New Leveling / Ship / Module System

Disclaimer: Please note, This is a player created idea, and has nothing to do with the development team, their choices an so forth.

 

Hello Players, I am currently looking at a way to redesign the current system. This post is long, so please bare with me.

 

Chapter 1: The Steps to be taken

Chapter 2: Explanation of acquiring and equipping ships, Modules

Chapter 3: Technological Levels

Chapter 4  Racial Diversity

Chapter 5: The skill system: How it works (etc)

Chapter 6: Math behind the system

Chapter 7: FAQ

 

I will Dub this system “The Tech-System”

 

Chapter 1: The Steps to be taken

 

  • Step One:  Delete Tiers from ships, modules, etc
  • Step Two: Add to all ships, all 5 ship mod slots, and 5 passives.
  • Step Three: Diversity of races (each race acquires unique fighting concepts, skills)
  • Step Four: Add Skill Tree
  • Step Five: Balance, Tweak, Polish

 

Chapter 2: Explanation of acquiring and equipping ships, modules

 

 

Players will gain ships through a sort of license system. Every so many reputation levels (i set it around 3 to 5) The player

will gain access to a new license, that will enable the ability to purchase new ships. As the player processes, The

ships technology will progress. These ships will have assigned to them “Technological levels”.

 

Technological levels will grant players the ability to access new types of technologies that are more sophisticated, and potentially

more powerful (but come at a cost of also having weaknesses).

 

 

Chapter 3: Technological Levels

 

Ships themselves would have a mix level of technology they could handle. so a tech 1 ship, would only be able to equip tech 1 weapons.modules.

However a tech two ship could equip tech 1 technology.

 

With in this system there will be grades or quality levels of technology. (like mark 1, 2, 3 etc).

 

 

An Example of the technology differences.

 

Tech 1 might have access to rapid fire weapons, Excelling at high rate of fire

Tech 3 Would give access to Heavy weapons, Excelling at single target damage.

Tech 5 would have access to a lightning beam that might jump from one ship to the next. Excelling at splash damage

 

each one would have its benefit, but the lightning beam for example, would not excel at single target, but would excel at large group battles.

 

 

Chapter 4  Racial Diversity (Technology, and Tactics)

 

Each race would gain its own unique types of technologies, Strategies, and even types of tanking. These would be seen through

the weapons, modules and performance and even the design (graphic) of the ships.

 

I would base the races tactics around the following

 

Empire : Highly defensive, able to react quickly to attacks on their controlled points, space, territory.

Strategy High response time able to deal with threats quickly.

Technology: Mobility based technologies.

 

Federation: Highly offensive, but fragile.

Strategy: Hit and run tactics.

Technology:  Cloaking based technologies

 

Jericho:  Superior Longevity (Defenses)

Strategy:  Jericho tactics would be based around out lasting the enemy. 

Technology:   Shield based technologies

 

Note: The difference in tank between empire and jericho would be empire takes a long time to beat through because of high resistance, but has a longer rate to regenerate (heal fully), where as jericho are slightly softer but generate twice as fast

 

 

Chapter 5: The skill system: How it works (etc)

 

Many players have noticed there is an experience gain after battles. I have created a new skill based system to help players

be suited for their way / style of play instead of being forced to do something.

 

The idea works like this.

 

Players will gain a skill point per a level. Levels will be a new bar based on exp gained in games (your account has a lot of it in there right now, you just cant see it). Players will place the points in a skill tree follow one of 5 types, each having (At release) 5 skills, Each having 5 levels.

 

The 5 types are

  • Weapons
  • Defenses
  • Energy
  • Propulsion
  • Electronics

Each class of ship (interceptor, fighter, frigate) will gain its own unique type of skill tree. some examples are

 

Weapons skills for interceptor would include killing drones faster

Defenses for fighters would include more resistance

Energy for propulsion for frigates would include faster speeds.

 

But you would see something like

 

Interceptor getting speed buffs

Fighter getting damage vs drone buff

Frigates getting Electronic warfare buffs

 

This way the ships are kept in a “role”

 

Interceptor : Harasser 

benefits: High utility

weakness: low Survivability in heavy combat

 

Fighter : Heavy assualt ship

benefits: High damage

weakness: Low utility

 

Frigate: Sniper,Support

benefits: High Survivability

weakness: low speeds

 

Players will gain roles based on their point - skill placement. 

it will work mechanically as follows

 

Roles

  • No specific requirements met = General Role

 

Bonus’s = Nothing

 

60% or more in 1 of the 5 fields, = Offensive Etc

40% or more in 2 of the 5 fields = Sabatour, Electronic warefare, etc

30% or more in 3 of the 5 fields = Support, Protection Etc

 

this way roles adjust to players play style, rather then them being made to play a ship in a role they dislike.

 

Chapter 6: Math behind the system

 

math behind the system is very simple.

 

Lets take Tier 1 and 5 Frigates for example (to not bore you with long numbers etc)

 

Harpy (tier 1)

6115pts.(shield)

9585pts. (hull)

625pts. (energy)

116m/s. (speed)

 

Total HP 15,700

 

Tormentor type S

14405pts. (shield)

5735pts. (hull)

850pts. (energy)

155ps (speed)

 

Total HP  20,140

 

​Difference is around 22-23% (guesstimated) We would slightly nerf to be around 10 % Max

So the new Hp of Tier 4 would be around

 

17,500

 

Now when the quing system starts, since all ships are in the same tier, The matches will basically be the same.

Ships wont differ to much, out side of technology, spec and build. so combat would change because of 

new types of weapons, modules etc, but in general it would be the same, keeping in mind that the new

depth of builds etc will make things much more dynamic, that is you may find a ship of tech 5 you can kill

and the next one you will struggle.

 

 

 

Chapter 7: FAQ

 

Q: How will the game make money off this?

A: One idea was to make is to that high technology levels could be adapted to lower tech ships, but would be costly (Cost Galactic Standards)

 

Q: Will the licenses be based on reputation or character level?

A:   Reputation.

 

 

Q:   Will Weapons technologies be based on loyalty, or Licenses?

A:  Licenses will require a specific level of loyalty, So essentially loyalty.

 

Q: How do i get a license?

A: They will be open to buy in the shop under “licenses”. They will also be racially based, so that you cant buy any races weapons/modules upon meeting that reputation requirement

 

 

More FAQ Coming soon.

No.

Your just a troll, so your count means nothing TBH. 

i like the idea u still have to work on it a bit tho but i vote yes (this post is not a horrible idea)

Heard it when you first told about it… sounds nice!

Your just a troll, so your count means nothing TBH. 

 

Your previous ideas on the forums have been just as bad, you really would not be fit to be a dev.

Oh hey stigez. Glad to see you are still spreading love. 

no simply because i saw remove ship tiers and make skill tree, both HORRIBLE ideas…I wont even go into it how bad of an idea that is.

Tier of ships is important, especially for match making. this should stay. if you can’t see why…then please dont’ post any more suggestions

 

Complete overhauls are generally a bad idea. you want to avoid this whenever possible. build off existing things and make quality of life suggestions. these are more likely to happen. 

 

you have some okay idea, but in general, they don’t have a place here. namely because the game is too far along to make these kinds of changes. they are really complete overhauls, and these kinds of things are rarely done, and for good reason. 

 

within the current system, ship role should be defined by the special module. this is going to be done according to the latest news release. this is GOOD. 

 

‘skill tree’ is really a combination of implants and active modules. both of which are fine as is. more active modules are needed to help define roles more. implants could also use some tweaking. but overall, between these two things, we have a good degree of customization. we dont’ really need something different, just changes to what already exists. i suggest you put your efforts here, rather than pulling new stuff out of the sky. 

 


 

with the changes to ship roles coming, there are three things I see the game needing now (aside from obvious balance changes)

 

  1. adjustments to the contract system. improve access to implants by removing the limit on who you can accept contracts from. we shouldn’t be forced to sign exclusive deals with a certain subfaction. because we are playing mercenaries this really doesn’t make sense to me. 

 

  1. MMing changes. not going into this…but adjustments are needed

 

  1. end-game credit sink. some sort of crafting system or fusion system for modules would be good. I can’t really think of a way to leverage existing mechanics into a credit sink. so something new would be needed for this. 

(i didn’t read the hole thing) but

 

the devs already said there will never be a skill tree again…

 

equip 5 passive / shid modifier slots to each ship? it’ll probaly result in complete and indestructible tanks or speed builds which are too fast to be hit

 

yet the devs are reworking the entire system so we might see some nice or bad changes pretty soon…

 

though i find your suggestions always interessting they are way too changing to the games core…so i’ll stick with the devs plan

I hope you guys are ready to defend your positions, because i debate professionally and debating the mechanics of a game is nothing

near debating religion, politics etc. - uhmari

 

 

Tiers Provide most of the games current problems. 

 

  First, (For example) look at all the complaining about Tier 2 vs Tier 3, Or Tier 3 vs Tier 4, Or even in Bugged situations Tier 2 vs Tier 4.

Removing the tiers and adding these module slots will completely destroy this bad concept to the game.

 

Second, If you Plan ahead, How will you plan the open universe with a tier system? You must consider that you have two options in the open sand box

 

Option 1:  You throw everyone in together, and let them sort it out, which is completely unbalanced and unreasonable. Balancing such a system would prove to be

near possible if you are attempting to keep some benefit in the tiers. The end result is a tier’ing system that is or is almost non noticeable when addressing tier differential 

and uniqueness.

 

Option 2:  You Create a system that sections off parts of the universe. There are so many problems with this system that I can kill the idea in a 3-4 page explanation of 

Design flaws to a system like this. This idea is like communism, Its good on paper, but in practice its terrible. Let me give you some examples.

 

Problem 1:  Lets say there is 5 tiers in the system. You can basically divide the universe into something like 20%. This means that You Have split the content of the game

to be ad max 20% Of the games content for any tier. Imagine the effect this sort of system has.

 

Problem 2 : With the system above, Imagine what end game content will be like. You will grind months to get to end game, only to have 1/5th of what you passed on the 

way to getting there

 

Problem 3:  In such a system, Corporations will spam recruitment to fill all tiers, Resulting in the destruction of the quality of corporations. That destruction will in 

return destroy the community leading to endless trolling,players lacking devoution to the game, and other such non-desirable problems.

 

Problem 4:  In a system like this on the corporation level, you will force corp members to Negate their time of grinding/leveling etc to max level, only to be forced

to go back to lower levels, thus making the end game content grind useless and worthless. Do you want to be in a corp you can only play with people of your tier?

The first thing you will do it jump from corp to corp. Yet destroying more the community.

 

Problems like this will go on and on, I think you sort of get the idea. ( i hope at least)

 

Lets look at the flip side for example and the benefits that come with removing the tiering system

 

 

First Solution  you gain 45 ships per each race, Which can be customized, to be unique, and offer unique benefits. Do you want 3 or 45 ships?

All you have to do is recycle the graphics.

 

Solution Two  You no long have multiple ques, there for the quing system would be near instant, or a the very least 4-5 times faster

 

Solution Three  There is no longer a balancing problem between tiers

 

Solution Four , You could for example take Tier 2 Frigate and rename it a destroy, buff its stats 2-5%, and then make a cruiser from the tier 3, buff it and so on.

Thus creating capital-ship class vessels. How many people are constantly asking for this?

 

Solution Five:  Open universe is open and free, You meet players on equal terms, You have access to 100% of it. 100% of the time

 

Solution Six:  Open universe’s corporations are now long forced to spam, Improving quality, and giving you the ability to group with anyone from your corp any time.

 

 

 

As for

 

 

 

Quote

equip 5 passive / shid modifier slots to each ship? it’ll probably result in complete and indestructible tanks or speed builds which are too fast to be hit

 

The Answer is No, It wont. The tier will be using the same DPS/Tank rates There for the only difference will be how long it will take for the tank to break.

This will only be something like 3-5 Seconds differential. And will be purely based on the HP diffenrcial of the ships

 

 

Lastly,

 

In terms of a skill tree (i use the example of Diablo II because its basically something like this, but with an eve style of skill tree layout)

 

Skill tree’s Are highly Loved and desired by many, and in general they have no negative effects themselves. They are often very balanced, if lay’ed out well.

In this game, They offer the ability to assign the role to the player, rather then the player being assigned the role to his ship forcing him to play that role.

I agree with Incendiary, as good as your ideas might get, you are suggesting almost reworking the game, which in the end is very unlikely. 

Needless to say they are very good suggestions. 

When i look at the universe and the game in say 6 months time i see the following.

 

 

Travel through the universe is open and free. Its works off a sort of battle-star galactica (or even capital ship) system.

where you “jump” from one system to the next.

 

Systems are divided into two parts, Racially controlled space, and Unclaimed space.

 

Races are fighting each other, and seeing things like jericho going in empire space should be a no no, But i feel

that at times the federation should and should be allowed to enter jericho/empire space. The reason for this is because

they are a “trade” sort of “middle man” between the two races. For this reason i feel that feds should play a more “neutral role” with the

exception of “war”

 

How i would work that is i would make a faction war system that the races battled in, this battle would change the system. How that would

look visually would be something like making sort of inter-changeable designs on stations. So that when players (as the people of a race)

Conquered a system it would swap out the logo on the stations to give it a sort of “what ever owns me, kinda looks like that” design.

 

I think in heavy territory the designs of the stations (the way they look graphically) should be racially designed. For example

A border station would have some sort of generic design, but a station deep in jericho space would have a sort of jericho design to it.

Even after it was conquered by say empire, it would only change flags / drags from jericho to empire.

 

I see the universe including Simple, Yes complex systems of trades. I would like to see some sort of system that the planets produce

goods based on their type (of atmospheric conditions, and composition; IE water players, desert, etc).

I think this goods should be automatically transffered to a trade station in the system, that is demanded through out the universe.

I dont see any reason for trading to get more complex then a simple by/low system that has a dynamic market ( prices are always changing).

 

The role i see mining playing in this is unclear. I think for the most part it should just general money, and some pvp element to the game.

I would like to see mining done in ships, but i also would like to see things like Charged Destruction of asteroids (At the cost of destroying 20-30% of the minerals / ore in the belt)

conventional mining should take 2-3 hours to clear a belt (with max 4-5 hour respawns). But another idea had hit me also.

 

That corporations should play a role as a body in these things. Thus i had the idea to add a sort of “mining rig” that is build upon permanent larger asteroids in the

system. This way corporations have an income source, and things to protect.

 

As for combat in the game, I see a system that is similar to eve in some respects, just not taking real time to invest. I think this system would really fit in this game

and while some may see it and thing its fully, Its really a nice system and i cant find any major problems with it.

 

I think it should look something like this, but a little better layed out or graphically done, Granted this is just a concept but you get the idea.

skilln10.jpg

 

 

As for combat in the game itself it should look something like Ships have roles to play, that give them unique advantages

 

Some ships get something like a duration buff to cloaking making them cloaked scouts

or something like that.

 

Sniper ships get some awesome hide / snipe combinations.

 

and so forth

These changes are not hard to make, they will take max of a month to do. more or less 70-80% of it is just modifications to current values.

So introducing a system like this (At least up to the skill tree) is very easy to do

I hope you guys are ready to defend your positions, because i debate professionally and debating the mechanics of a game is nothing

near debating religion, politics etc. - uhmari

 

 

Tiers Provide most of the games current problems. 

This is fundamentally incorrect. the Tiers themselves are fine. the implementation of the surrounding support systems is what needs fixed. dont confuse the real issues

The tiers allow for a logical progression of power. when you see ‘T2’ you have a reasonable estimate of that ships overall power. the problem lies in allowing tiers to mix in matches. this is a fault of MMing. not the tier system.

Furthermore tiers can allow for certain circumstances to help alleviate MMing.

exceptionally bad players can play in a tier lower than them and it will still be balanced. and players exceptionally good can play against higher tiers. it can act as a handicap.

Eitherway, the tier system provides reasonable estimates for the power of any given ship.

Your system does not allow for this kind of ‘on the fly’ visual measurement.

Secondly, you’ve just admitted you debate professionally. therefore you know nothing about design.

I, however, am an engineer. therefore I design for a living. I’m also well versed in root-cause analysis. I’ve studied these things. Furthmore I enjoy testing designs immensely. which is why i do a lot of beta testing. so…draw your own conclusions from that.

  

Second, If you Plan ahead, How will you plan the open universe with a tier system? You must consider that you have two options in the open sand box

Option 2: You Create a system that sections off parts of the universe. There are so many problems with this system that I can kill the idea in a 3-4 page explanation of Design flaws to a system like this. This idea is like communism, Its good on paper, but in practice its terrible. Let me give you some examples.

Problem 1: Lets say there is 5 tiers in the system. You can basically divide the universe into something like 20%. This means that You Have split the content of the game to be ad max 20% Of the games content for any tier. Imagine the effect this sort of system has.

Problem 2 : With the system above, Imagine what end game content will be like. You will grind months to get to end game, only to have 1/5th of what you passed on the way to getting there

except every other mmo ever does this. it’s an industry standard. nice try.

you have ‘zones’ specific sectors that are more likely to have a given tier. while this doesn’t really prevent a T1 from wondering into a T4 zone, or a T4 coming in and demolishing everyone in a T1 zone.

your system doesn’t solve this problem either. it just makes it less clear as to the power level of a given ship.

Tiers provide a logical progression in both power level and experience. this means it’s ok to restrict access to certain content based on Tier.

Imagine a level 10 character in [insert random MMO] in a level 40 dungeon. it just doesn’t work. so T1 doesn’t need access to T4 stuff. people like experiencing progress. that’s what most RPG elements are. numerical representation of progress via levels, or a visual representation of progress via a skill tree. we have that via the Tier system.

------ 

wait. wait. so i have to play the game to access content? oh god. what will I ever do. I hate playing the game. >.>

it takes months to play the game? HEAVENS! what will I do? i don’t want to play a game for months.

furthermore, why would the game company want me to play that long? what a terrible design! /sarcasm

 

Problem 3: In such a system, Corporations will spam recruitment to fill all tiers, Resulting in the destruction of the quality of corporations. That destruction will in return destroy the community leading to endless trolling,players lacking devoution to the game, and other such non-desirable problems.

Problem 4: In a system like this on the corporation level, you will force corp members to Negate their time of grinding/leveling etc to max level, only to be forced to go back to lower levels, thus making the end game content grind useless and worthless. Do you want to be in a corp you can only play with people of your tier? The first thing you will do it jump from corp to corp. Yet destroying more the community.

Opinion.

in reality it expands the corporation roster. it allows corporations to recruit at all levels of the game. you can coach T1 players into T2 and guide them along.

Corporation can also specialize in a given tier. there’s nothing wrong with this scenario.

REALITY: for good corporations they can organize and have ways of progressing and helping their younger recruits with the tier system. Corps that don’t desire these tools don’t have to use them.

 

Community degredation can happen anyway. it has nothing to do with tiers or anything else. League of Legends has a terrible community. the game is still good. the game company has no direct control over the community. they can provide feedback loops to encourage certain behavior via rewards/punishments. that’s about it. it’s not relevent to this system you’re proposing. it certainly has nothing to do with corps.

A corps mission statement and MO will be determined by the corp. honorable corps will get honorable players. dishonorable corps will get dishonorable players. changes to the system can only influence this, not dictate it like you’re claiming. Their is no fundamental problem with the Tier system. and what you’re proposing wont’ fix any of the fundamental problems with the game.

as you progress, you keep your ships. you don’t magically lose them (unless you sell your gear, and that’s your problem for not thinking ahead. you can also always rebuy that gear. by the time you get to t4 that cost is trivial).

IE: a person with t4 ships already has outfitted T1, T2, and T3 ships. so they have not lost any time or effort. so jumping to a lower tier doesn’t require effort or extra time, other than you have to put the ship in your hanger. this is fact. you can’t argue that. you don’t lose progress as you gain tiers.

Lets look at the flip side for example and the benefits that come with removing the tiering system

 

First Solution you gain 45 ships per each race, Which can be customized, to be unique, and offer unique benefits. Do you want 3 or 45 ships?

All you have to do is recycle the graphics.

Solution Two You no long have multiple ques, there for the quing system would be near instant, or a the very least 4-5 times faster

Solution Three There is no longer a balancing problem between tiers

Solution Four , You could for example take Tier 2 Frigate and rename it a destroy, buff its stats 2-5%, and then make a cruiser from the tier 3, buff it and so on. Thus creating capital-ship class vessels. How many people are constantly asking for this?

Solution Five: Open universe is open and free, You meet players on equal terms, You have access to 100% of it. 100% of the time

what problem does this fix? first solution to what? would i want 3 or 45 ships? for what purpose? if i’m building an armada i’d rather have 45 ships. if it’s for personal use, i’d still rather own 45 ships. it’s fun to get new things. even if they only differ slightly. this is why celebs own so many cars.

 

What’s wrong with multiple queues? the main issues with the current are the MMing and the small population of players. dont’ confuse the issue.

 

Tier to tier, there are issues. but that’s because fundamentally higher tiers have more power. Within a tier things are pretty balanced currently. it’s easier to refine this as is than to implement somehting else. we’d have to start back at square one otherwise.

you’re introducing more work, not less work. there’s validation, planning, testing, etc. you’re a debate major. not a design major. that’s why your designs are bad. I do not mean this as an insult. it’s just a fact to me. you’re not trained or qualified to design. you are trained and qualified to debate.

 

Capital ships will be available to corps only. this has been covered.

 

Why do i need access to everything? it’s better to segregate, especially early on

Agian, The tier system really accomplishes two things. it’s a logical progression of power. but it’s also a logical progression of experience.

Having a t4 ship means you’ve played for a minimum amount of time. so everyone in t4 has played for a minimum amount of time. this is important for MMing when considering Skill>Gear>Race.

while currently it is less clear how much experience T1 and T2 ships have. as everyone above that also has access to it. but in either case, new and inexperienced players are much safer in this environment.

under your system its possible for a 2 year vet to go against someone whos played less than 100 matches.

This is bad for game balance.

Fixes to MMing are far better. you can differentiate easier among two criteria. skill level AND tier. your proposed system only makes it easy to segregate MMing by skill. your proposed system still has large differences in power based on gear. the Tier system puts a cap.

Tiered system is roughly equivalent to level cap’d PvP areas in a standard MMO. there’s nothing wrong with it. if anything, it helps lower the impact of gear.

 

Solution Six: Open universe’s corporations are now long forced to spam, Improving quality, and giving you the ability to group with anyone from your corp any time.

 

not really…

matches are still capped. so at most you can only play with maybe 12 people. but really full corporation squads should be segregated into a seperate queue. obvious balance reasons. corp queues are supposedly in the works. so this may not be a problem based on w/e we see coming.

 

As for  

 

The Answer is No, It wont. The tier will be using the same DPS/Tank rates There for the only difference will be how long it will take for the tank to break.

This will only be something like 3-5 Seconds differential. And will be purely based on the HP diffenrcial of the ships

Adding DR to modules that are stacked or share effects would be easier and more efficient.

 

Lastly,

 

In terms of a skill tree (i use the example of Diablo II because its basically something like this, but with an eve style of skill tree layout)

 

Skill tree’s Are highly Loved and desired by many, and in general they have no negative effects themselves. They are often very balanced, if lay’ed out well.

In this game, They offer the ability to assign the role to the player, rather then the player being assigned the role to his ship forcing him to play that role.

Except it doesn’t make sense with the current setup. it’s too redundant with existing systems.

what are skills reallly? a series of active and passive abilities.

we have passive modules for ships, and also passive abilities from implants.

We have active abilities from modules.

Everything that a skill tree provides, is also available in implants and modules. IE: there’s no reason for a skill tree.

AGAIN: design 101: dont’ make something new when you can use what you already have.

Going to sum up my response with

 

  • No valid points have been made

  • Any points attempted to be made were refuted with my second Problem/Fix Post

  • You obviously are NOT a game designer

wow, so many long paragraphs

My eyes hurt

mostly someone repeating the same thing over and over 

 

“tiers are so amazing because i said so”

Going to sum up my response with

 

  • No valid points have been made

  • Any points attempted to be made were refuted with my second Problem/Fix Post

  • You obviously are NOT a game designer

 

…? Okay. nice Ninja edits by the way. I see I made you so mad you had to use 3 different posts.

I agree. you made no valid points.

you refuted nothing. you’re not understanding how the systems interact. or why your implementation is flawed.

I’m not a game designer. I’m an Engineer. I never claimed to be a game designer. I claimed to be an Engineer.

You claimed to be a debate professional. /thread

 

wow, so many long paragraphs

My eyes hurt

he doesn’t know what he’s doing. simple as that. he got mad and made a bunch of ninja edits when he realized he sounded like a 14 y/o kid.

from what I read before his ninja-edits he couldn’t logically refute my points. so he took the easy way out and just said ‘you’re wrong! I’m right! neener neener you’re a wiener!’  

 

mostly someone repeating the same thing over and over 

 

“tiers are so amazing because i said so”

Okay.

When i look at the universe and the game in say 6 months time i see the following.

 

 

Travel through the universe is open and free. Its works off a sort of battle-star galactica (or even capital ship) system.

where you “jump” from one system to the next.

 

Systems are divided into two parts, Racially controlled space, and Unclaimed space.

 

Races are fighting each other, and seeing things like jericho going in empire space should be a no no, But i feel

that at times the federation should and should be allowed to enter jericho/empire space. The reason for this is because

they are a “trade” sort of “middle man” between the two races. For this reason i feel that feds should play a more “neutral role” with the

exception of “war”

 

How i would work that is i would make a faction war system that the races battled in, this battle would change the system. How that would

look visually would be something like making sort of inter-changeable designs on stations. So that when players (as the people of a race)

Conquered a system it would swap out the logo on the stations to give it a sort of “what ever owns me, kinda looks like that” design.

 

I think in heavy territory the designs of the stations (the way they look graphically) should be racially designed. For example

A border station would have some sort of generic design, but a station deep in jericho space would have a sort of jericho design to it.

Even after it was conquered by say empire, it would only change flags / drags from jericho to empire.

Developers have said there will be no open world, and it will largely be a lobby based system.

If there is an open area, it will likely be implemented similar to Vindictus or other such games. you have an open area you can wander, but you enter matches via lobby.

An open universe isn’t going to happen for Star-Conflict. it’s game engine will not support this easily anyway. 

 

[Answers from developers Part 1](< base_url >/index.php?/topic/4256-answers-from-developers/?p=31142)

 

I see the universe including Simple, Yes complex systems of trades. I would like to see some sort of system that the planets produce

goods based on their type (of atmospheric conditions, and composition; IE water players, desert, etc).

I think this goods should be automatically transffered to a trade station in the system, that is demanded through out the universe.

I dont see any reason for trading to get more complex then a simple by/low system that has a dynamic market ( prices are always changing).

Trade is not planned to be implemented.[Answers from the devs Part 7](< base_url >/index.php?/topic/12459-answers-from-the-devs-part-7/?p=116165)

 

The role i see mining playing in this is unclear. I think for the most part it should just general money, and some pvp element to the game.

I would like to see mining done in ships, but i also would like to see things like Charged Destruction of asteroids (At the cost of destroying 20-30% of the minerals / ore in the belt)

conventional mining should take 2-3 hours to clear a belt (with max 4-5 hour respawns). But another idea had hit me also.

uh…okay? i think you’re confusing this game with Star Citizen. maybe you should be over there, and not over here.

Crafting is planned to be implemented. it will likely be from loot after battles.

We’re mercenaries. not miners. we’re valued for our ability to pilot ships and kill, not to dig holes in space rocks.

 

That corporations should play a role as a body in these things. Thus i had the idea to add a sort of “mining rig” that is build upon permanent larger asteroids in the

system. This way corporations have an income source, and things to protect.

 

As for combat in the game, I see a system that is similar to eve in some respects, just not taking real time to invest. I think this system would really fit in this game

and while some may see it and thing its fully, Its really a nice system and i cant find any major problems with it.

 

I think it should look something like this, but a little better layed out or graphically done, Granted this is just a concept but you get the idea.

 

Again…that’s not what this game is about. Wait for Star Citizen.

 

 

As for combat in the game itself it should look something like Ships have roles to play, that give them unique advantages

 

Some ships get something like a duration buff to cloaking making them cloaked scouts

or something like that.

 

Sniper ships get some awesome hide / snipe combinations.

 

and so forth

Combat Specialization

These changes are not hard to make, they will take max of a month to do. more or less 70-80% of it is just modifications to current values.

So introducing a system like this (At least up to the skill tree) is very easy to do

…i’m not even going to touch that one after your last outburst.