Author Topic: Feature FAQ  (Read 2610 times)

Offline RCIX

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Feature FAQ
« on: December 15, 2009, 01:21:58 pm »
New people tend to ask for certain features a lot, so i thought i'd post this FAQ to help people understand why they wouldn't go in and to ask them not to post about it. (X, feel free to edit this with more items and stuff, or move it where it would be seen better)

Ships leveling up:
This isn't going in because the game is so large and you command so many units, that it would A: be hard to indicate to the player a ship's level, and B: be an insignificant boost compared to all the ships you have (hundreds to thousands in a usual fleet)
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Offline Spikey00

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Re: Feature FAQ
« Reply #1 on: December 15, 2009, 05:36:59 pm »
I still have to argue against completely disallowing unit veterancy in the game--SupCom was successful in implementation of this feature, and I do not see any reason for AI War not to beyond the reason of CPU usage.
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Offline RCIX

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Re: Feature FAQ
« Reply #2 on: December 15, 2009, 07:35:54 pm »
But in SupCom your average force size is 50-100 and you'll usually have similar amounts of defenses at max, so veterancy can actually be meaningful. In this game, how can veterancy of 5-20 units (or at max a few percent) significantly affect your force?
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Offline eRe4s3r

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Re: Feature FAQ
« Reply #3 on: December 15, 2009, 08:16:10 pm »
You could have a "local fleet HQ building" which earns experience based on the carnage in ONE specific system (and specifically for that system its in.

Tada, problem solved ;)

Experience gives % increase in all values, and works both ways (so for enemy as well) this would be interesting on cross road systems ;p

Of course it could be a capturable building and maybe even have some other feature.. like a radius where it gives double damage ^^
« Last Edit: December 15, 2009, 08:19:10 pm by eRe4s3r »
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Offline raptor331

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Re: Feature FAQ
« Reply #4 on: December 16, 2009, 12:04:37 am »
I agree with the eRe4s3r, only I think it should be changed up a bit:

All units produced from that specific planet has an additional boost to its stats:Speed, Attack, Health, and Sheilds.

All structures on that planet gain added bonuses in the same manner, but resource buildings like metal harversters get an increase in resource output.

Each level gained from experience points unlocks upgrades for ships and structures from that planet can be available. This alows the player to customize his fleet to his wishes. For example, there could be an upgrade that gives the units produced from that planet a 5% chance of delflecting enemy fire, or maybe an upgrade that allows the units to regenerate over a slow period of time.

Now moving on to starships, they should work like an HQ, where they get stat boosts, and upgrades like increased multi-shots.

Offline RCIX

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Re: Feature FAQ
« Reply #5 on: December 16, 2009, 12:41:42 am »
Nice and usable idea! i like it!

CC'd to the New Features section.

At that point it's not ships leveling up per se, but more of planets becoming more experienced (or whatever you want to call it)...
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Offline RCIX

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Re: Feature FAQ
« Reply #6 on: December 16, 2009, 12:42:52 am »
You could have a "local fleet HQ building" which earns experience based on the carnage in ONE specific system (and specifically for that system its in.
I do believe that's called a command station ;)
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Offline eRe4s3r

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Re: Feature FAQ
« Reply #7 on: December 16, 2009, 09:46:37 am »
Maybe its a civilian command station (hence its green ;p) Why not have a military command station too?
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Offline Cydonia

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Re: Feature FAQ
« Reply #8 on: December 16, 2009, 11:50:39 pm »
A military command station you have to chose as an alternative to the regular one, just like the warp jammer. It then might have slight costs. Could also then be available in several mk versions, like the regular command station, and might have a unit cap. Does the enemy get this thing too? >:( capturable? Capturable only?
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