Systems/Subsystems Ideas

General discussion about the game.
Shadowclaimer
Posts: 8
Joined: Mon Sep 17, 2012 10:49 am

Systems/Subsystems Ideas

Post by Shadowclaimer »

Subsystem Ideas

==Brig==
When enemies are on your ship when theirs is destroyed each one gets a random event, and you can take them prisoner (if they don't fight to the death). There's also a chance when you get an enemy to low health that they'll be captured.

While in the Brig they'll occasionally get a special event, sometimes it may be they've come around and will join your crew, others they'll die, and if you run into Slavers you'll have the option to sell them to Slavers for scrap.

Upgrading the Brig increases the number of cells available.

==Armory==
Provides a combat bonus to your crew, either in your ship or on other ships. This bonus (10% per level?) is increased as you pour more power into the system and upgrade it. Crew tasked to the room will also gain combat experience at a very slow rate.

==Maintenance==
Passive bonus to repair speed across the ship, units tasked to Maintenance will slowly gain repair experience.

==Fire Response Subsystem==
Slows the spread of fires throughout the ship, highest level increases speed of fire extinguishing.

==Cargo Bay==
Storage space for items, as you upgrade it, you get access to more slots to hold items.
BananaDealer
Posts: 28
Joined: Fri Sep 14, 2012 11:36 am

Re: Systems/Subsystems Ideas

Post by BananaDealer »

I approve of this.
Here's an idea for an augment (which I have yet to see ingame, so if there is one, sorry):
Fire Suppression Bot Dispersal System: Functions like the Medi-bot augment, but helps extinguish fires.
Or, make the top-most level of your Fire Response System automatically extinguish fires (sprinklers!), at a slower rate than with crew members...

Also, the top-most level for the Cargo Bay could allow for an extra augment slot.
Shadowclaimer
Posts: 8
Joined: Mon Sep 17, 2012 10:49 am

Re: Systems/Subsystems Ideas

Post by Shadowclaimer »

BananaDealer wrote:I approve of this.
Here's an idea for an augment (which I have yet to see ingame, so if there is one, sorry):
Fire Suppression Bot Dispersal System: Functions like the Medi-bot augment, but helps extinguish fires.
Or, make the top-most level of your Fire Response System automatically extinguish fires (sprinklers!), at a slower rate than with crew members...

Also, the top-most level for the Cargo Bay could allow for an extra augment slot.
Agreed to both, I feel like there needs to be a lot more interesting augments then there are. Hell some sort of bonus damage to your crewmates could be cool.

As a note, with these systems, I feel like a Mantis Assault ship starting with an Armory, Teleporter, and full crew of 5 would be cool, stuff like that. It'd entirely change how you'd play.
Millennium
Posts: 12
Joined: Fri Sep 14, 2012 7:53 pm

Re: Systems/Subsystems Ideas

Post by Millennium »

In my opinion Reactor should be a system.

This system generates and distributes the power to all other systems. Manning it increases the rate the energy is generated OR increased the maximum power output.

Damaging this system causes power loss similiar to Nebula, destroying it means you can't re-distribute the energy (all other systems stay at whatever level you arranged before Reactor Room was destroyed)
Shadowclaimer
Posts: 8
Joined: Mon Sep 17, 2012 10:49 am

Re: Systems/Subsystems Ideas

Post by Shadowclaimer »

Millennium wrote:In my opinion Reactor should be a system.

This system generates and distributes the power to all other systems. Manning it increases the rate the energy is generated OR increased the maximum power output.

Damaging this system causes power loss similiar to Nebula, destroying it means you can't re-distribute the energy (all other systems stay at whatever level you arranged before Reactor Room was destroyed)
Yea then it would make more sense to see your opponent's power usage with the final sensor level.
shortgoose
Posts: 2
Joined: Wed Sep 19, 2012 11:43 pm

Re: Systems/Subsystems Ideas

Post by shortgoose »

I really like the concepts.

At higher levels (2 or 3?)I'd like to see the armory grant a chance to steal fuel, missiles, or drone parts when damaging systems.

A cool augmentation that would go along with the armory could be having a % chance (15 or 20?) for missile weapons to not use up a missile. Call it a Munitions Manufacturing System or something like that?
Moosicorn
Posts: 107
Joined: Sat Sep 15, 2012 9:13 pm

Re: Systems/Subsystems Ideas

Post by Moosicorn »

I like the idea of selling prisoners for scrap XD
PirateCat
Posts: 30
Joined: Mon Sep 17, 2012 6:45 am

Re: Systems/Subsystems Ideas

Post by PirateCat »

Millennium wrote:In my opinion Reactor should be a system.

This system generates and distributes the power to all other systems. Manning it increases the rate the energy is generated OR increased the maximum power output.

Damaging this system causes power loss similiar to Nebula, destroying it means you can't re-distribute the energy (all other systems stay at whatever level you arranged before Reactor Room was destroyed)
I'd rather each point of damage removes a point of power you have available to assign. After all, if the reactor generates the power, it would make sense for damage to lower the power you have available. It would also give you the option to target it on the enemy ships and disable their systems that way, as well as adding a new worry with weighing which systems to keep power flowing to when it starts taking hits and running low.
Redlarkbolero475
Posts: 3
Joined: Wed Sep 19, 2012 3:24 pm

Re: Systems/Subsystems Ideas

Post by Redlarkbolero475 »

PirateCat wrote:
Millennium wrote:In my opinion Reactor should be a system.

This system generates and distributes the power to all other systems. Manning it increases the rate the energy is generated OR increased the maximum power output.

Damaging this system causes power loss similiar to Nebula, destroying it means you can't re-distribute the energy (all other systems stay at whatever level you arranged before Reactor Room was destroyed)
I'd rather each point of damage removes a point of power you have available to assign. After all, if the reactor generates the power, it would make sense for damage to lower the power you have available. It would also give you the option to target it on the enemy ships and disable their systems that way, as well as adding a new worry with weighing which systems to keep power flowing to when it starts taking hits and running low.
This would overpower the zoltan
Redlarkbolero475
Posts: 3
Joined: Wed Sep 19, 2012 3:24 pm

Re: Systems/Subsystems Ideas

Post by Redlarkbolero475 »

Having crew members man a station is my favorite part of this game, I was really hoping for more oporational systems. I always assign roles to me crew and put them in their own rooms anyway. My favorite is to have a security officer in the camera room. I think it would be cool if it gave a fighting bonus to all other crew members if someone is in that room, like telling them the weak points of intruders and whatnot.
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