posts: 806


View Profile WWW
« Reply #3 on: March 04, 2007, 10:52:14 AM »

I see your point Luffy and I would say that these ships would need to fit the power level of the commander in question, just like a picket or something.  This makes the right alliance and alliance leaders more improtant.  say make that a CP that gives the alliance leader X amount of ships or ship power to deploy a % of said power of the commander.
Report to moderator   Logged

Gunfighter Frank

Semper-FI

DO or DIE
ars68
Master Sergeant
*

Reputation: +11/-4
Offline Offline

Posts: 849

Viva la C&C


View Profile WWW
« Reply #4 on: March 09, 2007, 04:10:12 PM »

*warning, incoming evil thought from the depths of space*

add the cost calc and stuff you have to make sure missions are fair... to PvP battles as well... that way the huge 100x more powerful ships then the rest of everything else... won't see action unless someone that was anywhere near it actually attacked
Report to moderator   Logged

control the present, seize the future. seize the future, conquer the past. conquer the past, control the present.

that and cookies. lots and lots of cookies 1
The-Joe
Corporal
*

Reputation: +3/-54
Offline Offline

Posts: 129

Aliens got me!


View Profile
« Reply #5 on: March 13, 2007, 01:20:07 AM »

A new simple ideea:

Could encryption missions that a player cannot de-crypt be filtered out of the list he can see?

I would like to see only the missions that i can do, so i won't have to browse endless pages of "You do not have the required encryption level for this mission!" Right now i have a encrypt of 702 and the top mission encryption is 1657. So if i want to raise my encription level either i seek half a galaxy to find a 702 mission either i browse 30-40 pages of useless pages.
Report to moderator   Logged

Pages: [1]
  Send this topic  |  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!