View Full Version : New Suggestions for Game 4
ThePlayer
16-02-2002, 00:40
Just thought I'd update the suggestions threads...
The comms system needs to be gone through and colour coded/block sender, etc.
I really think curent players of this game like Breez, TimeBridge, etc should have been rewarded for making so many points... not in the conventional way. how about a rank 10 that can power down by getting enhanced as a reward for doing so well for the team? Many people don't quite get the importance of a PD ship.
Also, customising your ship seems to be popular. I think instead of allotting points to defense and shields, it would be totally cool to be able to "buy" upgrades for your ship, like "Additional Paintbrushes" when you get to be a megafreighter pilot or "additional shields" right across the board. For example:
I get promoted from rank 9 to rank 10. Now I already have my danube class cruiser, but I want it to be more powerful than it was at rank 9. So, I choose to buy 2 Seeker missile launchers at 5 points each, allowing me to effectively add about 30% to my previous average damage.
I just think it would be cool; but would it change the system so much that it would be like a different game?
These are just ideas. I invite all criticisms and agreements (especially agreements!) and of course all additions to what I have written to be placed on this board: the time for considering these ideas comes soon!
If you add that kind of features to the game, you should also post suggestions of how you are planning to balance the game so that people with hight attacking skill wouldn't wipe out entire fleets just within few turns. Sure enough you have lower piloting skill, but right now the damage inflicted is so random that piloting skill doesn't matter so much since fights don't last very long. Usually some of the sides pulls back to repairs and reinforcemts, before they try again, or the enemies attack with such an overwhelming odds that defender has no ohter choise but to pull back or die.
The_Hawk
16-02-2002, 10:45
Did you ever notice that when you are repairing someone that the clock diappears? Normally this isn't a problem unless you have 2 or 3 minutes left to make your moves and the Lagg Monster strikes. Then you want to know the seconds but they aren't there. They are for piracy or any other function but not for when you are repairing. That I think should be looked into.
Now ship upgrades ? Paint brushes ? Weapon launchers for repairships ? For the CD game that might be cool because you can see what it looks like from the outside but I seriously don't see the purpose here. I think there should be another level of ship to strive for ......an 11 at 100,000 points which if you were in a repairship could have added weapons. Or if you were in a warship could have added shield strength.
What I don't like about the pilot points is that they are subject to the game flux. If the game says that all shields are lower in value then your ship loses a greater amount of shield points for a single shot than normal regardless of your piloting points. :cool:
Guybrush
16-02-2002, 13:32
I'm new of this game but there's one thing that I don't Understand very well: The lost of all pilot points when you die...
Why don't we lost only a few part of them? Maybe the 50% all the time you'll die?
Or maybe we get only a few points when we level up but this points remains for all the rest of the game ...
Reason is simple for the loss of all points when you die. If you lost say 50% of your points when you die, killing a base would nearly impossible since R10 ship has 50k of exp minimum, if you kill it, then the pilots still has 25k of exp left which equals R8 ship. So basically larger ships would come back as larger ships and that way destroying a base would be nearly impossible since defenders would rank up much much faster than the attackers.
ThePlayer
16-02-2002, 22:40
Strangely enough, I actually disagree...not common among vets, but I really think that based on previos skills...e.g. if you did enough to earn a rank 10 sip before your skills, pilot and combat should only be halved instead of taken back to 10. your XP should start from zero, but say you got to rank 10, when you died you'd have the experience of a rank 5, and wouldnt get to allocate any skill points until you got above that rank...
I hate being ineffective when i die!
ThePlayer
Hamsterlord
16-02-2002, 23:43
I totally agree with this. Just cause your ship blows up, that doesn't mean your head does too. So why would skill points drop as well?
I don't think you should be allowed to earn any additional skill points till you regain your previous rank. But you definately shouldn't loose the ones you have.
The_Hawk
17-02-2002, 03:07
The terminolgy may be the problem here because the points given out for each level belong to the ship not the pilot.
A level 1 ship has 20 points ...10 piloting (or shield resilience)
and 10....combat/repair (or weapons yeld/ repair value)
Each level you gain or ship change comes with 10 points that you have to use somewhere in order to launch the new ship.
The only points the pilots get to keep is their score which is continous as indicated as a total of earned points for the faction.
I don't like being busted down to a pistol with a seat shootin' peanuts either but where would be the challange if you didn't have to worry about being killed if all it ment was a relocation rather than a respawn? :wierdblu:
Capt.Duck
17-02-2002, 12:27
Let's delete all the taunts and replace them for a single "Quack!" taunt.
That would be the best idea ever.
http://www.theunholytrinity.org/cracks_smileys/otn/other/popworm.gif
Muhahaha
[the evil duckie strikes again]
ThePlayer
17-02-2002, 19:30
Originally posted by The_Hawk
The terminolgy may be the problem here because the points given out for each level belong to the ship not the pilot.
A level 1 ship has 20 points ...10 piloting (or shield resilience)
and 10....combat/repair (or weapons yeld/ repair value)
Each level you gain or ship change comes with 10 points that you have to use somewhere in order to launch the new ship.
The only points the pilots get to keep is their score which is continous as indicated as a total of earned points for the faction.
I don't like being busted down to a pistol with a seat shootin' peanuts either but where would be the challange if you didn't have to worry about being killed if all it ment was a relocation rather than a respawn? :wierdblu:
Sorry dude, I know you'll not bother if you let me disagree again... when you get promoted and get a new ship you get given extra points for weapons and shields, as well as speed.
Combat and Pilot skills are given to the pilot as a reward for ranking up. This is nothing to do with the ship you are in: Why would they give you a bigger ship and then increase your weapons by even more? The key word is SKILL - implying a personified improvement.
Anyway, all I was originally saying is that it'd be cool not to lose this, and also the whole ship adaptation thing? like, anyone notice when you move to a Danube it has 5 more weapons and 5 more shields than the previous ship? so, people like ScorpionAlph who just like killing (hence the 38 kills in game 2) could have 0 shields as well as 10 pilot skill (enabling other high rankers to take about 5k off them in one shot!) but tons of weapons altogether (enabling HIM to take 5k off anotehr pilot with reasonable PS!)
I've got an idea for the "Post-r10" advancement. How about every say, 30-50k after level 10 you get ten more points to put into your skills.
It doesn't do a huge amount of increase to the offensive or defensive capabilities of a ship, but it does reward them with something for their efforts beyond simply moving up the Rankings.
Plus it makes those pilots flying a 150k exp r10 a better target than those flying a 52k r10.
Starduster
18-02-2002, 05:39
Here's a couple of suggestions. Once you reach lvl 10, there is no advancement now.
Every 10,000 points above reaching lvl 10 you get 1 extra move for every 3 turns.
Skip a sector in capsule jumps once a day (could be a random turn determined by the server).
Starduster
The_Hawk
18-02-2002, 05:56
=====ThePlayer=======
Combat and Pilot skills are given to the pilot as a reward for ranking up. This is nothing to do with the ship you are in: Why would they give you a bigger ship and then increase your weapons by even more? The key word is SKILL - implying a personified improvement.
======The_Hawk======
If this is so then why do they only come with a new ship and why are they applied only to that new ship and how come the new ship can't be launched unless you distribute them TO the new ship? And why can't the previously distributed points be altered if they are the pilots points and not the ships?
I think the new ship is your reward not the points it comes with.
I love a good arguement.Balls in your court. :cool:
====Other Ideas======
At 100,000 points you get an 11 : this ship can:
(Suggested improvements)
A. Ability to scan adjoining sectors from the sector it occupies
B. Uses 5 moves to turn on an LDA shield for one turn.
C. Can jump to any sector on the board in one jump.
.....( like megafreighter only selective and not random)
D. Ability to repair enemies (or allies) if it's a repairship
E. Different "no jump zone" say last 5minutes and first 1 minute.
etc......etc....... :coolred:
Another idea for the 100k mark...
Give any ship that hits 100k score the ability of a lvl 5 ship of the othery type. Ie. a 100k point Repairship can attack with the strength of a lvl 5 combat ship, and a 100k point Combat ship can repair with the strength of a lvl 5 repairship. Probably also make their 'cross-ability' operate at half combat/repair skill.
Your super-big ships wouldn't be able to suddenly overpower the enemy forces, because your dual-purpose Repairships couldn't do much damage to an HQ (and wouldn't get points for attacking), and your dual-purpose Combat ships wouldn't be able to do significant repairs to a high level ship.
But it would give repairship pilots the ability to add some firepower when their repairs aren't greatly needed (as well as a break from the monotony of repairing over and over). It gives combat ship pilots something to do instead of watch helplessly as another ship loses shields while the pilot is offline.
Other ideas:
- Give repairships the ability to dump scrap they're carrying, or transfer it to other repairships. Dumping should take only one move, transfering should take more (probably 5) due to the necessity of docking their cargo bays together.
- Give capital ships lvl 9 and up the ability to make longer jumps (say 2 sectors instead of one). Give lvl 9 and up repairships the ability to carry ships under lvl 7 (with a maximum number they can carry determined by the level of the ships they have docked and the level of the repairship.) Docked ships would travel with the repairship when it jumped, but without using moves of their own aside from the 5 moves required to dock with the MF. So if a few small combat ships docked with a MF, and then the next turn the MF jumped 2 sectors, those ships could fire during T-1 after they spent 1 move to undock. Of course, any ships docked to MF that is destroyed would take damage equal to half the shields of the MF. (Small ships would be destroyed instantly by the shockwave, bigger ships would just be severely damaged.)
- When ships are docked to a Repairship, that repairship would have the option of doing 'Docked Repairs', where each move it spent would do repairs to all ships currently docked to it. This shouldn't be as much repairs as a single-target repair, but still higher than if a single-target repair was split over all targets equally. Something like 50-75% of a single-target repair.
- Ships docked with a MF would be 'cloaked' essentially until they undocked. They shouldn't be able to do any moves except undocking or self-repair (piracy, shooting, repairing, jumping, etc is hard when you're docked to a MF.) If a ship docked with a MF is destroyed by gat/seeker fire, the MF should take damage equal to half the max shields of the docked ship. Also, docked ships should have effective piloting of that MF if targeted by gats/seekers... they can't evade, they rely on the MF to dodge the fire.
Originally posted by The_Hawk
If this is so then why do they only come with a new ship
They come with a new level, you only get a new ship every two levels.
and why are they applied only to that new ship
They arent, it's pretty obvious they are cumulative.
and how come the new ship can't be launched unless you distribute them TO the new ship?
Drivel as it is just up to wingee's coding and you only get a new ship every two levels.
And why can't the previously distributed points be altered if they are the pilots points and not the ships?
Your starting to get mixed up here.
The pilot (you) stays the same, it's the ship that changes.
Therefore when you get a new ship your skill points are still the same.
I think the new ship is your reward not the points it comes with.
There both rewards but the ship is more a reflection of your status.
By the way, did the ship stats escape your notice?
Hud > Other > ship iirc.
Check it out, it might make you look less of a fool next time you attempt to bull**** us.
Took out the profanity
Lots of suggestions had been made but most of them are almost impossible to realize. Please remember Wingee doesn't gets a dime for doing them.
So I'd like to make an "easier" suggestion.
Instead of thinking about how we can improve lvl 10 ships if they once reach 75k,100k or even 150k score what about just make getting high-lvl ships much more difficult ? That would make them more worthy as well.
We already had lvl 10's around turn 80. That's a bit far to easy to become the mightiest ship in the galaxy.
f.e : Reduce bonus-points to 1/2 or 2/3 of the current status.
A lvl 1 won't get 500 points for shooting a lvl 10, it would only get 250 or 333. So you would still level up pretty fast from lvl 1 to 2 or 3 but it would become much more difficult to reach any high-lvl.
It would also make fast base-destruction like we've seen during the last 2 games more difficult and weaker factions would've a bit more time to get better organized and maybe to survive.
tekno monik
19-02-2002, 23:22
faster servers?
Sadly I have to return to this old issue. Above all else, remove the turnchange lag that happens nowadays and is getting worse turn by turn. Just a while ago I only managed to get 4 shots through during T-10 firing window. It took the server 3-4 minutes to inform me that the target I was shooting at, was no longer in radar. Took another minute for the targetlist to refresh and another minute to bring out the attack button when target was clicked and then one more minute before my shot gets through and then I level up. Adjusting those points didn't take too long, in less than a minute it was back in business (go figure, I guess I was lucky) and still about 2 minutes to go. Once again I click on target, it takes for the server to give me that attack button and I click it, get 1 shot through, then try to take my last shot but target is no more and I'm also out of time since clock changes over to 2:59:59
Ok, I admit, I had some bad luck there, but sheesh, it shouldn't take 10 minutes to do all that stuff in circumstances especially since my connection is 10Mb which should be more than adequate for this kind of game.
So what I suggest is that we get rid of those animations which are played when we attack somebody. They don't make anyone attack any slower (actually they do since they lag the line), everyone can do the refrest/reload before the animation has barely even started loading or make those animations downloadable so that we don't have to download them everytime we attack somebody. They might not lag that much but all speed improvements are needed.
Enough ranting, now I'm off to bed.
wendyfoo
20-02-2002, 04:28
How about a real improvement!!!!
(I'm not nocking any of your posts, I agree with most of them)
I play on two diffrent platforms. PC and MAC... now i don't like MACs either but i use them. I wish comms and especially the reply and send buttons would work. Right now you have to manually selecet everyone even if your replying to a post.
That and I wound't mind a server that could handle all 250+ pilots online trying to shoot echother at T- 15 and T - 2:55...
I know I'm asking a lot, but It would be nice.
I do think that little changes for each game make them a little more interesting, ie. changing stratigies a little, and so on.
Keep up the good suggestions guys.
Wendyfoo.
Please feel free to bash my Idea, I will not take any offence to it what-so-ever.
The_Hawk
20-02-2002, 14:57
The trick to the comms box is to keep it empty. I think they should have a chime for incomming messages when you're online and a button to dump your sent messages that accumlate.
They have already replaced the server at least once I think and the one they were using for the beta test did strange things differently for everyone, but that was Vision Studios machine. The one's they use now are Infogrammes and believe it or not Infogrammes does not have a moderator for the game nor will they do anything if you complain so the lagg monster stays and Wingee gets all our problems.
But if you fix anything Wingee fix the clock so it appears when the repairships are repairing so we won't keep wasting moves by going past the turn's end because the clock's not visible. :wierdblu:
Starduster
20-02-2002, 15:59
I would like to be able to send comms to enemies in the same sector. Could be short-range comms and long-range comms (only people in same faction).
Also, sometimes I would like to save my comms and sort them, create groups, send to more than one group, whatever. In order to do this, I would suggest that a small email server (pop3) where used. Only able to send/receive to people in game.
Starduster
Hamsterlord
20-02-2002, 20:11
I think that we should be able to save our experience points. Instead of it automatically giving you a new ship and a promotion when you get a certain ammount of XP, we can choose what to do. Like when you hit the mark where you WOULD have gotten promoted to Rank 2, you are given a choice. You can get a promotion OR a component for your current ship. If you pick the promotion, the game works the same as it does now, but if you pick a component, you spend all of the XPs from your current level. So if you are level 2, you loose all of the XPs that you gained SINCE the promotion, not all of the overall XPs. You can use the components to give yourself certain special abilities which will make you more valuable. So, you can purposely keep yourself in a low level ship, and use components to make yourself a really good stealth ship.
wendyfoo
20-02-2002, 22:26
A nice hamster whell perhapse as an upgrade?? lol, I'd like a fish tank. With a babble fish from Hitchickers guide to the Galexy.. OOh and a towel.. you have to know where your towel is at all times...
Sorry I get silly at times.
I love the idea of upgrades, and your suggestions is really great.. That would make the game diffrent and more appealing for those who may grow board of it.
HEHEH make a uprade that turns clay into a hot chick for all those men out their.. I could see a level 9 taking that up gade insted of a level 10 mega fr. :D
Wendyfoo always full of hot air!
How about sticky Comms! Only the FC could make sticky which would mean that the FC could post allies and sub command structure to top of comms so new pilots could get with out asking could also be used to give general orders.
Hamsterlord
21-02-2002, 02:29
Of course, if nothing else, we should at least have better diplomacy options. How about an actual alliance function, whcih puts the ships from the faction in question on your friendlies list, to prevent rogues from shooting them, and allow repair ships to help the other faction. This would be set up by the respective FCs, and as soon as either one of them cancels, the alliance is over.
The_Hawk
22-02-2002, 11:55
Quoted from an email Wingee sent me.
"There will not be any features added because alliances are not part of the story line"
I wanted an FC control that would put an offending ship in an LDA quarentine for 4 turns. He couldn't shoot anyone and couldn't be hurt by anyone and there was enough time for the damage he caused to be repaired. of course this could potentialy be exploited by the FC's but it's heresay because anything to do with alliances is not part of the game's story line. :sour:
The_Hawk
22-02-2002, 12:06
Originally posted by Hookem
How about sticky Comms! Only the FC could make sticky which would mean that the FC could post allies and sub command structure to top of comms so new pilots could get with out asking could also be used to give general orders.
This is the best idea I have seen in a while . I can't count the amount of times orders have been burried under 40 spammed messages to a point most players delete the inbox then ask what the orders are to whoever is online that probably did the same thing. And if the FC has to go off line and leaves orders of what to do and someone else starts a string of RE:RE:RE:'s those orders will never be seen by the pilots that really need to see them. Hookem, I don't know whose side you're on but they are lucky to have you.
Warspite
22-02-2002, 15:47
For people who get hung up on the animations during attacks - when I am at work this is no problem, cos I am using the JANET network.
When I go home, I have 3 pcs, but log on to EOC with a puny P166 with 16Mb RAM; it doesn't have Shockwave loaded, so when I fire, I get asked if I want to download Shockwave - I just click NO, and then attack again - and it all works! :bounce:
Capt.Duck
22-02-2002, 18:31
I would like to be able to send comms to enemies in the same sector
no plz
that would make the work of spies easier and we don't want spies.
Heres an improvement which shouldn't be as difficult as many of the others. Why not have a kind of Viceroy function like TVS. This would make it much easier for new player etc to know who's orders to follow if the FC was ever offline. The viceroy could also have the ability to comms specific squadrons etc.
I also agree with the idea of making sticky posts it sure would save alot of time having to sift through many posts to get to yours orders!!!
:bounce:
Hamsterlord
23-02-2002, 00:20
Originally posted by Capt.Duck
no plz
that would make the work of spies easier and we don't want spies.
Yes we do. We will have spies anyway, at least this way, it isn't breaking the rules with outside comms. We should just make it hard to be ABLE to comm to an enemy. One of the components in my component suggestion is a comms laser. Secure, untraceable, communications to anyone. Uses one move. Of course, first you have to GET a comms laser. AND, friendlies who view your ship can see that it is mounted on there.
Did you get my present hamsterlord?
I had a spare last turn after taking down aegis so i gave you a present.
Hamsterlord
23-02-2002, 02:49
CelticFable 309 -2476 Ship destroyed!
Yes. I got your present. Nicely done. One shot kill.
Did you know we report all the enemies that move on us during a turn? You should be getting our present back shortly. Thank you, Celt.
I had already fired 4 shot's on Aegis :)
Dragonwing(10)
100% shields
Maibritt(9)
83% shields
Arthur Dent(9)
97% shields
Guybrush(5)
100% shields
hamster(4)
100% shields
<< Jumping Out >>
All MCA.
I think MCA will be abandoning BW either next turn or the turn after, there position is becoming untenable.
Actually, Incorporating spies into the game would reduce the numbers of people breakingthe rules. I give that Idea a big thumbs up :tdown:
Give repairships a "deep scan" option, which detects powered down ships. Also costs five moves, and does nothing else. For when you absolutely want to be sure that your sector is clear, and it also gives repairships another role to fill in your fleet.
-- inVurt
Hamsterlord
24-02-2002, 22:04
That's another thing that I think should be component based. If EVERY repair ship can reveal PDed enemies, then it makes powered down ships useless, cause there is always a couple of rep ships flying around. But if the repair ship has to work for it, and gains a component that allows deep scanning, and only one or two rep ships have it in the entire faction, it makes it more valuable. Then the spies can use the hard earned comms laser to report on who has the deep scans device. Muhahahahhahahaah!!!!
tekno monik
24-02-2002, 23:34
Powered down ships would still have the benefit of not being able to be fired upon.
Anyone getting a Gatling/Seekers is able to see any powered down ships.
wendyfoo
26-02-2002, 21:10
I wouldn't mind seeing more ship choices. for lower levels, like bombers that do great against big ships and light fighters that are better defensivly.. Or give each faction a special ability, make it more like chess peices. That would increase the stratigy in the game besides wait till T-20 to move.
I like the idea of people paying Wingee too!
The_Hawk
27-02-2002, 09:55
AT 100,000 points you get an eleven, this ship if it is a warship should have the ability to powerdown and if it is a repair ship have the ability to scan adjacent sectors and see powered down ships. And FC's should have the option of creating a sticky comm for posting orders that stays on top for about 3 turns then unsticks itself.
I like the idea of more ship selection with different factions have ships with different capabilities. Bombers and Viceroys and a chime to signal you when a message comes in.
These ideas will only have a chance of being incorperated or even considered if and when we can figure out what Wingee's
price is. :tdown:
Dragonwing
27-02-2002, 11:42
Sorry to disagree on that Hawk, but the lvl 11 ideas are silly (no offense meant).
1) A powered down Capital ship is useless, because of it's sheer size. It would even stick out in an asteroid field. You are forgetting the different means of scanners available to pilots (i.e. Thermal, Optical, Radar, ...)
2) Scans of adjacent sectors are impossible because of the vast distances between sectors. Have you ever heard of a scanner that operates effectively at over several million kilometers? Quite impossible I should say.
Sticky comms would be a GOOD idea though, and customizeable ships would be a dream come true :)
Another idea concerning comms: What about sorting comms into different folders, like Squadron Mail, Public Mail (All Friendlies), Spam Mail (everything with a [Spam] stamp), Flame Inbox (for taunts), or other things like that?
tekno monik
27-02-2002, 17:10
One that note, today no there are no scanners that can operate on that distance, but just remember that in the Star Trek universe their starship scanners work upto 5-6 parsecs.
That's about 16-20 light years.
Dragonwing
27-02-2002, 17:41
I didn't talk about nowaday's scanners. I meant the actual EOC scanners.
Oh, yeah, Star Trek... My opinion is they never had even a bit of that "psedo-realism" that is quite common in SF-settings. If you treated Star Trek like a game and not like fiction, their technology might be called cheating. And at least negating the laws of nowaday's physics. That's why I like EOC so much... everything has an at least imaginable explanation. The Star Wars technology is reasonably explained too.
But let's not go any further into this matter. Adjacent sector scans would be useful, but would take some important elements out of the game: Only the FC has Sector scan ability, if you want to check for yourself you have to go there in person, at the risk of getting destroyed.
I like the idea of not having to upgrade your ship when you pass a level. The most annoying thing is when you are rank 6 and become rank 7 which you did not want because you cant power down anymore or become powerd up.
One thing I have found in the game is that Squadrons do not have much autonomy. You still have to wait for FC scans before you can plan anything. That is a bad thing when your FC is only on 5 or 6 turns a day.
What I would like to see is a voting system for each squadron so you can choose your commander. Also give the squadron commander the ability to scan neighboring sectors and to kick ships out of his squadron. All those changes would make squadrons more useable. There would be no point in making a squadron commander loose his scanning ability because there are 999 possible squadrons. To me it looks like they have done a half completed job on squadrons in general. Allowing Squadron commander to kick ships out of his squadron would take some of the burden off the FC. Anything that lightens the FC's load of work cant be a bad thing.
The_Hawk
02-03-2002, 02:55
Originally posted by Dragonwing
[B]
1) A powered down Capital ship is useless, because of it's sheer size. It would even stick out in an asteroid field. You are forgetting the different means of scanners available to pilots (i.e. Thermal, Optical, Radar, ...) :bigeye:
2) Scans of adjacent sectors are impossible because of the vast distances between sectors. Have you ever heard of a scanner that operates effectively at over several million kilometers? Quite impossible I should say. :wierdblu:
I don't mind nor is any offense taken but I am curious about these two items and their meaning if it's a techno funny then I will just crawl away with a red face :devil: , if it's not which game are we talking about here ? I was doing EoCo the online free strategy game. But this sounds more like you are refering to the IW2 CD game??
1. If a capital ship is powered down it won't be seen by the enemy unless they get a seeker or gattling gun. This as far as I know that has nothing to do with size and we only have 1 type of scan: Optical (you either see him or you don't)
2. If scanning adjcent sectors is impossible then how does an FC do it? anywhere in the galaxy?
And what's wrong with an eleven?
"This one goes to eleven, that's 1 more, gives it that lil' bit extra"
Spinal Tap :coolred:
Dragonwing
02-03-2002, 11:06
Phew, how could I be so mistaken...
Right now, Capital ships (lvl 7+) can not power down. My personal explanation (please note that) is that they simply are too big, so that powering down would be useless. Even more if you give this feature to a lvl 11 ship (btw I never said anything against lvl 11, I just didn't like the features), which should be even bigger than a 10 if you follow the routine up to this point (new ship every 2 levels).
You are right, there's nowhere mentioned in EOCo which types of scanners are available. But since this is the EOC universe, I presumed that scanners are the same as in the CD game (as are the ships, the names of the factions, Clay, etc.)
You are partially right about the sector scans too. But I think this special ability of the FCs is meant to be exactly that: a special, unique ability, privilege of the FCs only. Giving a similar (if weaker) ability to every repairship that reaches lvl 11 would completely change the game. But the fact remains that there is no real explanation for the sector scans. They are just there.
wendyfoo
02-03-2002, 12:45
As I watch and play.. being both FC, and adviser for diffrent FCs. I find that RL interferes with the game. especially with this.
To make things easier for both FC and factions..
Why not allow the FC to appoint who ever he choses to become a viceroy of sorts... they have scan capabilities too.. But would only be using the FC's equipment... so if the FC is destroyed Scans are lost the same way.. But incase a FC has to deal with something so much more important than this game for a day or 3 then someone who knows whats going on can direct the faction.
This would also make the job of FC easier...
The Viceroy could comm squads but not edit them, nor could he send messages to other FCs... Maybe even make it so he has to be in the same sector as the FC.
That might be too hard. But It would make things easier for those of us who want to get sleep(more than 5 hours)... Or go out on a date!
Gandalf_uk
03-03-2002, 01:35
i know tihs might not be related but
Just a little Quetion.
A lot of ppl have asked for an ingame IRC would in be possabul for someone to make one that the game could incourparate to save Infograms paying out for another new server??
The_Hawk
05-03-2002, 20:51
Originally posted by Dragonwing
You are right, there's nowhere mentioned in EOCo which types of scanners are available. But since this is the EOC universe, I presumed that scanners are the same as in the CD game (as are the ships, the names of the factions, Clay, etc.)
Well I'm glad we have that cleared up, but I would like to point out that the online game is "based on" the EOC theme but is actually more of the TVS (The Violet Sector) type of game play with several of the features changed slightly for reasons known only to Wingee and the Visions Studio Staff that created both games. :coolred:
The_Hawk
05-03-2002, 20:58
Originally posted by Gandalf
i know tihs might not be related but
Just a little Quetion.
A lot of ppl have asked for an ingame IRC would in be possabul for someone to make one that the game could incourparate to save Infograms paying out for another new server??
What makes you think Infogrames is going to "pay out" for another new server? :confused:
I was wondering at it might be more fun if you can deside more about you ship.
Meaning level 1 ship is:
Shields : 5
Speed : 5
Attack : 5
AND you can put 10 more points where you want.
Level 2 ship is what you give and +5 points.
Level 3 ship is [minimum / maximum]:
Shields : 10 / 20
Speed : 10 / 20
Attack : 10 / 20
Level 4 ship is what you give and +5 points.
Level 5 ship is [minimum / maximum]:
Shields : 15 / 30
Speed : 15 / 30
Attack : 15 / 30
Level 6 ship is what you give and +5 points.
Level 7 ship is [minimum / maximum]:
Shields : 20 / 40
Speed : 20 / 40
Attack : 20 / 40
Level 8 ship is what you give and +5 points.
Level 9 ship is [minimum / maximum]:
Shields : 25 / 50
Speed : 25 / 50
Attack : 25 / 50
Level 10 ship is what you give and +5 points.
So at level 10 you have a ship witch is:
Shields : 25 / 50
Speed : 25 / 50
Attack : 25 / 50
+ 35 points where you want to put em. Of cource you can save all you points as long as you want. When you feel like it you can put your point in use.. ..but if you ship blows up points are lost anyway.
So it IS possible to make ships what stats looks like:
Shields : 35
Speed : 25
Attack : 50
After level 10 [50 000 points] you get +5 points every 50 000 XP.
So at 500 000 points you have 40 more points to fill:
Shields : 50
Speed : 50
Attack : 50
And I think at no one will ever get 50/50/50 ship :D
At first I was thinking max about 25/ 100 sector but that might be a little too much..
2potscreama
06-03-2002, 15:14
I'm just gonna nod and smile, cos I didnt really get any of that... :confblue:
It's a good idea, but it would mean a lot of coding work. As god-like as Wingee is, I dont think he's ever gonna be THAT bothered about changing the stats.
Like I said, good idea though.
Whitewolf
06-03-2002, 15:25
lol.
I like the idea,but I also think it might be difficult for Wingee.
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