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Post by slayernz on Feb 6, 2011 16:43:44 GMT -5
With the upgrades screen, what would be a good addition would be some indicator as to whether an upgrade is compatible with your ship before you click on the detail. That way you'd not have to click on each available upgrade only to be disappointed. For that matter, you should be able to see ones that require military rank to obtain (maybe that can be in the upgrade description dialog box. Finally, when you select an upgrade that you are able to purchase, it would be useful to see a summary list of all of the upgrades that would be rendered incompatible so you know what sort of trade-off you are buying into before you click on the "purchase" button. Oh ... yeah, what's after finally? .. one last request. Can we see the amount of credits you have available so you know whether you want to commit to spending $$ on an upgrade or save those credits for buying new torps Finished now. honest.
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Post by noobproductions on Feb 6, 2011 17:15:06 GMT -5
You may only have 1 upgrade per upgrade category. That is how you know the trade off.
For example: theres Structural, Combat, Interior, Propulsion System, and Armament Upgrade. You may only choose 1 upgrade per each of those categories.
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Post by slayernz on Feb 6, 2011 19:33:52 GMT -5
Perhaps in future, there would be a way to have two complementary upgrades in one category. For example you should be able to have both a prow-torp launcher and a stern-torp launcher. Having one shouldn't preclude you from having the other as theoretically, they are on opposite sides of the ship
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Post by oldalchemist on Feb 7, 2011 14:19:52 GMT -5
Perhaps a better way to handle upgrades is to allow one upgrade per X number of Hull points. Smaller ships ought to be able to carry fewer improvements because they are simpler to captain and have less room to bolt on doo-dads. A pirate skiff should be able to have one upgrade. A pirate carrier, significantly more.
Reduce the effectiveness of upgrades slightly when they double up in a category to avoid ships with a bajillion torps and a stealth array.
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ryan
Curator
Posts: 47
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Post by ryan on Feb 7, 2011 16:19:58 GMT -5
+1 oldalchemists idea on hull points to upgrades. But make them ALOT more expensive when you add multiple to the same ship... reinforcing the superstructure of the ship in order to bolt on more armor/weapons/torps/etc, and keeping hull integrity/stability.
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Post by noobproductions on Feb 7, 2011 17:18:31 GMT -5
More upgrade slots and the ability to stack upgrades not before stackable will only make the game less of a challenge, your ship being intensly modified, and still running into stock ships for enemies.
I vote for giving enemy vessels upgrades because you cannot be the only modified ship out there in the universe.
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Post by oldalchemist on Feb 8, 2011 11:29:05 GMT -5
Maybe not stackability, but I don't think a Pirate Skiff should be able to have the same number and quality of upgrades as a Scimitar Class.
There should be a reason that bigger ships are harder to pilot. Also, it makes more difference between ship classes. Maybe Jangos are really good out of the box, but don't have much upgrading available.
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ryan
Curator
Posts: 47
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Post by ryan on Feb 8, 2011 16:05:22 GMT -5
again +1 oldalchemist. well thought out upgrade ideas. However, as I am a student pilot.. I know flying a cessna 172 is going to be a LOT easier then flying a boing 747... even if it doesn't have a bunch of stuff bolted onto it. Size makes a difference either way. However, in the space traders universe, computer assisted tech should really help. Heck, might even make a new upgrade slot! Computers. Gives you the ability to upgrade either weapon guidance, landing/flying assistance (lower chance of sail damage and encounters upon landing), damage control (lowers damage = to having higher hull points), or manouverability (dodging attacks)
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Post by Cory Trese on Feb 9, 2011 3:51:11 GMT -5
Computers are the work of Narvidians...
See Shalun's Law
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Post by oldalchemist on Feb 9, 2011 14:00:14 GMT -5
You seem to be a bit of a Dune fan. How about some Guild Heighliners to travel swiftly from one end of the map to the other? It's expensive, but there are no pirates and you might make up the fare by getting to that Clothing shortage on a planet 30AU away before other Star Traders do...If you're smart, you'll make some Records before you go to the Exchange!
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Post by Kelvin Zero on Feb 9, 2011 18:01:00 GMT -5
In regards to a fear of clever or self-thinking machines, then how does the phrase, "If you catch my Droid" come about? Did a certain smartphone manufacturer be THAT successful it survived centuries into the future? Or is that a reference to a futuristic bloodsport involving hunting outlawed androids?
In regards to difficulties with managing larger ships, I figured a Captain needed a higher pilot skill to coordinate the actions of increased crew dedicated to helping him manuver larger ships. If your skill is too low, you can't manage them properly and they have to figure out what to do on their own, thus decreasing your ship's efficiency.
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Post by oldalchemist on Feb 10, 2011 12:02:58 GMT -5
Of course the Droid survived. How else to Faction Princes play Star Traders?
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