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Post by xdesperado on Feb 16, 2017 18:16:06 GMT -5
I love to tinker and the Ship customization/builder will be awesome once it is fully implemented in this regard.
My own experience so far and seeing some others posts got me thinking about a possible option for starter ships in future.
Instead of taking a fully loaded ship on the template what if for a reduced priority you could choose a partially stripped version.
Example, I really like the Guardian Interceptor. It's a fairly tough and allows for a variety of activities with no modifications right from the start. However what if I had the option to choose it at one lower priority level but it was missing say half the weapons and the Luxury Passenger Cabin. The spaces would still be there for future upgrades in game but my Captain got the stripped down fleet surplus ship at a discount rate. Think Firefly, she needs some love and work but what a beauty.
Anyways just my random thought for the day.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Feb 16, 2017 18:20:51 GMT -5
Love the idea, but not sure how well it would work balance-wise. For example, you are getting a significant "jumpstart" by having a superior ship (which I assume is extremely expensive if purchased in-game), in exchange for losing some components that you don't want to begin with. That, and it means another of the character creation categories get a higher priority than otherwise possible.
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Post by xdesperado on Feb 16, 2017 19:06:13 GMT -5
Love the idea, but not sure how well it would work balance-wise. For example, you are getting a significant "jumpstart" by having a superior ship (which I assume is extremely expensive if purchased in-game), in exchange for losing some components that you don't want to begin with. That, and it means another of the character creation categories get a higher priority than otherwise possible. To be honest I think when we are able to buy/switch new ships the starter ship priority will take a hit regardless. Why spend a high priority getting a ship I'll likely be looking to replace at sometime in not to distant future instead of spending that priority on extra Attributes/Skills/Contacts? Obviously what would need to be stripped or changed to lower versions to keep balance may be an issue and perhaps it really isn't viable. Like I said this was just my first random thought of the day
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Post by grävling on Feb 16, 2017 21:09:29 GMT -5
In general, in games with money, things that you can buy with money should take a lower priority than things you have to earn with experience, because it is like they say about dope -- skills/XP/levels will get you through times of no money better than money will get you through times of no skills. 200 turns after start, the skilled but broke player will have earned himself a ship. The unskilled player now has an expensive ship full of holes to repair, and still hasn't the skills to use it properly.
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Post by fallen on Feb 16, 2017 21:22:48 GMT -5
In any character creation priority system, you have to make decisions about the long-game and the short-game. Only Attributes and Skills are truly locked in -- everything else is, in some form, a short-game decision.
That said, starting with a good ship on Impossible vs. Basic ... there is a huge difference here. You might not make it out of your first 1000 turns on Impossible if you put Level at Priority E.
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Post by Cory Trese on Feb 17, 2017 14:17:49 GMT -5
We may include some starter ships that are more stripped down so you can mass up for lower cost, but have a less functional ship at first.
That won't be part of the ship customization for the Templates, however, that would be a unique starting ship that we design for that specific application.
Ship Customization Packs will focus on upgrading existing components with a template, so they won't be removing anything just improving.
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Post by xdesperado on Feb 17, 2017 15:10:11 GMT -5
We may include some starter ships that are more stripped down so you can mass up for lower cost, but have a less functional ship at first. This is exactly what my idea was about and thanks for considering it. Captain Stormraven turned to his officers with a big smile on his face, "isn't she a beauty?" His chief pilot scowled at him, "those engines will barely get it off planet forget about outrunning pirates sir." "Even if we can get it through a jump gate that thing will drink water fuel like a man dieing of thirst in a desert, and with no passenger cabins getting contracts will be harder", his chief navigator added. "Yes but just think of her potential, all that free mass, she just needs a little love is all", he responded. "Besides we only have so many credits here so unless you'd rather be flying a Scout Ship..."
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Post by grävling on Feb 17, 2017 16:23:53 GMT -5
Thinking of new players here, the starter ships we have today are way too overstuffed with gear. This is fine for us alphans, but hell for newbies. Newbies want this experience -- "Aha, I need a passenger cabin. I shall go to the docks and buy one. Aha, I want a better torpedo. I will go and upgrade what I have". Easy-to-understand upgrades.
vs
'Aha I need a passenger cabin. Allow me to study 14 different small components, none of which I understand at all, and decide which to toss to make room. Also, I must remember not to toss a big component because passenger cabins are small. This is true even if I know I don't want a cargo bay, because I have no interest in trading, I just want to do missions and kill things.'
The latter is a disappointing and frustrating user experience.
Beginner ships must have room for easy and possibly foolish customisations (I just made 15 passenger cabins and am now hosting conventions on my ship, ain't I cool?) because it is the only way to learn by doing.
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Post by Cory Trese on Feb 17, 2017 16:33:32 GMT -5
I think this also helps us decide which ships to lock. The more advanced the required playstyle, the more likely it will be to be locked. Thinking about new players, of course.
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