Playerbase production exspansion - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Playerbase production exspansion (/showthread.php?tid=81646) Pages:
1
2
|
Playerbase production exspansion - HuggieSunrise - 06-06-2012 I take this idea from an old mod called evolution in light of cannons brilliant technerf hooks. now with "pimpymyship" certain in game bases and facilities could be made special along the lines of THIS BRILLIANT IDEA using raw materials to produce components for player base production will make thier full benefit even moreso. Anyway.. As we have it the if this then> values or the if this then that (or else) type arguments shouldent be too hard to make the technerf more modular and interactive with the basic player. "well what do you mean huggie. you never make sence also could you bless my dog from demonic possession?" Along with armor buffs, Evolutions had, shield, thruster, cd insulation (reduction of disruption time), and most importantly (and here the most valueable) Weapon energy buffing equipment. So in scenario A. A wealthy pilot has acquired a piece of technology with a significant nerf. (like a liberty gunboat or something with permission or maybe not from liberty who cares how he got the damn thing) however with a secondary weapon capacitor or a "A <insert technical de nerfing name for device>" purchased from a player base owner for an exsorbent price. DE NERFS his powercore by anywhere from 10-30% depending on the equipment. I suggest the Mk 1 gives a 10% boost to powercore and a 5% increase up to mark 5 to 30% increase to counteract the nerf. It wont counteract some nerfs and yes perfectly ok ships can use it to buff thier powercore (like capships) but again this componant will take precious cargo space to utilise AND could be lost upon destruction. Infact any powerbuffing equipment I would say should have an almost unsalvageable rate of loss because of thier exspence and ability to de nerf the nerf. If not then these pieces of equipment should be even more tedious to construct and be as expensive if not more so then cap armor, though the factor of possible loss should be considered when creating the "crafting kit" to make it. I.e. not just 50,000 super conductors but trips all over the map to create the industrial parts needed to make these dynamos, capacitors, secondary generators, and what have you. More Additional Auxiliary components. Additional shield capacitors/generators and some more exotic modules to make them regenerate or even restart faster can truthfully make working on your ship a joyful experience. A reserve thrust chamber to store more thrust "time". Secondary Thrusters to boost thrust speed (but bleeds them off 50% more cause of extra drain. Extended intakes to regenerate thrust power. These could take up all the space in you've fighter bay but imagine the hot rod feeling of having these customized parts on YOUR ship? Tractor-beam range extension. A cargo-bay extension (minor but still enough to squeeze a little more space out of your hull, could even compromise hull but could be seen as ok if you have an armor upgrade and a secondary shield generator?) Cargo bay stasis field generator (to stop perishable cargo or reduce its degrade significantly). Sexrobot. To get down, hump prison bars, etc. Possibly Faction specific equipment only creatable and useable witht he correct id. Faction goods like.. Gaiain Tofu made from hemp that is like playerbase super-food. that has to be made in a special module. Junker playerbase refinery moduel that can turn scrap into hull panels or basic alloy or whatever. Img base refinery models that increase the yield from niobium ore to refined material for a slight increase in profitability? Nomad tentacle module to attract anything kusarian and female to gawk and fantasize. no.. wait.. thats a terrible idea. Balance of components. The significance of the weapon energy nerf should be paramount in exorcising the value of this equipment. 10-30% reduction int he Nerf is still a great deal and the potential loss of these custom components should weight heavier on the purchasers actions. Additionally to utilise the cargo space of some fighters to have token stat increases arent a huge game changer people who grind the credits want to spend them and spend them they should on cool neat crap that gives them even a slighter edge, but the risk of these components being lost would automaticly polarise pilot behaviour. Possibly make them a little less stupid. Cap scale components could actually ensure more balanced behavior from capship captains, no more grinding just to have these components but literally giving pause and second thoughts to thier actions in game to actually loosing their ship if the odds aren't favorable. Development time. The evolution mod launched with these little components as lootables and in same cases buy able exclusives from certain bases... Though back then flhook was merely little more then cheat detection. i think a blending of current methods and the old method could work swimmingly here. The point isnt to have it done tommarrow but to sequentially roll out these new moduels to gauge and balance the system as needed. Playerbase production exspansion - Daedric - 06-06-2012 If you've played the little game called Star Wolves, they have an equipment you can put on your fighters called a Weapon Booster (or something) which increases rate of fire and such. I believe that is what you're getting at right? Mountable equipment that boosts power core, power core regen, shield regen, shield, weapons, etc etc etc? Simply put - hells yea. I'm all for being able to customize your 'character' further. Might be time to pester the pocket programmer..........not sure how I can get him to commit though. Anyways, love the idea (and the linked idea). Afraid we're going to kill Cannon though. Playerbase production exspansion - HuggieSunrise - 06-06-2012 Well part of it is ive already worked on a mod like that and would be happy to help. it commodities and parts aren't hard to code. neither are the extra slots. In fact.. in a way we might not need to edit the hook at all, because if you nerf and optimized core you might end up with a smaller nerf overall anyway. Also its stuff like this that get devs excited, cool stuff at least gets me excited to work Playerbase production exspansion - ryoken - 06-06-2012 I seen these items on other Freelancer mods, and it totally killed all balance. Everyone always went for most agile ship, with best weapons, and then modded the crap out of them with these "add-ons". Made the game very un fun to play, and all those mods just up and died. Playerbase production exspansion - massdriver - 06-06-2012 ' Wrote:I seen these items on other Freelancer mods, and it totally killed all balance. Everyone always went for most agile ship, with best weapons, and then modded the crap out of them with these "add-ons". Made the game very un fun to play, and all those mods just up and died. Im sure "balance" was killed not by those items but by those who invented them and poorly tested before release. Playerbase production exspansion - Diomedes - 06-06-2012 Balance comes to mind as the biggest concern here, and as said that is mostly a matter of testing. And more testing. Some revision thrown in with a healthy amount of further testing. The only other problem this may cause is creating a divide in the server population: Jumpdrives, bases and cloaks and so on are pretty exclusive to those in large groups or who spend a lot of time online. This is okay as these components are either meant for team type use or don't really give an edge on anything, maybe just a new, fancy option that isn't terribly useful for most. If suddenly modules like these started modifying hard stats on vessels of all types, this creates a divide between the can obtain and cannot obtain players. CAU already does this to some degree, although the payback for going beyond CAU 4-6 is fairly negligible. Base point is: do I want to spend horrendously long amounts of time in-game to grind out a component so I am not constantly at a disadvantage? No. However, if the module gives no meaningful advantage, why would anyone spend the time to make one? I don't dislike the idea and further customization to ships is awesome, but it should be approached very carefully I think. Not everyone on the server has a windfall of cash, and balance should be approached with that in mind. What may actually work better rather than straight "bonus" add-ons are customization options that are power neutral and give no advantage over a stock layout, but do change how it feels: The thruster that goes faster but with less charge is a good example. Shields that restore faster but have less capacity and vice-versa. Overloaded powercore that fires guns faster, but at less damage (DPS neutral. I don't like fires faster and consumes more energy, will just lead to much shotgunning) And so on... Playerbase production exspansion - massdriver - 06-06-2012 evetually people will try to get boosted items with higher stats, in fact it's just a matter of time and finally everyone will have such items on every ship they fly (like armor, cloaks today). ofcourse this sounds fine only if your ship equipment die with you permanently. in such way boosted items will be a good opportunity for you to have advantage in a battle and stay alive. but in disco environment, your char except for cargo hold is persistent, this lead to same stats between all players over time and thus lower level tech here is not used at all and represents garbage here like LFs, 1 class guns and most of commodities. i dont say that such garbage should not live, but it should be reduced to minimum levels as people just dont use them. Playerbase production exspansion - ryoken - 06-06-2012 Well one way i can see this working out, and not affecting balance much, is to have Power boosters, and armour upgrades considered the same type of add on slot wise. So if you mount a power booster? You cannot mount an armour upgrade. So you are trading firepower over armour so to speak. So you can hit harder/longer, but cannot take it. Just an idea. Playerbase production exspansion - Diomedes - 06-06-2012 While true, it does depend on the effort to get required item. Not every BS has CAP VIII because for instance, unless I spent a much more significant amount of my life than I am on FL, I will never have the 800 million credits or so. I'll settle for a Cap IV cruiser and probably never get past it. Likewise for cloaks, jump drives and bases. They are so resource intensive, that no, not everyone will have them. I may be wrong, but it seemed like in the OP these upgrades were to be akin to cloaks and jump drives in how they are obtained, and also in pricing (e.g. an end-game credit sink). So no, definitely not everyone would eventually obtain them. Disco is awesome because there are so many (roughly at least) parallel options, like picking a different VHF. It will fly different, and feel different, but isn't necessarily any better or worse than that VHF over there. If add-ons were implemented, I'd like to see them under this principle. Playerbase production exspansion - massdriver - 06-06-2012 ' Wrote:While true, it does depend on the effort to get required item. Not every BS has CAP VIII because for instance, unless I spent a much more significant amount of my life than I am on FL, I will never have the 800 million credits or so. I'll settle for a Cap IV cruiser and probably never get past it. well then it's another question: does game provide all content to player instant or in exchange for time spent playing game? it is more general thing and it doesnt concern the game stuff. |