- Shield ships. These should be ships that move at a reasonable pace (slower than the fastest ones, but fast enough to keep up with the rest) and don't go any faster than the fastest other ships they're grouped with. They should have no offense and only a small rechargeable shield bubble. It should only recharge at a slow rate, though how that is implemented I leave as an exercise (recharge Y% every X seconds, or only after a delay after taking damage - like repair, etc.). They should probably be limited to a handful per level (30?). Alternatively, make them more powerful but a starship, limited to 7 or so.
Actually, the Mark III Force Fields are mobile, and basically let you do this sort of thing. The force fields don't heal, but rather just take damage until they eventually die. It can be quite powerful, but costs a lot of knowledge to get there.
- Target following. I should be able to have one ship (or group) target another ship (or group) and have it do the smart thing, while following as closely as possible during the interim. Attack ships would take the targets from the followed group. Repair ships/engineers would repair ships in that group or of that type (preferentially). Shield ships would attempt to bubble each of the ships in the group or of that type.
The group-move is most likely the closest I'm going to come to that. Ships will continue to fire while moving, but engineers won't repair while moving unless they are just following after the group.
- Cloak ship. As shield ship, but provides a small cloaking bubble.
I love it. Added to my list for future DLC.
- Cloner ship. A special ship with no offense and little defense that when assigned to a friendly target, will clone it (turn into it) after a while. Obviously it should be expensive to build in the first place, and then probably use the same amount of resources (metal, crystal) as building the cloned ship would have done. It should probably respect any limits on ship counts as well. This would be a nice (albeit very slow) way to build up a little fleet of Core ships or ships you don't have tech access to.
Very interesting... added to my list for the expansions (since I'm not doing new bonus-style ship classes except in those). I think that's a really cool idea.
- Repair nanites. This is a ship addition, like the exo-harvester shield is an addition to harvesters. Once attached to a ship, it is permanently there, and that ship gets a self-repair ability on the order of (whatever power you wish, no better than an engineer and probably half or a third as good). You can only have so many of these in play. (The shield/cloak ships could also be implemented in this manner, as an add-on.) This is useful for those ships you most highly value, although presumably they could be attached to any other logical thing (mines are not logical).
Another very cool one. Added to my list for future DLC, or perhaps the expansion (we'll see when it comes up).
- Retreat at low health. Yes, the problem is "what does it mean to retreat?" In any event, it would be nice to tell ships that at a certain health level, they should fall back in some way (perhaps just move out of range of any attacking enemy notwithstanding unlimited distance enemies), so they have a chance of being preserved. This might not be useful given the AI (target one until dead) except if given a relatively high threshold, and a fast ship or a high-health starship. Still, would be nice to maintain certain strategic assets.
This has come up before, and it's a great idea. It's on my list to have "space tugs" which can be built from the mobile repair stations. They will go out and forcibly drag your ships that are below a certain health back to the repair station. This one should be around sooner than later.
- Health histogram. Somewhat as an alternative to the above, but also as an enhancement, modify the list of ships (hover in the lower left corner) to include a histogram of ships in various states of repair. This could be a simple addition of two or three more columns: the first in red color, with a number of ships below 25% health. Then, a column in yellow, with a number of ships below 50% health. (You could also do other # of columns or thresholds.) These columns should be individually clickable and that would select all ships of that type with that amount of health (or less). This would allow me to tell at a glance if my two Zlinth starships, which are at 60%, is really one at 20% and the other at 100%, or both at 60%, etc. Also useful for keeping your Core ships alive.
Intriguing... there is some complexity with the clicking of the secondary columns, etc, but I like this idea overall. It's added to my list, but most likely will be a part of DLC after a longer while, just because of the complexity of this one.
- Reload bar suppression. I don't really care about the reload bars, I realized. I don't really know if they're important, so maybe that is a tactical error on my part, but I'd just as soon have an option to suppress them (and a key to show them temporarily while pressed?).
Another great idea. Yes, I think that is a great thing to suppress. The only reason for showing it is to know if the ships are firing or not (and, in some cases when you are watching your ships anxiously for the next volley, it is also helpful). But with the I key, and Fast & Dangerous mode, it is not useful as much of the time anymore. Added to my list!
- Health bar coloring. It would be nice to have the health bars change color at certain thresholds, such as green at 100%, yellow at 50% and red at 25%. If you really want to get fancy, you could interpolate between colors between the thresholds.
I like it. Added as an option to the list (will be a settings option when it comes out).
- Selection of low health ships. A key which when held would modify whatever the selection you're doing is for low (<25%) or mid (<50%) health ships. We're rapidly running out of modifier keys in my world...
Ha, that's another good one, and seems worth the use of the keys.
- Post-winning options. Several things: How about letting us save a won game and also continue a won game (although you should probably auto-pause the game when the win occurs). My friend was very disappointed that he didn't get to complete his attack on a heavily fortified planet as I wiped off the second AI's home command center last night, and I can certainly understand that.
This is an interesting point, I like it. Added to my list.
- Auto-save rotation. Have the auto-save keep the last N most recent auto-saves. Alternatively, have it auto-save to a subdirectory and timestamp each auto-save.
Good point. On the list (not the subdirectory).
- Auto-save naming. Have the game name the autosave using the name of the last loaded (or saved) game as a suffix. Have a lobby option to set the "save game name" for new games, or provide a reasonable default (e.g., names of players & starting date/time). Helpful for when you have (as I do) multiple games going simultaneously on the same laptop (tutorial, solo game, several multiplayer games).
Hmm, if I do this, then it's going to be really hard to figure out which games are actually autosaves. Autosaves are really meant to be temporary saves that prevent undue loss if your game ends unexpectedly (loss of power, crash, whatever), not a permanent archival system. When stopping play, it's important to save your game for real, as is the case in pretty much all other games I can think of. Our autosave functionality is pretty much identical to all shooters on the PC and PS3, and most RTS games don't have multiplayer save of late so I can't compare there (and I can't remember what they do with single-player). I'm wary of getting too overcomplicated with this.
- Ungrouped selection. A modifier key to be able to select ships that are not in a group. Useful when you have groups massing at a wormhole, get a batch of reinforcements, and want to add them to another group (also at the wormhole) but you can't select them easily.
Added to the list.
- Idea suppressor. Some subliminal visual that allows you to play the game without coming up with any other whacky ideas.
Haha...
Thanks for all the great suggestions!