Posted: Wed Feb 04, 2009 12:20 am
Well I like your ideas. But your thoughs open some new questions.
The clan leader is the first in the ship, nd the commander, but fellow players has to dock, or just join, and appear in the ship (like space station)? I think it is better if they dock too (more realistic), but can do it instantly, and of course without probes. Also for defenders the blast doors open instantly, but attackers have to blow the up in order to pass them.
I assume from your words that the cockpit would also have some weapons. I thinks this is ighly recommended. Also I like the idea, of turret control, but there has to be corridors to all the turrets. The question is, just for repair, or for first hand experiance too (by allowing to you to jump in, and out of the turret, repairing it and ave a chance of being killed). I thinks in both case the player is got killed, when the turret blows up. Preventing the "I fire a laser, than repair, I fire a laser, than repair" strategy, so the player who s busy with repairing the turret could get kiled too, if the enemy concentrates fire on his/her turret, because there is a certain repair time rate, for anything on the ship.
Destroyed things cannot be repaired. And for the method, in other games I have seen two ways.
1. Player picks up a wrench and changes between his/her weapons to it, than use it as a weapon, near the system, or near its control table (a simple box on the wall, it has the same looks everywhere in the ship).
2. The other thing is that players are specialists, and only engineer can repair things, but they are lightly armed.
I suggest probing ships could only launched from the capital ship (imagine in real that you dock to our mothership, leave your ship in the docks, than use the probe). This enhance the importance of the capital ship, and inspires the captains to fly closer, because in this case probes have to travel a smaller distance.
The most important thing the game balance, if player find the exterior or the interior combat more promising, they will leave he other. And I think all capital ships should like the same from inside, or very similar, to have both teams start equally.
In order of game balance, the ship interior has to be designed carefully. Wich is the first room after the docks? A room with its own systems (weapon control, communications), or a room with no functions, just a hall leading to other parts of the ship. Every room should have a blastdoor? Should be there onboard defences or just players? Should the ship contain useless rooms (lifesupport, medical, living quarters, dining room )
The other thing is the exterior, should every capital ship like the same? With some places where the faction banner is displayed, or should the ships look entirely different? Lots of work with modeling.
Should the ship has windows? Or beacuse of simplicity, only the cockpit and the turrets are connected to space.
I suggest that according to the difficulty, different attacking methods are have to be rewarded differently.
The clan leader is the first in the ship, nd the commander, but fellow players has to dock, or just join, and appear in the ship (like space station)? I think it is better if they dock too (more realistic), but can do it instantly, and of course without probes. Also for defenders the blast doors open instantly, but attackers have to blow the up in order to pass them.
I assume from your words that the cockpit would also have some weapons. I thinks this is ighly recommended. Also I like the idea, of turret control, but there has to be corridors to all the turrets. The question is, just for repair, or for first hand experiance too (by allowing to you to jump in, and out of the turret, repairing it and ave a chance of being killed). I thinks in both case the player is got killed, when the turret blows up. Preventing the "I fire a laser, than repair, I fire a laser, than repair" strategy, so the player who s busy with repairing the turret could get kiled too, if the enemy concentrates fire on his/her turret, because there is a certain repair time rate, for anything on the ship.
Destroyed things cannot be repaired. And for the method, in other games I have seen two ways.
1. Player picks up a wrench and changes between his/her weapons to it, than use it as a weapon, near the system, or near its control table (a simple box on the wall, it has the same looks everywhere in the ship).
2. The other thing is that players are specialists, and only engineer can repair things, but they are lightly armed.
I suggest probing ships could only launched from the capital ship (imagine in real that you dock to our mothership, leave your ship in the docks, than use the probe). This enhance the importance of the capital ship, and inspires the captains to fly closer, because in this case probes have to travel a smaller distance.
The most important thing the game balance, if player find the exterior or the interior combat more promising, they will leave he other. And I think all capital ships should like the same from inside, or very similar, to have both teams start equally.
In order of game balance, the ship interior has to be designed carefully. Wich is the first room after the docks? A room with its own systems (weapon control, communications), or a room with no functions, just a hall leading to other parts of the ship. Every room should have a blastdoor? Should be there onboard defences or just players? Should the ship contain useless rooms (lifesupport, medical, living quarters, dining room )
The other thing is the exterior, should every capital ship like the same? With some places where the faction banner is displayed, or should the ships look entirely different? Lots of work with modeling.
Should the ship has windows? Or beacuse of simplicity, only the cockpit and the turrets are connected to space.
I suggest that according to the difficulty, different attacking methods are have to be rewarded differently.