[Suggestions] DLC, and the future.
Posted: Sun Sep 09, 2012 1:51 pm
Hey guys! Long time (relatively) lurker, first time poster. I've been noticing a common trend amongst any complaints (well things people would like to see implemented) and figured we could pool ideas together from each other.
On to future content (if there will be any) post-release:
As it stands, the core of the game is absolutely fine. It has the perfect blend of absolutely everything, and we got what was kickstarted for.
What most people seem to be looking, the biggest nitpick, is for more of the same. More ships, more encounters that can occur. This is the easiest to implement, although it would be more beneficial if extra depth to the mechanics of the game was added thus giving the even further variety some purpose.
People like TotalBiscuit come across another one; lack of depth in most things.
Some ways (whether simple or complex depending how the engine is designed) to address this include weapons for combat onboard ships (rock paper scissors; kinetic beats armour, laser beats shield gear) and adding an armoury to house all of this (which can be taken over), the ability to take a boarder hostage if their teleporter is taken out or ship is destroyed/has left (they would surrender after a certain amount of health has dropped, choose to accept or not), in addition to a brig (break opponent's brigs to free anyone inside, but again they may or may not be friendly).
Also, people want more sub-systems present in addition to more systems, although the danger is arbitrary depth.
Anyway, a communications module; if it's broken then you can't actually receive any surrenders from your opponent (or accept a surrender offer; sectors 4 or less on certain encounters).
Hacking; hack the enemy ship and gain control of 1 system for a limited period of time (e.g. control doors and force all their crew to go into the med bay; disable weapons for say 5 seconds out of every 45). Get hacked in return as well (only possible to hack/be-hacked if module is installed, otherwise they don't accept outside communications). If yours is turned off before it is breached then you can't be hacked. Like ion blasting and boarding except it allows you to safely attack their ship over a longer period of time for lesser returns.
+ the brig as mentioned (powered down for more than 30 seconds and doors open).
Overcharging as well which is suggested many times (more of a use sparingly thing; overcharge shields for 1 extra level but costs 4 extra power or the like; something inefficient that would require diverting a lot of power elsewhere; same deal with weapons, something you'd do if your systems were disabled and you were going for a last ditch effort).
Game length as it stands is just fine; if anything it could be made slightly harder to be in line with other traditional roguelikes where you will only win maybe 1 in every 20-50 games or so (except nethack where you will win once in your life), or instead making the curve slightly more linear (but not too much) especially on easy where sector 8 spikes a little too much, making from sector 3 or so onwards harder.
Breaking down some systems a bit further; the weapons station (if more people are assigned to it) being broken down into different weapons being boosted instead of a global boost; assign 1 man to a global boost (have to have this first) then another to individual weapons that get another boost on top of it; something to assign all that extra crew to besides repairs and giving more variety in endgame content.
A cargo hold on board the ships, thus giving you a reason to not just camp your medbay as you drain the oxygen from all other parts of the ship and the AI a very real reason to grab what they can then to FTL away if you lose all your precious scrap (damage wouldn't affect your cargo). By extension, give it significantly strong doors that can be upgraded on their own and are innately much stronger than regular doors.
Surprise attacks on ships (probably only if you're cloaked) on very rare occasions (think 1 in 50 battles, and never later than sector 5/6), meaning you get a free shot at the start off on their ship.
The weaker ones:
External components to the ship that require spacewalks to fix, but make them at least 4 times harder than internal components to damage so it's more about causing damage that likely won't be repaired before battle end but doesn't cause too much harm. It would also give the player a reason to go and fix broken airlocks. E.g. damage cause 1 level of damage to shields/weapons from the outside (but it may require a fundamental change in the engine to occur).
Non-Biological entities on board the ship; AIs so to speak. Add a mechanical bay to deal with healing them, and give them different weaknesses as opposed to other races again (no oxygen required, not affected by fires, and can spacewalk easily).
Anyway, thoughts on all of this? I would love to see some more suggestion threads as some ideas are really quite interesting but what would be mind-bogglingly hard to implement (including some above).
On to future content (if there will be any) post-release:
As it stands, the core of the game is absolutely fine. It has the perfect blend of absolutely everything, and we got what was kickstarted for.
What most people seem to be looking, the biggest nitpick, is for more of the same. More ships, more encounters that can occur. This is the easiest to implement, although it would be more beneficial if extra depth to the mechanics of the game was added thus giving the even further variety some purpose.
People like TotalBiscuit come across another one; lack of depth in most things.
Some ways (whether simple or complex depending how the engine is designed) to address this include weapons for combat onboard ships (rock paper scissors; kinetic beats armour, laser beats shield gear) and adding an armoury to house all of this (which can be taken over), the ability to take a boarder hostage if their teleporter is taken out or ship is destroyed/has left (they would surrender after a certain amount of health has dropped, choose to accept or not), in addition to a brig (break opponent's brigs to free anyone inside, but again they may or may not be friendly).
Also, people want more sub-systems present in addition to more systems, although the danger is arbitrary depth.
Anyway, a communications module; if it's broken then you can't actually receive any surrenders from your opponent (or accept a surrender offer; sectors 4 or less on certain encounters).
Hacking; hack the enemy ship and gain control of 1 system for a limited period of time (e.g. control doors and force all their crew to go into the med bay; disable weapons for say 5 seconds out of every 45). Get hacked in return as well (only possible to hack/be-hacked if module is installed, otherwise they don't accept outside communications). If yours is turned off before it is breached then you can't be hacked. Like ion blasting and boarding except it allows you to safely attack their ship over a longer period of time for lesser returns.
+ the brig as mentioned (powered down for more than 30 seconds and doors open).
Overcharging as well which is suggested many times (more of a use sparingly thing; overcharge shields for 1 extra level but costs 4 extra power or the like; something inefficient that would require diverting a lot of power elsewhere; same deal with weapons, something you'd do if your systems were disabled and you were going for a last ditch effort).
Game length as it stands is just fine; if anything it could be made slightly harder to be in line with other traditional roguelikes where you will only win maybe 1 in every 20-50 games or so (except nethack where you will win once in your life), or instead making the curve slightly more linear (but not too much) especially on easy where sector 8 spikes a little too much, making from sector 3 or so onwards harder.
Breaking down some systems a bit further; the weapons station (if more people are assigned to it) being broken down into different weapons being boosted instead of a global boost; assign 1 man to a global boost (have to have this first) then another to individual weapons that get another boost on top of it; something to assign all that extra crew to besides repairs and giving more variety in endgame content.
A cargo hold on board the ships, thus giving you a reason to not just camp your medbay as you drain the oxygen from all other parts of the ship and the AI a very real reason to grab what they can then to FTL away if you lose all your precious scrap (damage wouldn't affect your cargo). By extension, give it significantly strong doors that can be upgraded on their own and are innately much stronger than regular doors.
Surprise attacks on ships (probably only if you're cloaked) on very rare occasions (think 1 in 50 battles, and never later than sector 5/6), meaning you get a free shot at the start off on their ship.
The weaker ones:
External components to the ship that require spacewalks to fix, but make them at least 4 times harder than internal components to damage so it's more about causing damage that likely won't be repaired before battle end but doesn't cause too much harm. It would also give the player a reason to go and fix broken airlocks. E.g. damage cause 1 level of damage to shields/weapons from the outside (but it may require a fundamental change in the engine to occur).
Non-Biological entities on board the ship; AIs so to speak. Add a mechanical bay to deal with healing them, and give them different weaknesses as opposed to other races again (no oxygen required, not affected by fires, and can spacewalk easily).
Anyway, thoughts on all of this? I would love to see some more suggestion threads as some ideas are really quite interesting but what would be mind-bogglingly hard to implement (including some above).