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Re: General thoughts
Posted: Fri Mar 28, 2014 10:55 pm
by Karl913
I'm typing this from my phone atm, but I think I'm gonna host a showcase of my map to show what kind of things I'm doing for it. Boarding will be a main focus of it, so improvements to boarding I am all for. Anyone in cruiser command chat at 1:00pm, ctz can come unless you want the time changed.
(And jeeze, 3 posts in 3 hours?)
Re: General thoughts
Posted: Fri Mar 28, 2014 11:16 pm
by Red-Rocket
Karl913 wrote:(And jeeze, 3 posts in 3 hours?)
DumbMarine Riled us didnt he?

Re: General thoughts
Posted: Sat Mar 29, 2014 5:35 pm
by Karl913
l'd still like to see more on this topic.
So l read the metagame post from scrypso. l agree, 100%. It needs an overhaul.
If l had it my way the entire upgrade system would be scrapped and replaced with something almost entirely dialog based with branching upgrades and locking tech. But that's not happening.
So instead l'd either give upgrades that lock the player out of other upgrades, or a better idea.. Make all upgrades come with their own separate debuffs. Like make power core upgrades drastically increase how fast power core stability decreases. Or make small ship power upgrades increase energy regen but reduce maximum energy? And make an inverse upgrade, one locking the other out? Something like that.
Re: General thoughts
Posted: Sun Mar 30, 2014 12:34 am
by Red-Rocket
Karl913 wrote:
So instead l'd either give upgrades that lock the player out of other upgrades, or a better idea.. Make all upgrades come with their own separate debuffs. Like make power core upgrades drastically increase how fast power core stability decreases. Or make small ship power upgrades increase energy regen but reduce maximum energy? And make an inverse upgrade, one locking the other out? Something like that.
Upgrading that brings debuffs just doesn't work IMO, because what if some noob got on upgrades and upgraded all the wrong tech at the wrong time? O.o
Although having something like a T2 console or similar could help (this upgrade needs at least 4/8 small ship hull and 2/5 small ship energy to get)
Re: General thoughts
Posted: Sun Apr 20, 2014 12:22 am
by Karl913
No one else responded, so I guess I will. I'm on my phone 'ere, so don't expect anything lengthy.
You're right about the debuff part being a negative thing. More upgrades isn't, if it's done right. I've thought about it a bit, and a change of pace or mindset seems to be a solution. Pressuring the teams to enter combat and forcing teams to choose between (rebalanced and more equal) different upgrades and leave the rest behind, it could not only add more depth and replayability, but make it easier to develop the game, aswell as being noob-friendly.
In my game, almost every part or attachment has three drawbacks, weight (asked you down), cost, and some other area. Like one might allow you to fire two bullets at once, but make you reload 3x slower. But this is on a per player basis, which means that noobs can't really hurt other players with their upgrades. Obviously this won't work in cruiser command, but I'm throwing it out there.
Note to RR/dreadnought: wait a bit