Author Topic: The Evolution Of Ship Design, Combat, And Player Tactics  (Read 4933 times)

Me2005

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Re: The Evolution Of Ship Design, Combat, And Player Tactics
« Reply #15 on: March 25, 2014, 11:31:45 am »
I think an EVE: Online ish setupt would be best. Start people in a designated "safe" zone at an NPC Station. Give them a limited tutorial and a shuttle, and send them on their way.

Agreed.

--While hacking may not be easily preventable, non-hacking griefers can be stymied by forcing a weapons lock in the safe zone. I'm only in my first semester learning programming, but it seems that disabling any weapons fire within x radius of x,y,z point would be the easiest solution to secure the safe zone--much easier than creating a patrolling uber-powered NPC police force.

Depending on how NPCs are created, setting up an aggro for them on anyone firing at anyone else shouldn't be too hard, but disabling weapons fire is safer. (PS - if you're learning programming, perhaps you can setup the GW as a program to speed up posts ;D ?)

--As players are added, slowly create new sectors and new stations on a moving path. Preferably, arrange the universe so that older players are outside of an expanding center. They'll have and need more room, while new players get a decent (but not too large) swath

With as few players as are slated per server, I'm not sure if this is an issue or not. Something that might be worthwhile would be more dangerous/more rewarding sectors expanding out from selected safe zones. Something to encourage older players to go out beyond the comfort zones.

--Create safe zone corridors or "highways" beetween safe zones in different sectors, so that players can move freely and make money via transport. I'm a big fan of Freelancer's  highway system, traveling within destructible rings that allow  3x normal speed.  If the transport nodes are difficult to destroy, or can only be destroyed once every xx minutes

I like this mechanic, though I think that having the highways transport people at X speed in-game would be more difficult than just teleporting them from A to B. Maybe warpgates are actually warp-chains, and you can break a link in the chain to drop everyone who uses it out at that spot.

--Encourage ship-building in game, but don't require it. Allow a "bank" storage at any given shipyard for each player, so they can drop off supplies for safe-keeping. When a player gets enough resources to build their ship, station, player shipyard, or turret, they can pay a 15% premium for the item to instantly be built for them at the station. Then they tow it to wherever they wanted, through a simple hand-wavium mechanic.

No hand-waving necessary: You could put your blocks/goods/resources into a 'resources' account and when you go to build, the shipyard you deposited it at sells it to send the cash to the yard you built at. Alternatively, you could just sell blocks/resources to buy ships at a premium of the cost to build, either through a low sale-high purchase price (Armor costs $5 to buy, but you only get $3 when you sell it) or a tacked-on labor cost for the yard building the ship (you can buy/sell armor for $5, but the yard charges 15% of the cost of the ship to build it).

--Allow block upgrades on a linear benefit scale, but an exponential cost scale...

This I've never been a fan of. I've always preferred lots of different options to a few better options. So I'd rather see light, heavy, laser, and ablating armor than level 1-10 armor, because the options are all immediately available and chosen based on your playstyle rather than just being an outright better choice. You can't balance two blocks against eachother when one is better at everything with no downside.

Now, I'm fine with those options having different costs and different rarity - for example, the Thetans might favor ablating armor and you can only buy it from them. But it wouldn't be automatically better than the light or heavy armor available everywhere, just a different option (in this case, lighter than heavy armor but it ablates away quickly to absorb damage; and while light armor is about the same weight but can't take hits in the same class, it does absorb damage without effect that would degrade the ablative armor). And there might be some options that are better than the entry-level stuff - everything might be better than the light/heavy armor you start with - but there shouldn't be "level 3 armor" that is better than "regular armor."

--Higher level players and groups will eventually have time to build their own shipyards and NPC Stations.  They can charge other players for use of their shipyards (inevitably higher than NPC shipyards), and profit from selling weapons/raw goods at their own stations.

Agree whole-heartedly. "Higher-level" meaning "Has more stuff," though.

--Code in the structure for guilds/clans/factions, with leader rights and all that. But more importantly, code in the structure for contracts allowed between any two (or more) players.  Build in a few preset contracts such as delivery of goods, duration of time, or escort (complete when all parties reach the designated point), and allow for custom contracts.

EV/O/N had such a thing, if you cared to edit missions outside the game. Something of a bit of work, with all the options you had to set it might be overwhelming to players wanting to use it. Just off the top of my head:
*Mission availability - Where is it offered? It could be to a single player, in which case you'd type in the name, or a single station that you might own, or anywhere in inhabited space
*Mission type - delivery, assassination, escort, resource acquisition (mining/piracy), defense (of a fixed location, as if you hired militia)
*Types of players to whom it is available - good combat ratings (high kill/death ratio), good mission ratings, unrated; ship size, resources available, maybe even specific tech they need to have access to
*Mission locations; start, middle, and end - It might be offered in one place, but start in another, require you to go somewhere else, and then end at a 4th location
*Mission target/objective - Name the player to be escorted, assassinated; the goods to be got from where to where, the station to protect
*Mission payment - in goods, resources, cash, items?
*NPC ships to be used in the mission - since we won't have many players at a time online, there could be many instances where a player requires assistance for running a mission, you need a way to provide those ships from your store. They open up a whole slew of options, like what they are supposed to do, how they are supposed to behave, and how they are supposed to respond to the player doing the mission
*A personal mission rating/mission bit system might be useful too for setting up a series of missions a player could do one after the other, but that way lies madness

Really, at the point where players are designing missions it might be nice if the game somehow switched to being something of an RTS, where competing mega-players are trying to rule the galaxy by sending fleets of ships at eachother; especially since we aren't talking about having huge numbers of players online. Not sure that's possible though.

One issue I could see with an EVE-style setup is dealing with players griefing the "stable at 16~ players" restriction.  Maybe, just maybe time compression ala EVE could resolve it, but it isn't something we're really looking into building into the engine atm.  Otherwise you'd need to prevent 10 players of one faction from gimping another 10 players by outnumbering them in a sector before their teammates could join in.

Hadn't even considered that, which could be a big problem. Capping the system as "Stable at X players" should prevent EVE-style meta-war shenanigans though.
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Holy Thunder

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Re: The Evolution Of Ship Design, Combat, And Player Tactics
« Reply #16 on: March 25, 2014, 12:45:24 pm »
And you guys are doing great for pioneering it. I keep wanting a game exactly like this to happen and pop up in the app store, and it keeps not being there. As technology advances, it's inevitable I think that a game like this will take off and we'll all be satisfied. In the meantime, just having a sandbox lego-like game where mutually agreed PvP can happen is enough.

And until it gets here, just thinking about such a game has significant entertainment value in itself.
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Re: The Evolution Of Ship Design, Combat, And Player Tactics
« Reply #17 on: March 25, 2014, 01:38:04 pm »
Quote from: Holy Thunder
And you guys are doing great for pioneering it. I keep wanting a game exactly like this to happen and pop up in the app store, and it keeps not being there. As technology advances, it's inevitable I think that a game like this will take off and we'll all be satisfied. In the meantime, just having a sandbox lego-like game where mutually agreed PvP can happen is enough.

We want BR to be a game that endures, not a flash in the pan that delivers flavor of the week features. (Even if it means crossing the desert of the no food for a while. :o)

And until it gets here, just thinking about such a game has significant entertainment value in itself.

Blockade Runner: Pay $10 to think about other games!  ;D
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Me2005

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Re: The Evolution Of Ship Design, Combat, And Player Tactics
« Reply #18 on: March 25, 2014, 03:21:36 pm »
Blockade Runner: Pay $10 to think about other games!  ;D

I knew it! >:D
But you were dead a thousand times. Hopeless encounters successfully won. A man long dead, grafted to machines your builders did not understand. You follow the path, fitting into an infinite pattern. Yours to manipulate, to create and rebuild.

I know who you are.

You are destiny.

RLS0812

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Re: The Evolution Of Ship Design, Combat, And Player Tactics
« Reply #19 on: March 30, 2014, 02:48:58 pm »
 All you's have to do now is make the the server software able to expand over several networks, and hundreds of servers per network.
<joking>It should only take 1 or 2 hours, right ? </joking>

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