Expanded shipyard ?
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madmax
- Ensign

- Posts: 22
- Joined: Sat Oct 27, 2007 11:45 am
Expanded shipyard ?
Perhaps a special frame that is worthless otherwise but is capable of many more cargo bays.
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Mechanical
- Ensign

- Posts: 31
- Joined: Fri Feb 22, 2008 4:51 pm
- Location: Milwaukee, WI. USA
Expanded shipyard ?
I think that would be best. A 'civilian' ship.
It should look exactly like the Millennium Falcon or as close to it as the law allows.
Just kidding, of course...[size=-2]mostly.[/size]
ed: It would be pretty cool to see the AI flying something like this around as well. A nice, juicy target for the buccaneer in me.
[Edited on 3-14-2008 by Mechanical]
It should look exactly like the Millennium Falcon or as close to it as the law allows.
Just kidding, of course...[size=-2]mostly.[/size]
ed: It would be pretty cool to see the AI flying something like this around as well. A nice, juicy target for the buccaneer in me.
[Edited on 3-14-2008 by Mechanical]
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BadJelly
- Ensign

- Posts: 7
- Joined: Tue Mar 18, 2008 8:44 pm
Expanded shipyard ?
You mean you want to go off and pick on the poor defenseless 'Python' and 'Anaconda'-esque ships?
I like it.
Would be nice to be able to hire the aforementioned "missile magnet" large transport ship though and be able to transfer inventory to it.
So you basically hire yourself a mule, go find your favorite asteroid field etc, fill up your ship, transfer the cargo to the mule and then have it follow you whilst you act as escort to wherever you think the best profit is.
Challenge being that any pirates etc would be keen on blowing up your ship if you went anywhere risky.
Anyway - love the game so far, only a week or so into it but hugely impressed.
Personally I'd like to see more use for the raw materials. I know 'crafting' per se is certainly not everyone's cup of tea, (I was the #2 tailor in the UK in DAoC a while ago so I know all about how boring crafting can get). I'm sure that elements could be added that were complimentary to the universe and the 'feel' of the game.
Then again I'm not the one having to implement, balance, test it and keep the quality at the high level Vice has it now. Oh well.
BadJelly
I like it.
Would be nice to be able to hire the aforementioned "missile magnet" large transport ship though and be able to transfer inventory to it.
So you basically hire yourself a mule, go find your favorite asteroid field etc, fill up your ship, transfer the cargo to the mule and then have it follow you whilst you act as escort to wherever you think the best profit is.
Challenge being that any pirates etc would be keen on blowing up your ship if you went anywhere risky.
Anyway - love the game so far, only a week or so into it but hugely impressed.
Personally I'd like to see more use for the raw materials. I know 'crafting' per se is certainly not everyone's cup of tea, (I was the #2 tailor in the UK in DAoC a while ago so I know all about how boring crafting can get). I'm sure that elements could be added that were complimentary to the universe and the 'feel' of the game.
Then again I'm not the one having to implement, balance, test it and keep the quality at the high level Vice has it now. Oh well.
BadJelly
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tha_rami
- Commander

- Posts: 890
- Joined: Tue Jan 25, 2005 2:20 pm
- Location: Netherlands
Expanded shipyard ?
Sounds like a multiplayer role. Sounds good.Originally posted by Pariah
Biggest argument for that is that it would be weird and unbalanced if for example a bigger ship does have more cargo space but is not easier to hit than a smaller one......I still want my space freighter though.
I've always wanted a freighter too. A ship that sacrifices speed, maneuverability, and the high end weapons for greater cargo space and high power shields. I like to head out in a fighter from time to time and get into a mess with a swarm of reds but mostly I'm interested in economy, mining, and trade.
Say there was a new cargo component available that was say 15 holds (for the sake of discussion). As soon as you purchase this hold the top speed and maneuverability of your frame drop and you can no longer mount weapons (but you can still purchase them and sell them). Would anyone else be interested? You could still have a profile with a fighter and even meet other players in MP to assist with credit/cargo transfers- or even just sell the cargo holds and outfit a fighter once you're sick of trading. Comments?
tha_rami - The best way to predict the future is to invent it.
Vlambeer - Dutch indie game studio
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rivalin
- Ensign

- Posts: 14
- Joined: Wed Oct 10, 2007 4:06 pm
Expanded shipyard ?
It would be good to see the possibility of adding new ship classes to be flown by the AI. Right now you never really see the difference between any of the ships made in the shipyard as they're mostly so far away, so essentially the game has about 3 ships in it. Would be nice to see the AI flying around in a few other ship types,e.g. vast freighters hauling long ditance, passenger liners travelling between planets, orbital shuttles taking people to and from cities. If nothing else it would be nice for there to be mod support for adding more than the total of two capital ships.
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Mechanical
- Ensign

- Posts: 31
- Joined: Fri Feb 22, 2008 4:51 pm
- Location: Milwaukee, WI. USA
Expanded shipyard ?
I largely agree with this. I'd like to see some purely civilian traffic. Of course, they wouldn't last a minute in the Evochron universe, but they would give it more of a sense of a living environment. Maybe you could give them lots of escorts. I imagine this probably is more mod sort of material though. I understand new ship-types, 3D objects, etc. is a rather tall order.
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azpatriot
- Ensign

- Posts: 37
- Joined: Thu Feb 21, 2008 4:03 am
- Location: Arizona
Expanded shipyard ?
This may be beyond just a simple mod but something else that would be cool is secret research locations with unique components. If not in renegades then maybe in a future incarnation of the game. I would be really cool to stumble across something only available at that location. Another thought would be escort contracts that would be a new challenge, escorting a totally defenseless cargo freighter from one location to another.
Member of Hellfire Squadron
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MMaggio
- Captain

- Posts: 1535
- Joined: Tue Jul 29, 2003 1:56 pm
- Location: Jupiter, Fl
Expanded shipyard ?
That's not a bad idea! Escorting an indefensible ship is often a contract offerred in scripted mission games.
The escort usually invloves more than one transport and the pay is based on how many transports actually make it.
It's potentially a good idea, it's up to Vice to know if it's "workable".
The escort usually invloves more than one transport and the pay is based on how many transports actually make it.
It's potentially a good idea, it's up to Vice to know if it's "workable".
\"To kill hubris with humility is a goal rarely achieved by men\"
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Bagheaded
- Ensign

- Posts: 8
- Joined: Wed Feb 06, 2008 2:38 am
- Location: Wiltshire ,England
Expanded shipyard ?
i always loved the Asp explorer from FFE 
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tha_rami
- Commander

- Posts: 890
- Joined: Tue Jan 25, 2005 2:20 pm
- Location: Netherlands
Expanded shipyard ?
That, I agree with. But then, I'd also like to be able to set escorts for thoseOriginally posted by rivalin
It would be good to see the possibility of adding new ship classes to be flown by the AI. Right now you never really see the difference between any of the ships made in the shipyard as they're mostly so far away, so essentially the game has about 3 ships in it. Would be nice to see the AI flying around in a few other ship types,e.g. vast freighters hauling long ditance, passenger liners travelling between planets, orbital shuttles taking people to and from cities. If nothing else it would be nice for there to be mod support for adding more than the total of two capital ships.
[Edited on 22-3-2008 by tha_rami]
tha_rami - The best way to predict the future is to invent it.
Vlambeer - Dutch indie game studio
Twitter - Weird news, life updates & game-related news
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Twitter - Weird news, life updates & game-related news
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Colt .45 Killer
- Ensign

- Posts: 23
- Joined: Sat Mar 29, 2008 12:07 am
Expanded shipyard ?
seeing civilian traffic (even if it was just in the safer areas) would add some great immersion to the game. it is rather odd how some places which are supposed to be of "major importance" look like a ghost town..
Online callsign : Kramer
Known to the klingons as: The Bogman
Known to the klingons as: The Bogman
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MMaggio
- Captain

- Posts: 1535
- Joined: Tue Jul 29, 2003 1:56 pm
- Location: Jupiter, Fl
Expanded shipyard ?
I concur. How much trouble would it be to add some civillian traffic for the next update?
\"To kill hubris with humility is a goal rarely achieved by men\"

