Ship builds suggestion

Tips, tactics, and general discussion for Evochron Legacy.
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Vice
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Ship builds suggestion

Post by Vice »

I agree with that, but shouldn't a leviathian be able to carry more cargo than a talon can?
That's a reasonable point, imo. In the past, I have proposed and implemented the idea of making sure the larger ships have the most cargo capacity. But with the requests to allow small ships to offer the same kind of cargo options if they are compromised in other areas has resulted in the current system that lets you give up other modular components in exchange for more cargo space (in a small frame). But to make a Talon a 5 cargo bay hauler requires some near bottom end compromises for engine, wing/thruster set, shield core, and/or fuel tank. But the option is there for the players that seem to want it (likely to get access to heavier cargo loads earlier in the game and for peaceful transport options in safe space).
and would being able to have a couple extra missile hardpoints on a saber be such a bad thing if there was a cost attached in both credits and equipment?
I wouldn't think so, depending on what that final cost was. It might be more feasible to allow such transitions that expand in one area, but don't exceed current tolerances (which poses the problems I referred to earlier).
maybe an alternative option could be a larger range of ships in the shipyard which had these changes built-in, this would allow the additional flexibility yet restrict it in a way to reduce any negative effect on gameplay.
IIRC, Rami suggested something a while back that involved 'sub' classes of existing frames. You could buy one that was pre-built for a more combat role in its design, giving you another 2 hardpoints or something in exchange for 1 less equipment hardpoint (just an example of the idea). That might be an option since all of the current tolerances could be kept and these purpose-built designs could be added to the current data templates and menus.

For example, lets say you drag and drop a frame to upgrade to. Another menu might open offering you 3 or 4 different possible pre-built configurations, a default model, combat tuned, or transport tuned. Each model might offer this type of configuration:

- Talon (default) 2 hardpoints, 4 crew, 5 equipment slots
- Talon (combat) 6 hardpoints, 2 crew, 3 equipment slots
- Talon (transport) 4 hardpoints, 2 crew, 4 equipment slots

So for the combat design, you'd get something like 4 extra hardpoints in exchange for less crew and equipment (of which things like a mining/tractor beam might not be as necessary, but the three could be used for a cannon relay or repair system, shield boost, and jump drive). The transport model could offer two extra hardpoints for additional weapon storage (more for trade than combat) while offering another equipment slot for the tractor beam.

Of course, with the heavier ships, you get a frame that's pretty well maxed out (and would need to remain within those limits to avoid exceeding current tolerances), but this might be an option for the lighter frames since the adjustments and reductions would keep within existing limits.
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Tucker
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Ship builds suggestion

Post by Tucker »

maybe an alternative option could be a larger range of ships in the shipyard which had these changes built-in, this would allow the additional flexibility yet restrict it in a way to reduce any negative effect on gameplay.
IIRC, Rami suggested something a while back that involved 'sub' classes of existing frames. You could buy one that was pre-built for a more combat role in its design, giving you another 2 hardpoints or something in exchange for 1 less equipment hardpoint (just an example of the idea). That might be an option since all of the current tolerances could be kept and these purpose-built designs could be added to the current data templates and menus.

For example, lets say you drag and drop a frame to upgrade to. Another menu might open offering you 3 or 4 different possible pre-built configurations, a default model, combat tuned, or transport tuned. Each model might offer this type of configuration:

- Talon (default) 2 hardpoints, 4 crew, 5 equipment slots
- Talon (combat) 6 hardpoints, 2 crew, 3 equipment slots
- Talon (transport) 4 hardpoints, 2 crew, 4 equipment slots

So for the combat design, you'd get something like 4 extra hardpoints in exchange for less crew and equipment (of which things like a mining/tractor beam might not be as necessary, but the three could be used for a cannon relay or repair system, shield boost, and jump drive). The transport model could offer two extra hardpoints for additional weapon storage (more for trade than combat) while offering another equipment slot for the tractor beam.

Of course, with the heavier ships, you get a frame that's pretty well maxed out (and would need to remain within those limits to avoid exceeding current tolerances), but this might be an option for the lighter frames since the adjustments and reductions would keep within existing limits. [/quote]

I do not know how hard this would be to put in but it sounds like a very interestiing concept to me that seems to catch the heart of the concept we are talking abuot
Star King
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Ship builds suggestion

Post by Star King »

What advantage does a crew give you?
Do you feed and pay them and if you don't will they die?;)
Blackthorne
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Ship builds suggestion

Post by Blackthorne »

Originally posted by Star King
What advantage does a crew give you?
Do you feed and pay them and if you don't will they die?;)
Weapons Officer - Increases weapon damage
Engineer - Increases repair speed
Science Officer - Points out floating containers and wormholes, and IIRC also increases radar range slighty
Navigator - Allows for more accurate jumps, and will adjust coords to prevent lethal jumps (into planets for example)

If you don't pay them accordingly, they combine their powers and summon Captain Evoch...err, scratch that. Actually, they'll just leave your ship at the next station, especially if their loyalty is low. Overpaying them helps a lot in that regard.

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Ship builds suggestion

Post by berighteous »

Originally posted by tk7223
I'm always in for more ship customization!...now where did I leave that hydrospanner....
It's next to your Faluvian Dampener...
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Venus
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Ship builds suggestion

Post by Venus »

I hate to revive topics, but.... I love this idea... particularly the last idea suggested. Allowing pre-figured role frames.

Couple of suggestions to open up the roles a little if this is implemented.

Pure transporter who doesn't want to get involved in conflict, but is designed to be escorted, would only need a fast engine, jump, possibly tractor beam. Not having any hardpoints, would allow for even more cargo bays. This ship is large, and is a pure transport.

A variation on that, is a passenger ship, where cargo bays become cabins for passengers. This would allow the ship to carry full crew, no cargo, but have cabins based on number of cargo bays assigned to that ship. Would add two new roles for people in game.
Ian2454
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Ship builds suggestion

Post by Ian2454 »

I'm definitely for the pre-configured ship designs, but instead of a automatic menu I think a toggle button or drop-down menu might be better should one decide to not really screw with it.

The extra-customization options lets one feel that much better when they spend an hour designing a ship template to both look awesome AND functional. But if there is a slight difference between the frames one might put a different paint scheme or a minute difference in shape.

[threadjack] Now that I think about it, if we walk down this idea a little ways, we can seriously find all sorts of cool stuff to add and not just ship builds... But that's for another thread. I'm thinking about coming up with an interface for the different menus. Since I can't code, it'll be pictures however it might help Vice with idea's on how to design stuff should he ever decide to try this. [/threadjack]

[Edited on 3-26-2009 by Ian2454]
cheops
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Ship builds suggestion

Post by cheops »

I would still like one extra crew, a gunner plus the option of adding a barbette or turret. Be interesting to see who depleats the energy supply first the gunner or the pilot. 'Don't take the rookie gunner Boss, he'll kill us all!'
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tha_rami
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Ship builds suggestion

Post by tha_rami »

Guess what, I still like the last idea :P.
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Ship builds suggestion

Post by MMaggio »

I wanted a "turret" years ago.
It ain't gonna' happen.:o
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