Giving Small Ships More Variety
Posted: Sat Apr 27, 2013 11:54 am
Problem
Most people spend 90% of the game in the same small ship, maybe coming back to the ship at the last 5 minutes to operate something else. The captain decides everything for them.The only choices they ever get to make are "Should I wait another minute before attacking?" "Where should I place my ship while mining these asteroids?" They never get to make "tangible" or "quantifiable" decisions. Neither of these is the right word I am looking for... Hopefully you understand though. The difference between getting a physical upgrade or purchase, or a tactical decision. They generally are only allowed to make individual tactical decisions.
Solution
To give non-commanders more personal, "tangible" choices that don't cost any team resources, and aren't significant enough to interfere with a commander's overall strategy. So that it's the player's choice, and not the captain's.
The idea I have that fits this is for there to be three free loadouts that you get to choose from whenever you launch a ship. They are always available, and I think should be designed to ever-so-slightly change the gameplay experience of the small ship user.
Also, a story. When I first started playing I thought the game was cool, but there wasn't enough to 'do' in terms of micro and gameplay. So I almost quit playing before I discovered the total depth. I am hoping that this solution will help maintain player interest until they are addicted to the game.
Example
Miner
1. Asteroid Barrier
Does not take damage from asteroids
2. Reinforced Frame
Take 10% less ramming damage
3. Capricis Beam
Can fire red laser while moving
Wraith
1. Emergency Overdrive
The wraith's speed is increased by 15% while below 50% hp
2. Miner Mod
The wraith shows up as a miner ping on radar
3. Strafe Thing
Strafe energy cost reduced by 2
Chomper
1. Chompapult
Chomper is thrust in the direction of the BC at undock
2. Vacuum Brakes
The chomper decelerates instantly
3. Gravity Drive
All nearby objects slowly move towards the chomper
What do you guys think?
Also I know some of the people I talked to about this idea had other thoughts for giving small ships more customization options. I am hoping they will share their ideas in this thread!
Most people spend 90% of the game in the same small ship, maybe coming back to the ship at the last 5 minutes to operate something else. The captain decides everything for them.The only choices they ever get to make are "Should I wait another minute before attacking?" "Where should I place my ship while mining these asteroids?" They never get to make "tangible" or "quantifiable" decisions. Neither of these is the right word I am looking for... Hopefully you understand though. The difference between getting a physical upgrade or purchase, or a tactical decision. They generally are only allowed to make individual tactical decisions.
Solution
To give non-commanders more personal, "tangible" choices that don't cost any team resources, and aren't significant enough to interfere with a commander's overall strategy. So that it's the player's choice, and not the captain's.
The idea I have that fits this is for there to be three free loadouts that you get to choose from whenever you launch a ship. They are always available, and I think should be designed to ever-so-slightly change the gameplay experience of the small ship user.
Also, a story. When I first started playing I thought the game was cool, but there wasn't enough to 'do' in terms of micro and gameplay. So I almost quit playing before I discovered the total depth. I am hoping that this solution will help maintain player interest until they are addicted to the game.
Example
Miner
1. Asteroid Barrier
Does not take damage from asteroids
2. Reinforced Frame
Take 10% less ramming damage
3. Capricis Beam
Can fire red laser while moving
Wraith
1. Emergency Overdrive
The wraith's speed is increased by 15% while below 50% hp
2. Miner Mod
The wraith shows up as a miner ping on radar
3. Strafe Thing
Strafe energy cost reduced by 2
Chomper
1. Chompapult
Chomper is thrust in the direction of the BC at undock
2. Vacuum Brakes
The chomper decelerates instantly
3. Gravity Drive
All nearby objects slowly move towards the chomper
What do you guys think?
Also I know some of the people I talked to about this idea had other thoughts for giving small ships more customization options. I am hoping they will share their ideas in this thread!