AtomicTorch Studio Forums

VoidExpanse => Ideas and suggestions => Topic started by: MattyK on August 23, 2015, 08:39:02 AM

Title: A great big list of Suggestions, Ideas & Balance Tweaks
Post by: MattyK on August 23, 2015, 08:39:02 AM
So, initially, I had this great big document of ideas I started writing out about ten hours into playing VoidExpanse, but thought... "I'm no developer, this looks really pretentious and a bit too critical, after all, you guys do take feedback seriously." (But if you'd like to sit down and read that too with a pinch of salt, I decided to put it up Here (https://dl.dropboxusercontent.com/u/23891276/Void%20Expanse%20Ideas%20Suggestions%20Critique.txt), though be warned it was done in BBCode Formatting)

So I decided to sit down and make something simple, honest a bit politer and more concise.

But firstly, I'd just like to thank you guys, the Devs, the level of feedback and community input on this game is astounding.




Combat




Progression




Simulation (Local/System & Galaxy)




Greebles
From Wikipedia; A greeble or nurnie is a fine detailing added to the surface of a larger object that makes it appear more complex, and therefore more visually interesting. It usually gives the audience an impression of increased scale.




But most of all, keep up the good work! ^^;
Title: Re: A great big list of Suggestions, Ideas & Balance Tweaks
Post by: Silberspeer on August 23, 2015, 11:38:56 PM
Wow, this was a good reading  :D Actually I like most of the ideas you brought here there and I agree with them. For me it feels like you were strongly influenced by X-series and it is actually cool. Especially I liked a Simulation part because simulations in games are my favorite subject. Some of the ideas are almost the same with those we wanted to implement to the game in the future. Actually we are keeping a list of the most worthy ideas and I'd say that almost everything from your post goes there ;D This is a list of possible changes and improvements and we hope that once we'll be able to do everything from the list. However, right now we are not planning such a major changes because we are busy with some other things. We are keeping supporting this game, of course, and probably in the future we will seriously upgrade VoidExpanse using our own ideas and the players suggestions as well.
Title: Re: A great big list of Suggestions, Ideas & Balance Tweaks
Post by: p0ki on August 24, 2015, 03:49:01 AM
Hy MattyK, I would like to ask you something for the pirates:
Quote from: MattyK on August 23, 2015, 08:39:02 AM
...
Pirate structure & hierarchy, will no longer mindlessly orbit the system or sit in one pre-defined location, instead they will congregate around dens and fly out from them in small raiding parties, hide in debris fields or attempt attack space-lanes between gates or stations, or gang up on asteroid miners. Will also scale to only be 1.5 in number of ships in the system (So no more 40+ pirates in a single system with a barely functioning science outpost, but might respawn every few minutes depending on system strength or number of active 'Dens')
...
Do you mean that pirates should fly in groups through one system or the whole galaxy?
Because right now Pirates can't go from one system to another, it just looks like they could.

That would be something I would like to see, pirates spawning in the headquater and starting from there. That way you could really "clean" a system when you watch the gates.
Title: Re: A great big list of Suggestions, Ideas & Balance Tweaks
Post by: MattyK on August 24, 2015, 10:10:49 AM
Heh, thanks Silberspeer. I'm happy to entertain and brain-storm. ^^

Quote from: p0ki on August 24, 2015, 03:49:01 AM
Hy MattyK, I would like to ask you something for the pirates:Do you mean that pirates should fly in groups through one system or the whole galaxy?
Because right now Pirates can't go from one system to another, it just looks like they could.

That would be something I would like to see, pirates spawning in the headquater and starting from there. That way you could really "clean" a system when you watch the gates.

Well it was originally pitched to just be a local thing (Pirates would group at a randomly-spawned den in system and go out from there) but your suggestion sounds like it could be a lot of fun too! Maybe even introduce things like hidden pirate-operated jump-gates that don't show up on map that they could 'leak into' certain 'high security' systems through.

Another idea was... Taking a leaf from the Cloaking thread (http://forums.atomictorch.com/index.php?topic=793.0). I had a rather ingenious thought on it, why not make Cloaks go in the shields slot? So you chose between shielding and a bit of armor tanking, or having the comfort of choosing your engagements. I mean as it stands, players can already pick their engagements and difficulty with relative impunity based on the difficulty level of the system...

...There could also be various penalties (speed while cruising, your systems use up X amount more power depending on the cloak's rating) and ofcourse, when you get hit, instead of decloaking, you slowly become more and more visible based on damage to your ship and it takes a bit of time or disengaging from combat to regain your cloaking. After say, 25%, you're targeted as the same rate as everyone else, but the lock-on time changes exponentially the higher your cloak percentage (to the point of 90% and above being untargetable and current locks are lost)

Another way to look at it would be to increase damage mitigation while 'cloaked' too.