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Post by HateSolstice on May 17, 2011 7:33:07 GMT -5
Hey guys, haven't been here in several months, so I'm probably a tiny bit behind on things.
Anyway, after winning combat with an enemy captain and going into the post-combat screen where you can loot them and whatnot, is there a way to have your ship stats and the enemy's ship stats at the bottom of the screen for easier comparison? It would make it simpler to determine if the ship is an upgrade or not for what you want to do.
Another thought(which has very little to do with the above) is perhaps being able to strip ships of their parts to perform mid-voyage repairs. It would especially make sense for pirates and smugglers, but there's no reason why it has to be so limited.
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Post by noesis on May 17, 2011 15:09:45 GMT -5
Hi hatesolstice,
I personally like the idea of having side by side ship stats on this screen, it saves lazy people like myself from clicking buttons to view status then my ship which can also easily be done from this screen - so yeah I think it would be a low priority improvement as it isn't really necessary.
I do like the idea of stripping other ships - I'm thinking if you have a mechanic officer on board she could maybe strip some solar sails and perhaps even engines, but only if the other ship has any left like with torp re-arm button.
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Post by Cory Trese on May 17, 2011 15:17:12 GMT -5
Interesting Idea. I wonder if you could limit a number of the victory moves to officers.
Examples:
Rearm - Military Officer Recruit - Political Officer Spare Parts - Mechanic Officer Torture - Alien Vet Enslave - First Mate Hire - Smuggler Interrogate - Spy
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Post by sgtcookie on May 17, 2011 15:41:48 GMT -5
Interesting idea Cory. Some examples of what they could do: Rearm: Same as it does now.
Recruit: Fill vacant slots on your crew without morale loss but costs five credits a head.
Spare parts: Gain metal equal to hull+engines+sails/2.+/Repair 25% of damage done to ship.
I propose "Fortify" for the Alien vet: Fortify: Works in a similar way to Rearm, but for armor.
Enslave: Same as it does now.
Hire: Fill vacant crew positions for free and without morale loss, but hired crew will depart at the nearest port.
Interrogate: Gain records with four crew to one record.
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Post by slayernz on May 17, 2011 18:15:47 GMT -5
Haha ... this gives old Turdlip a little more to help stop him being ejected out the airlock at the first opportunity.
I like the idea you can get information from the crew of the captured ship ... "Don't play games with me, Your Highness. You weren't on any mercy mission this time. You passed directly through a restricted system. Several transmissions were beamed to this ship by Rebel spies. I want to know what happened to the plans they sent you."
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Post by HateSolstice on May 17, 2011 20:25:05 GMT -5
That's an even better direction than I originally had in mind. Hmm.
This game certainly reminds me of the show Firefly, which is likely intentional. You know what? I also propose a Salvager class. Or at the very least, salvage missions for certain classes. Perhaps military officers would salvage ships for intel(earning weapons & records), pirates and smugglers for scrap(possibly electronics & records?), explorers and traders could possibly find ways to get artifacts from them.
I hate getting one idea, and then having 10 more spawn from it.
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Post by slayernz on May 17, 2011 21:03:50 GMT -5
Salvager class characters have a small % chance of stumbling across abandoned ships if they patrol an area of space. Any discovery of materials in deep space would be then treated like an exploration in Wilderness except you will be able to find more than just A/W/E. You will be subject to just as many deadly risks such as space suit punctures from debris, radiation risks, boobytraps, alien infections, stale coffee, etc.
Also, Salvagers could take advantage of rumors such as: "notorious fleet of pirates in x.", "Syndicate Navy cracking down in x.", "dreadful report of alien attacks in x.", "horrible war and violence in x Unbelievable -- open fighting! Can you imagine the horror?"
They would be able to have an increased chance of finding a derelict ship.
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Post by Cory Trese on May 18, 2011 0:07:36 GMT -5
Added this to the list
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Post by slayernz on May 18, 2011 1:07:06 GMT -5
Do you have lists that are in a single book, or post-it notes on walls, or do you us an app to store "to-do's"? I'm ever curious because there seems to be an ever-growing avalanche of things that people want, and but a finite amount of hours in each day. That, and apparently the end of the world is going to take place on May 21st, so it certainly limits the amount of dev time
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Post by sgtcookie on May 18, 2011 5:24:26 GMT -5
Just don't have it as a reward class.
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Post by HateSolstice on May 18, 2011 8:24:15 GMT -5
Do you have lists that are in a single book, or post-it notes on walls, or do you us an app to store "to-do's"? I'm ever curious because there seems to be an ever-growing avalanche of things that people want, and but a finite amount of hours in each day. That, and apparently the end of the world is going to take place on May 21st, so it certainly limits the amount of dev time XD That's the first time I've heard May 21st as the last day on earth.
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Post by oldalchemist on May 18, 2011 11:20:04 GMT -5
If the 'victory conditions based on officers' idea was a woman, I would make sweet love to it. As it is, I'm considering printing out this thread.
Of course, the quality or level of the officer should affect the rate of success, too. Old Turdlip might crack the whip and get 100%, while Young Turdlip loses some slaves to overcracking and clever hiding.
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Post by HateSolstice on May 18, 2011 15:14:23 GMT -5
Strangely, I just noticed that the game never refers to you as either male or female. I'm assuming this is intentional, Cory?
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Post by slayernz on May 18, 2011 17:30:03 GMT -5
As a captain you have to be all hats to all people ...
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Post by Cory Trese on May 18, 2011 20:00:38 GMT -5
done
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