zeek wrote:I would think boarding would be a really bad idea. I mean against enemy ships they are either charging their FTL drive at the beginning of the fight or they're not going to (unless you're also shooting them while boarding). Against a player they're always going to be charging their FTL drive and it's pretty easy to grief your opponent by running away with their boarders on your ship when you're clearly going to lose the fight.
I don't think that's a dealbreaker in itself, it just changes the game for boarding loadouts. First priority, if you want to board, is now taking down the enemy's piloting or engines, and keeping it that way. On top of medbay and possibly weapons that's another thing to juggle. It makes boarding more risky, which is fine by me, since it re-balances rewards and risks a bit.
As for the crystal opponent problem: a workaround here would be allowing teleporting to and from your own ship (If that's doable, code-wise). That way you can rescue caught crewmembers at the price of tying up your teleporter.
PvP mode would probably be a hot sticky mess anyway, since half the time one player
will get shafted by the other's loadout. But as long as you can decide whether you want to meet other players or not, you know exactly what you're in for. I for one wouldn't mind getting curbstomped in new and hilarious ways by other players. Losing is fun!
To offer some input into the whole game-mode brainstorming session: How about a chase mode? The first player works for the federation, and plays the game more or less as usual. The second player is an elite commander for the rebels and is tasked with hunting player 1 down. He starts a couple of jumps behind the former, with a slight advantage in kit, but gains little to no rewards through fights and events. Instead he has to stop at secret rebel bases to supply, repair and upgrade his ship. During regular events, his opponents are the feds, the inhabitants of the respective sectors and maybe the odd scout or assault that has gone rogue or was reprogrammed. The location and heading of the federation player is displayed in a way similar to the flagship. If the rebel catches up, there will be a PvP fight, from which either player can retreat. The rebel loses if the fed reaches sector 8. Players would be faced with the choice of either proceeding carefully and risking confrontation, or rushing through sectors, missing out on upgrades, and, as a result, tougher fights.
Damn, now I'm sad that I have neither the time nor the know-how to make this happen, it sounds really exiting.
