Revitalizing the game?
Posted: Tue Feb 11, 2014 11:48 pm
It seems that CC isn't as alive anymore as it used to be. A few scattered thoughts on what I think could make it more fun, and both noob- and pro-friendly:
1) Making 3 wraiths seems to make the skill cap much harder to balance between teams, in terms of wraith pilots, and creates a large aversion to playing with too many noobs in case one loses a wraith or two. Perhaps we should move back to one or two slightly-scarier wraiths that miners can't solo.
2) No one likes it when new players go on a ship and destroy it. I suggest we create an additional two banks for ships that feature only free respawning 'scout' ships, 30-second or 60-second timers. These scout ships *would not* attack or really do anything, and they really would be paper-thin to reduce the chance of ram-killing with them (50 hp, +5 upgrades).
New players can use these and get acquainted with the system and feel useful in the meanwhile by scouting enemy miners and minable fields (maybe give them side thrusters like the wraith *and* turbo boost like the miner, so new players learn to use both of their skills in a very cost-safe environment). In the downtime while the ship respawns, new players can learn things like buying repair stations through something like an automated tutorial ("It seems your ship won't respawn for another X seconds. Would you like to learn about other ways to help your team, like preparing repair stations?").
3) The first time a team is down to 1 miner, they get one (one!) free miner respawn after 30 seconds so that they are not as crippled by a good wraith pilot or two in the first 10 minutes. Or maybe it's a feature of time, where every time you are down to 1 miner, it takes an additional 30 seconds to respawn the second free miner. As it stands, it's very very easy for one team to cripple the other and be 90% sure of victory 1/4 of the game in.
4) Doubling back to the wraith, side thrusters disabling forward thrust sort of defeats the purpose of the wraith being a chaser given enough energy. I would suggest doing something like if both forward thrust and side thrust is detected, lower the final velocity by 10% to make side thrusting less dominating than it was but still useful. As it stands, I see no need for side thrusters in most cases as you can just buy the countermeasure item. The only time I have used thrusters is when circling around the enemy BC with an AI miner, but only because it's AI is confused about where I am going.
Please keep in mind that these are pipe dreams.
1) Making 3 wraiths seems to make the skill cap much harder to balance between teams, in terms of wraith pilots, and creates a large aversion to playing with too many noobs in case one loses a wraith or two. Perhaps we should move back to one or two slightly-scarier wraiths that miners can't solo.
2) No one likes it when new players go on a ship and destroy it. I suggest we create an additional two banks for ships that feature only free respawning 'scout' ships, 30-second or 60-second timers. These scout ships *would not* attack or really do anything, and they really would be paper-thin to reduce the chance of ram-killing with them (50 hp, +5 upgrades).
New players can use these and get acquainted with the system and feel useful in the meanwhile by scouting enemy miners and minable fields (maybe give them side thrusters like the wraith *and* turbo boost like the miner, so new players learn to use both of their skills in a very cost-safe environment). In the downtime while the ship respawns, new players can learn things like buying repair stations through something like an automated tutorial ("It seems your ship won't respawn for another X seconds. Would you like to learn about other ways to help your team, like preparing repair stations?").
3) The first time a team is down to 1 miner, they get one (one!) free miner respawn after 30 seconds so that they are not as crippled by a good wraith pilot or two in the first 10 minutes. Or maybe it's a feature of time, where every time you are down to 1 miner, it takes an additional 30 seconds to respawn the second free miner. As it stands, it's very very easy for one team to cripple the other and be 90% sure of victory 1/4 of the game in.
4) Doubling back to the wraith, side thrusters disabling forward thrust sort of defeats the purpose of the wraith being a chaser given enough energy. I would suggest doing something like if both forward thrust and side thrust is detected, lower the final velocity by 10% to make side thrusting less dominating than it was but still useful. As it stands, I see no need for side thrusters in most cases as you can just buy the countermeasure item. The only time I have used thrusters is when circling around the enemy BC with an AI miner, but only because it's AI is confused about where I am going.
Please keep in mind that these are pipe dreams.