Slavers have slaves on board, 'factions', 50+ suggestions

General discussion about the game.
wolfboyft
Posts: 60
Joined: Sat Nov 16, 2013 12:13 pm

Re: Slavers have slaves on board, Human ability, A LOT of st

Post by wolfboyft »

UltraMantis wrote:
CrashSanders wrote:*deep irritated sigh* So you do not listen to anybody, really. And I had hopes... too bad.
wolfboyft wrote:I don't really understand the thing about me 'whining' or being 'confrontational' at all!
Then unplug the Internet cable right now and go somewhere outside your room. Maybe even ask your parents what does 'whining' and 'confrontational' mean and spare us from your ignorance.
wolfboyft wrote:And also, because there is no way anybody would have so much kindness as to code a mod that renames the teleport system and turns it into a shuttle entrance thing, I decided I might as well get a modding tutorial.
Is that all what you want? Just to RENAME a system and leave it work as is? Go and do something terrible to yourself, right now. Because you deserve it.
Crash, you are violating rule no.1 of the forum. Don't be a Jerk man.
You are certainly demonstrating you know what 'confrontational' means, and are currently the only person interested in publicly fighting with wolfboyft.

Frankly what you wrote above doesn't belong here and is pure flaming and flame-baiting. Knock it off. It was an error in judgement to attack someone that way, and i understand it was fueled by frustration, and we all make mistakes but knock it off nevertheless.

What i suggest is that you go to your User Control Panel and add users to your ignore list. That way their posts will be filtered out and will not cause you to make similar outbursts.
Thank you! I was so shocked at his reply that all I could say was
...

?
Wait... do you agree with him? :/
UltraMantis
Posts: 2125
Joined: Thu Sep 20, 2012 3:17 pm

Re: Slavers have slaves on board, Human ability, A LOT of st

Post by UltraMantis »

I couldn't ignore you even if i wanted to. :D
And no, i don't agree.
Report spam using the handy Report Button Mod.
chonwaen
Posts: 7
Joined: Fri Dec 13, 2013 5:18 am

Re: Slavers have slaves on board, Human ability, A LOT of st

Post by chonwaen »

Now, i would like the option to be able to bring men back after combat without using a teleporter. And i would love to see a battle pod transport system where you can send your crew 1 at a time over to the enemy ship at a rate of one shot every 5 seconds. One-way trip if you are in combat! The pods behave similarly to boarding drones except the pod locks, seals, and dumps the crewmember out without depressurizing the compartment!
obliviondoll
Posts: 66
Joined: Fri Dec 27, 2013 4:09 am

Re: Slavers have slaves on board, Human ability, A LOT of st

Post by obliviondoll »

I've read the whole thread, and while I appear to be missing some "edited" comments, I think I'd rather just stay out of the drama anyway. That said, there's some interesting things going on in spite of the problems, so there were a couple of things I'd like to comment on.
wolfboyft wrote:12. ZOLTAN SHIELDS WOULDN'T RECHARGE EVERY JUMP
No, they'd recharge in battle!
But then they wouldn't be Zoltan shields. They'd be some other magical super-shield of invulnerability. Something that powerful required a massive power source, or needs to be charged up by a power surge like the one your ship experiences during the FTL jump (coincidentally, it's plausible that the Pre-Igniter would also make use of a similar technology - store some of the expended energy from your FTL jump to quick-charge weapons as you arrive at your destination).
15. FUTURE SHIPS WILL HAVE CABINS, SO WHY DON'T OURS?
Yep! Actually, not player ships, they're for battle, not civilians. Still...
This and several other complaints are addressed simply:

HOW DO YOU KNOW? There are a lot of "unused" rooms on most ships - just because that room isn't a combat-critical part of the ship, doesn't mean someone doesn't sleep there, or it isn't the kitchen/dining area/indoor soccer room. It would be impractical and silly to design meaning behind every room on board and explain what they all do, because that would necessitate the ability for players to rearrange non-critical systems as we see fit, or for those rooms to be repainted with different background graphics as you gain and/or lose crew members.
24. WHY DO WEAPONS NOT CHARGE WHEN THE ENEMY CLOAKS!?
It makes no sense!
If weapons charged while the enemy was cloaked, there would be almost zero practical benefit to cloaking with how the game mechanics work. Maybe the cloaking device emits some form of energy or particle that disrupts weapon charging but doesn't interrupt power to other systems. It could be plausibly explained, but it's really a gameplay mechanic first. Think of charge time as the time required to acquire a clean lock with the targeting systems instead of an actual "power up" type charge.
26. WHY DO YOUR WEAPONS DE-CHARGE WHEN YOU JUMP?
Its very daft! However, if that was fixed, what would you do about the problem: clearly, enemy ships do so, events do so, so you are supposed to have your weapons de-powered when you are not fighting - BUT! Then that means that your weapons won't be fully charged when you jump, because they have been de-powered. Unless... weapon charge is kept inside the... nah, weapon charging is moving the power bars into the weapon, see? OR! ENEMY SHIPS AND EVENTS DO KEEP THEIR WEAPONS CHARGED ALL THE TIME?
1. Gameplay mechanics - this would make high-damage slow charging weapons OP, and if you use my above rationalisation, the Pre-Igniter could be seen as a sort of long-range targeting system that allows you to initiate targeting well before a ship is in range. This would, of course, be either an alternative to the previous Pre-Igniter theory I suggested when talking about the FTL drives. It could be incorporated, with the FTL power surge being used to temporarily boost scanner range in order to acquire the necessary targeting information.
27. MISSILES PIERCING ALL SHIELDS IS OP, MAKE THEM PIERCE ONLY 5.
The shield piercing rating of missiles is 5. Crystal weapons have a shield piercing rating of 1, allowing them to ignore one layer of shields and hit the second. Missiles, Bombs and the Artillery Beam all have shield piercing of 5. If a target ship had 5 layers of shields (more than any ship in the game has), they would ignore them all. If it had 6, they would impact on the final layer of shields.
33. LEVEL 4 SENSORS
They let you sense like level 1 in nebula.

34. LEVEL 5 SENSORS
They let you sense like level 2 in nebula.

35. LEVEL 6 SENSORS
They let you sense like level 3 in nebula.
I'd rather have a "Hardened Sensors" Augment that allows you to operate your sensors at reduced capacity (level 2 sensors act as level 1, level 3 acts as level 2) in a Nebula.
41. I VENTED OF OXYGEN, BUT NOW...
If one has vented the rooms of the boarders of oxygen, then one should be able to close back the doors AND click 'do not regenerate oxygen in these rooms:' to make sure that they still suffocate, but ma doors are closed.
Turn off power to the oxygen supply, and that airless room will remain airless. If you've kept the important parts of your ship filled with air, you can move freely between them. If you need to seal someone in an airless room while moving through somewhere else with low air, open a few doors to rooms that still have air, and the oxygen levels will equalise gradually, allowing you to move into and through the formerly-airless spaces after a short delay EVEN WITH THE OXYGEN TURNED OFF.

And this leads me to what I really HAD to comment on...
42. AIRLOCKS ARE CURRENTLY DAFT
Why do airlocks have 2 (sometimes more!) exit doors on them? I use 1x1 squares with an inside door and an outside door, however 1x2 rooms is fine, but more than 1 exit door is mad. Truly mad. So is the fact that other ships don't even have entrance doors, let alone airlocks.
Opening one airlock door OR both on the outside of the ship instantly vents all air from the room. What you obviously DON'T know is that opening rooms BEYOND the airlock to connect with them vents air faster if there are more open airlocks linked to the room you want to clear. The air flows out of the ship MUCH faster with both airlock doors open than it does with only one. In the Adjudicator (Zoltan Cruiser Layout A), there's a room with FOUR doors opening to space. If I open that room up to space, and also open the line of four 2x2 rooms below it, I can vent clear them of oxygen almost immediately. If I only open one of the doors to vent atmosphere, it takes a LOT longer to start suffocating my intended victims.
43. GENDERS FOR ALIENS
They do have genders. We're just humans, and therefore innately racist enough not to be able to see the difference. A lot of caucasians have trouble identifying one Asian person from the next. In Lord of the Rings, they mention that Dwarven women have beards and a lot of non-Dwarves can't tell the difference between a male and female of the species. Why assume it would be any easier when dealing with an alien race?
47. Pause after each jump!
If you're good, you can do this anyway. If you're not good, but the game is in fullscreen, you can kind of cheat to make this happen. Alt-tab out, and when you come back to the game, use the hotkey (1, 2, 3, whatever) and it doesn't unpause the game as you're coming into the sector. Might be a bug, but I found it useful.
wolfboyft
Posts: 60
Joined: Sat Nov 16, 2013 12:13 pm

Slavers have slaves on board, 'factions', 50+ suggestions

Post by wolfboyft »

--Removed. Ignore the qoute from me below.--

CrashSanders is a good person.
Last edited by wolfboyft on Sat Dec 28, 2013 6:57 pm, edited 1 time in total.
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Kieve
Posts: 944
Joined: Tue Sep 18, 2012 2:21 pm

Re: Slavers have slaves on board, 'factions', 50+ suggestion

Post by Kieve »

wolfboyft wrote:When googling for a thread that I could not find, (in mod development, was it deleted?) I found
'Wolfboyft, this is for you'

I was thinking of posting 'perhaps CrashSanders is really a good man at heart'. Clearly he isn't, and also, if you read my other stuff on that forum, (galacticraft) which now has no hostility, (the forum) you could see that I did let go of that idea. In the right places.

Oh and yes, RV-3N or whatever you are, what
Really. :| Also, what's cheaty about a missile?
I locked that thread for a reason, please don't bring the discussion here. If you want to keep discussing game ideas, that's fine, but when it starts becoming personal, that's a problem.
Diet Water
Posts: 41
Joined: Thu Jun 27, 2013 11:21 pm

Re: Slavers have slaves on board, 'factions', 50+ suggestion

Post by Diet Water »

wolfboyft wrote:44. CURRENCY?
Well, I see why scrap is the currency, it allows you to get money from blowing a ship to pieces, BUT! MAYBE... YOU'D STILL GET SCRAP, BUT BE ABLE TO SELL IT FOR CREDITS! AND THEN SCRAP WOULD BE FOR (repairs?) UPGRADES ETC!
This one could be interesting. The only problem I see is that the purchasing system would really have to be expanded on because the only thing you currently would seem to use credits for would be buying at a store which is also where I assume you would sell scrap for credits. Unless there was some special "A.T.M." event, in which case you can't allow the player to exchange at a store or they would never use the event because it potentially wastes scrap for credits you don't know you can spend. But then if you never run into said event, you'll never be able to buy at a store, and I don't want to run in to 5 ATMs per sector just so the player has a good chance to buy new stuff. Overall, it seems more of a hassle than it's worth.
wolfboyft wrote:45. ROOM IMAGES IN SYSTEMLESS ROOMS
This is important for people who are making civilian ships with crew quarters for fun, like me, because I want to see beds and things in everyone's bedrooms, chairs in the dining room etc. Also, it could be used in the vanilla fighters...
This one is flavor only, but it would be a nice touch for those who want to put the extra work in making extra rooms. No downsides other than requiring extra coding (like everything) but it doesn't seem too hard.
wolfboyft wrote:46. Outline colours!
Tiny suggestion, important though.
Make the outline colour for ally crew be green, not yellow. (Take a look, they are yellow, unless you hover/select them) Then the yellow would be for neutral crew, like in the 'interacting with the ship on the enemy area' thing, if you turned on 'see ship interior', you'd see (not wearing white, that's rebel clothing) them with yellow outlines.
But then you have to look at the crew list to distinguish between a crew member you've selected and one you've not. Also, I really see no purpose for neutral crew, they'd what, sit there until you get to the proper beacon to drop them off? Do they prevent you from fighting in a tile? Are they smart enough to evacuate a room that got breached/vented? Can they use your medbay? Do you not get the reward if they get hit by 2 breach missiles and die? Lots of extra work for a small bit of flavor.
wolfboyft wrote:47. Pause after each jump!
Why? So that you can power your weapons, and do all that, just like when the enemy power their weapons instantly.
Do the milliseconds between hitting the proper choice and hitting spacebar really matter that much? Also, you can have your weapons turned on before a fight, unlike the enemy.
wolfboyft wrote:48. RED TAIL COLOUR SCHEME
It seems to me, that the layout B colour scheme for a federation ship is brown and yellow. (Fed cruiser) So why must the red-tail be a rebel ship? Should be like the fed ship b. And then this continues....
I always thought it was cool that you could steal a rebel ship. Y'know, a rebellion in the Rebellion defeating the Rebellion.
wolfboyft wrote:49. LAYOUTS FOR THE ENEMY CLASSES, AND POSSIBLY WE CAN SEE THEIR NAME? (You know, something like B6-3R)
Rarer, because I want to see layout A as the main layout, but anyway, layouts for enemy classes.
The enemy area would have 'Class', 'Name', (Read above, however in a ship like the dread pirate Tuco's... read below...) 'Layout' and of course, 'Relationship'.
Captain's Edition has tons of new enemies and layouts.
wolfboyft wrote:50. THE DREAD PIRATE TUCO
This event should be coded to never appear twice in a game, except if you let him surrender, he actually may come back, but if he does, then the event tells you and you can say stuff to him like 'WHAAT!?' Also, the man at the helm should ALWAYS be called Tuco.
He ought to have a cool ship, with a non-codey name. Like... The Tuco monster. Don't use that. Perhaps, (I can't do images, sorry) I could do the room layout and stuff in superliminal, and send it to the devs?
Ah, but it is actually much cooler when said event shows up twice in a game. Why do I think that? Because I always assumed that the Dread Pirate Tuco was partially based off of the Dread Pirate Roberts from "The Princess Bride" so the fact that there is already another Tuco in the FTLverse shows a little chronology. Although if I'm remembering correctly you're supposed to be the next Tuco because you killed the old one. Maybe a different pirate saw what you did and took credit for it. idk.
wolfboyft wrote:52. THAT EVENT - A SUGGESTION...
There's an event where a mantis scout is flying at a tiny, helpless ship ('A tiny blip on the radar screen marks its quarry... a tiny blip...) with weapons fully powered. But I see that he does not have fully powered weapons in the 'enemy area'!
Details like this are probably just not able to be changed (easily), and it really doesn't affect your gaming experience at all. Just assume that he has enough reactor bars to fully power them as soon as he's close enough to engage.
wolfboyft wrote:53. Drones are OP - especially with their technology.
Drones don't even need to charge? What is this! Technology seems to be advanced enough to have 1 second charge weapons in this game, so why not? Basically, drones are rapid fire, which would obviously be used in ship weapons.
But here you must remember that weapon "charge" is not only charge but targeting computer time/other factors. Your ship's weapons need much longer "charge" times because your ship is flying around, dodging fire, trying to aim at the other ship, etc., but a drone is hovering right next to the enemy ship and doesn't take as long to target the ship right in front of it. You might think that this would make it harder to miss, but maybe drone shots are really weaker but manage the same damage output as normal lasers through their accuracy to hitting vital parts of the ship and "misses" just don't hit a critical part or do enough damage to affect hull integrity.
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