View unanswered posts | View active topics It is currently Sun Jul 13, 2025 9:51 pm



Reply to topic  [ 54 posts ]  Go to page 1, 2, 3  Next
 So what do you want Dan ? (Replied to by Webguydan) 
Author Message
User avatar

Joined: Tue Mar 15, 2011 8:00 pm
Posts: 2419
Reply with quote
Its all good us suggesting things but here is some questions for Dan

What do you want in the game ?
What will you not add under any circumstances ?
What sort of ideas do you want us to come up with some suggestions for ?
Name something you might like Dan and we will think up some great ideas for it
Any long term things you are kind of considering and we will tell you what we think about your ideas :D

_________________
Image
Image


Last edited by Sparky on Mon Aug 20, 2012 5:25 am, edited 1 time in total.



Fri May 18, 2012 8:12 pm
Profile
User avatar

Joined: Thu Oct 13, 2011 8:37 pm
Posts: 4415
Reply with quote
Nice thread I hope Dan replies for once :P.


Fri May 18, 2012 8:24 pm
Profile
User avatar

Joined: Sat Jan 09, 2010 12:49 pm
Posts: 2085
Reply with quote
Generally, we are looking for ideas that involve more legion coop tasks. Medals are currently solo, and although we have plans to eventually roll out "Legion Medals" at some point, we'll need more than just base battles and upgrades to be exciting.

For instance, one of the things we hear often is that battle is simply too repetitive. Some disparate ideas have come up relating to ways to allow a legion to make strategic decisions about an encounter instead of relying solely on damage done. We'd like to work on something like that. GL doesn't really have a concept of traditional RPG roles (healer, tank, dps, support, etc), however, but perhaps having distinct choices during encounters would make them much more interesting.

Of course, this would be in addition (rather than replacing) to the system already in place.

Obviously, we need to consider how this will fit in without a complete re-design of combat, and it can't be too complex :)


Fri May 18, 2012 9:22 pm
Profile
User avatar

Joined: Sat Dec 25, 2010 11:53 pm
Posts: 3756
Location: Aboard my floating fortress of ineptitude
Reply with quote
Special mod: Choice a different setting:

Tank: 10% bonus defence against bases
Slayer: 10% increase to attack against bases
Support: Can repair any allies, with a 10% bonus to their total hull (stacks with medal bonus)

Great to get feed-back! Thnx Dan!!!

_________________
Image
Inventor of Invisible SandTM


Fri May 18, 2012 9:26 pm
Profile WWW
User avatar

Joined: Thu Nov 25, 2010 6:49 pm
Posts: 8964
Reply with quote
webguydan wrote:
Generally, we are looking for ideas that involve more legion coop tasks. Medals are currently solo, and although we have plans to eventually roll out "Legion Medals" at some point, we'll need more than just base battles and upgrades to be exciting.

For instance, one of the things we hear often is that battle is simply too repetitive. Some disparate ideas have come up relating to ways to allow a legion to make strategic decisions about an encounter instead of relying solely on damage done. We'd like to work on something like that. GL doesn't really have a concept of traditional RPG roles (healer, tank, dps, support, etc), however, but perhaps having distinct choices during encounters would make them much more interesting.

Of course, this would be in addition (rather than replacing) to the system already in place.

Obviously, we need to consider how this will fit in without a complete re-design of combat, and it can't be too complex :)


That sounds good Dan, we definitely need a little more variety in the combat department. But what about some of the simple UI suggestions? Like the Game Clock, Action Counter/Timer, etc? While they aren't exactly big things, they would improve everyone's game play experience and the suggestions were well received publicly.

_________________
Ranks 400+ Join us in exploring..
ImageImage

[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
[20:43] DarthFlagitious: is it spearmint or peppermint?


Fri May 18, 2012 9:54 pm
Profile WWW

Joined: Thu Aug 05, 2010 11:58 pm
Posts: 1146
Reply with quote
webguydan wrote:
Generally, we are looking for ideas that involve more legion coop tasks. Medals are currently solo, and although we have plans to eventually roll out "Legion Medals" at some point, we'll need more than just base battles and upgrades to be exciting.

For instance, one of the things we hear often is that battle is simply too repetitive. Some disparate ideas have come up relating to ways to allow a legion to make strategic decisions about an encounter instead of relying solely on damage done. We'd like to work on something like that. GL doesn't really have a concept of traditional RPG roles (healer, tank, dps, support, etc), however, but perhaps having distinct choices during encounters would make them much more interesting.

Of course, this would be in addition (rather than replacing) to the system already in place.

Obviously, we need to consider how this will fit in without a complete re-design of combat, and it can't be too complex :)



any thoughts or sugeastion please help him out!!!!!!

_________________
as always Semper Fidelis
(CPL USMC)


Fri May 18, 2012 9:58 pm
Profile

Joined: Thu Aug 05, 2010 11:58 pm
Posts: 1146
Reply with quote
just reading your response made me think what if for legion medals....... you make legion missions that require so many of one race and so many of one class......

Win win for you we get diversity in the legions, and you get points spent on gp to achieve class changes!!!!

an example would be a boss fight that req 5 people to use mind control on him to lower his shields..... or a chain mission that can only be performed by say 7 different races and it has to be 7 different players not one person that donates as 7 races!!!!!

_________________
as always Semper Fidelis
(CPL USMC)


Fri May 18, 2012 10:00 pm
Profile
User avatar

Joined: Sat Jan 09, 2010 12:49 pm
Posts: 2085
Reply with quote
Darth Flagitious wrote:
Game Clock


The upper status region is a bit cramped, but now that we have introduced a new logo, there may be enough space in the upper left corner for another icon + mouseover for this. Most likely we would have the clock set to US Central Time.


Fri May 18, 2012 10:12 pm
Profile
User avatar

Joined: Fri May 28, 2010 3:38 am
Posts: 1280
Reply with quote
webguydan wrote:
Generally, we are looking for ideas that involve more legion coop tasks. Medals are currently solo, and although we have plans to eventually roll out "Legion Medals" at some point, we'll need more than just base battles and upgrades to be exciting.

For instance, one of the things we hear often is that battle is simply too repetitive. Some disparate ideas have come up relating to ways to allow a legion to make strategic decisions about an encounter instead of relying solely on damage done. We'd like to work on something like that. GL doesn't really have a concept of traditional RPG roles (healer, tank, dps, support, etc), however, but perhaps having distinct choices during encounters would make them much more interesting.

Of course, this would be in addition (rather than replacing) to the system already in place.

Obviously, we need to consider how this will fit in without a complete re-design of combat, and it can't be too complex :)



Attack options that spring to mind would be the fallowing:

Double shot: 5 energy
do two attacks worth of damage (you really attack twice and it adds them up). But you have a small chance to over load your weapons.

Half shot: 5 energy
You do half damage but gain 1% of your shields back.

Burst flight: 5 energy
Half damage but your def is increased by 2%+ or some such.

ect...

These combat techniques can be gained by either taking a role up in the legion, or as something you earned. Past the classes and such these are some of the stuff combat lacks the ability to adjust how you attack.

Though attacking is always the base norm attack move and should stay so combat gains options and does not change to much.


Otherwise we need more ways to get multy fights going.

A multy player arena that you can enter where you pick a color and you get a small menu and attack/help each other or kill each other based on which side you are one.

Legion spanning missions would be abother add on.

Missions that have an XP part.



There is a lot that could help in what you are looking for dan. Just it does help when you say something every now and then.


Fri May 18, 2012 10:22 pm
Profile
User avatar

Joined: Thu Nov 25, 2010 6:49 pm
Posts: 8964
Reply with quote
webguydan wrote:
Darth Flagitious wrote:
Game Clock


The upper status region is a bit cramped, but now that we have introduced a new logo, there may be enough space in the upper left corner for another icon + mouseover for this. Most likely we would have the clock set to US Central Time.


Logo? Who needs a logo? Kidding of course.. :mrgreen:

+1 Definitely will help coordinate for fluxjacking planets ;)

_________________
Ranks 400+ Join us in exploring..
ImageImage

[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
[20:43] DarthFlagitious: is it spearmint or peppermint?


Fri May 18, 2012 10:23 pm
Profile WWW
User avatar

Joined: Thu Aug 11, 2011 9:48 pm
Posts: 2251
Reply with quote
webguydan wrote:
Generally, we are looking for ideas that involve more legion coop tasks. Medals are currently solo, and although we have plans to eventually roll out "Legion Medals" at some point, we'll need more than just base battles and upgrades to be exciting.

For instance, one of the things we hear often is that battle is simply too repetitive. Some disparate ideas have come up relating to ways to allow a legion to make strategic decisions about an encounter instead of relying solely on damage done. We'd like to work on something like that. GL doesn't really have a concept of traditional RPG roles (healer, tank, dps, support, etc), however, but perhaps having distinct choices during encounters would make them much more interesting.

Of course, this would be in addition (rather than replacing) to the system already in place.

Obviously, we need to consider how this will fit in without a complete re-design of combat, and it can't be too complex :)


Medals:
I got your back!: Disable an enemy ship (Who's in your rank range) who's been alerted by a legion member via disable
High Roller: Donate 1B Credits to a base
Wingman: Get locks on 10 different NPCs shared by 1 legion member
All-Seeing: Find and share the location of 25 Boss NPCs
Look What I found!: Share a enemy occupied Rift Planet
I Weakened It For You: Eliminate 500 Population from an enemy occupied planet that eventually becomes conquered by a legion member

NPC Ideas
Add much more tougher NPC Bosses
(If you add player roles) Add NPCs that require players with different roles to disable it

Game Ideas
Roles: Different Roles based on the stats of a ship, based on Rarek's Idea
Hacker: More Hacks than any other stat on ship
Raider: More Raids than most stats on ship
NPCer: More NPC Kills than any other stat on ship
Avenger: High ratio of revenge kills (If added to game)
Destroyer: More PvP Disables than any other stat on ship
Explorer: High ratio of Planets found
Conquerer: Moderate ratio of planets conquered
Warlord: Very High ratio of battles

Revenge Kills: A 24-hour time frame where if you disable a player who's disabled you, then you also earn a revenge kill

_________________
Image


Fri May 18, 2012 11:10 pm
Profile

Joined: Fri Sep 16, 2011 12:04 am
Posts: 1998
Reply with quote
speaking of coop task

viewtopic.php?f=6&t=24048

maybe toss a bit of class/race restriction to who the task can be given to..

_________________
当所有传奇写下第一个篇章 原来所谓英雄也和我们一样
私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ


Fri May 18, 2012 11:18 pm
Profile
User avatar

Joined: Fri Sep 23, 2011 3:30 am
Posts: 1121
Location: Freeing Layered
Reply with quote
One thing i would like ive been trying to chew on this bone for ages is to make cloaking well useful currently its next to useless to put cloak on your ship other then to meet mission requirements i would love to have it play into some manner of sneaky combat tactic.
But then thats just me i always liked being the little stealthy back stabbing jerk that everyone loves to hate because they never know when and where im gonna hit them :D

_________________
http://www.youtube.com/watch?v=0GdqHJqeVy8 Some times its just better to relax and be at peace with the world.


Sat May 19, 2012 4:36 am
Profile

Joined: Fri Jan 06, 2012 3:10 am
Posts: 1653
Location: Shredding NPCs and fantasizing about natural Dysons in this beefy UFO that I built in my basement
Reply with quote
What about the ability to store a number of ship module setups? Here's how I envision it.....

On the ship tab, add a new collapsing pane for module profiles (or whatever you want to call them).
That pane would have a number of slots, each associated with a particular configuration of modules. Players would have to the option to create, select, and enable individual module profiles.

I might have something like:
[Module 1] = Decked out for Death
[Module 2] = Leveling
[Module 3] = Idle

Under module 1, I would have a bunch of weapons and defense, perhaps at the expense of a reactor core and/or scanner. I would switch to that profile when I'm ready for NPC or PVP. The leveling profile would be all relays off, maxed out on energy cores, etc. Some players might setup a Hacker profile, or whatever suites their needs.

There would be some energy cost, or perhaps a ctp cost, associated with switching back and forth between configurations (like 10 energy, for example). To build a new configuration, (which would simply be a snapshot of whatever the ship's current setup is), would cost some amount of ctp, minerals, and/or credits and use up one of the available slots. Configurations would add to players daily upkeep cost.

What's in it for Dan?
-- I'm pretty sure there is a HUGE demand for this feature, so if the slots on the module profiles pane were purchasable (up to some maximum number) for GP, Dan would definitely sell more GPs than he would have otherwise.
-- If the slots, just like NPC slots, were un-lockable through a mission/artifact, etc, or purchasable with badges, it would encourage more game play (which equals more revenue).

_________________
PLURVION: Immortal GP Jedi and Loyal Distinguished Minion to Ms. T.
ImageImage


Sat May 19, 2012 5:03 am
Profile

Joined: Fri Jan 06, 2012 3:10 am
Posts: 1653
Location: Shredding NPCs and fantasizing about natural Dysons in this beefy UFO that I built in my basement
Reply with quote
Also, more null fuses and less MSPs....

_________________
PLURVION: Immortal GP Jedi and Loyal Distinguished Minion to Ms. T.
ImageImage


Sat May 19, 2012 5:04 am
Profile

Joined: Fri Jan 06, 2012 3:10 am
Posts: 1653
Location: Shredding NPCs and fantasizing about natural Dysons in this beefy UFO that I built in my basement
Reply with quote
webguydan wrote:
For instance, one of the things we hear often is that battle is simply too repetitive. Some disparate ideas have come up relating to ways to allow a legion to make strategic decisions about an encounter instead of relying solely on damage done. We'd like to work on something like that. GL doesn't really have a concept of traditional RPG roles (healer, tank, dps, support, etc), however, but perhaps having distinct choices during encounters would make them much more interesting.


OK, so I can picture this as "attack postures". Players would have different types of attack available (maybe unlockable or tied to race, profession, etc). Still the simple one-button, but where each different attack type operates under a different stochastic algorithm.

Here are just some random ideas/examples:
[*] Ambush
[*] Assault
[*] Autopilot
[*] Cheap Shot
[*] Kamikasi

Under an AMBUSH posture, cloak would apply a bonus to attack power, and the enemy player (depending on their scan ability at the time) may or may not be able to see see the name of their attacker on their combat log.

Under an ASSAULT posture, the ship crew numbers would (somehow) factor in. Like many tactical officers will increase the odds of delivering a critical strike, many helmsmen would decrease the odds of receiving a critical hit, and many scientists (since they sit around and figure out stuff) would increase the probability of some new battle features:
* Incoming attack is deflected entirely
* Minerals, Artifact points, ctp, em, or research points are randomly (relatively rarely) taken from one player in the battle and given to another based on who has more scientists than the other.

AUTOPILOT posture is the "classic" attack that we have now.

CHEAP SHOT provides some sort of random significant benefit to the attacker (like 3X attack power or infinite defense-taking 0 damage no matter what), but carries the risk that the attack goes horribly wrong. If it goes horribly wrong, the attacker is instantly disabled or a crew member dies (extremely rarely).

I don't know what KAMIKASE would do, but it just sounded cool.

_________________
PLURVION: Immortal GP Jedi and Loyal Distinguished Minion to Ms. T.
ImageImage


Sat May 19, 2012 5:38 am
Profile

Joined: Fri Jan 06, 2012 3:10 am
Posts: 1653
Location: Shredding NPCs and fantasizing about natural Dysons in this beefy UFO that I built in my basement
Reply with quote
webguydan wrote:
For instance, one of the things we hear often is that battle is simply too repetitive. Some disparate ideas have come up relating to ways to allow a legion to make strategic decisions about an encounter instead of relying solely on damage done. We'd like to work on something like that. GL doesn't really have a concept of traditional RPG roles (healer, tank, dps, support, etc), however, but perhaps having distinct choices during encounters would make them much more interesting.

Of course, this would be in addition (rather than replacing) to the system already in place.

Obviously, we need to consider how this will fit in without a complete re-design of combat, and it can't be too complex :)


Another Idea: Attacks can target specific enemy systems.

* You can choose to target hull for classic battles.
* Target Weapons, thrusters, shield systems, energy cores, etc to cause damage to modules.
* Target cargo bays to deplete the enemy's artifact or mineral balance.
* Target computer systems to deplete the enemy's research balance.
* Target engines to deplete the enemy's energy balance.

Attack, defense, cloak, scan, etc all ties in. It should cost more energy to do one of these specific attacks, and the effects on the enemy should be slight with each attack (don't want someone to clean out another player without spending a SERIOUS amount of their own energy).

_________________
PLURVION: Immortal GP Jedi and Loyal Distinguished Minion to Ms. T.
ImageImage


Sat May 19, 2012 6:03 am
Profile
User avatar

Joined: Thu Aug 11, 2011 9:48 pm
Posts: 2251
Reply with quote
PLURVIOUS wrote:
webguydan wrote:
For instance, one of the things we hear often is that battle is simply too repetitive. Some disparate ideas have come up relating to ways to allow a legion to make strategic decisions about an encounter instead of relying solely on damage done. We'd like to work on something like that. GL doesn't really have a concept of traditional RPG roles (healer, tank, dps, support, etc), however, but perhaps having distinct choices during encounters would make them much more interesting.

Of course, this would be in addition (rather than replacing) to the system already in place.

Obviously, we need to consider how this will fit in without a complete re-design of combat, and it can't be too complex :)


Another Idea: Attacks can target specific enemy systems.

* You can choose to target hull for classic battles.
* Target Weapons, thrusters, shield systems, energy cores, etc to cause damage to modules.
* Target cargo bays to deplete the enemy's artifact or mineral balance.
* Target computer systems to deplete the enemy's research balance.
* Target engines to deplete the enemy's energy balance.

Attack, defense, cloak, scan, etc all ties in. It should cost more energy to do one of these specific attacks, and the effects on the enemy should be slight with each attack (don't want someone to clean out another player without spending a SERIOUS amount of their own energy).


wow dude you own the last 4 posts. Have you ever heard of editing a previous post?

_________________
Image


Sat May 19, 2012 6:30 am
Profile
User avatar

Joined: Thu May 26, 2011 4:45 am
Posts: 1338
Reply with quote
Some suggestions for things that could be done legion-wide and that couldn't just be done in one sweep by a couple heavy-hitters: (and that also wouldn't require massive re-coding)

Construct a Base Module Daily Quest
Your legion has the opportunity to build a <desirable base module>. It will require <some huge number> of parts that drop from NPC's. Each member of the legion can hand in ten parts per day, and will get <a small reward> for doing so.

Active players should be able to get the parts without a whole lot of trouble, but since the NPC would scale with level, the driving factor toward getting the module would be activity of the players, not their level or their firepower. One big dude couldn't just complete the quest in a day.


Legion Defense Grid
Your legion has discovered technology with which to create a legion-wide defense grid for its planets. By attuning the legion's ships to defense pylons, it is possible to create a defense network that will add protection across all of the legion's territory.

The legion can build five pylons - each adds +2% to *both* the attack and defense of all planets owned by legion members. Each pylon requires a whole bunch of resources - energy, mission completions, exotic matter, etc. (Should be a combination of things that could be dumped in by anyone and others that require teamwork) All five pylons can be built at the same time, BUT, any ship in the legion can only contribute to ONE of them. The attuning process locks your ship to that particular pylon for two months (including if you go to another legion) This would be a sort of middle ground - big guys could make huge contributions to a single pylon, but would be locked from contributing to the others. (much of what the pylons required would be non-transferrable resources like energy, mission completions, containment missiles, etc) The legion would need to decide how best to allocate its resources in order to construct all five of the pylons. To liven things up a little, perhaps it could be possible for pylons to be disabled by enemies and need repair/guarding...


Galaxy Under Assault
The Silithid/Crimson Blades/Mento have declared all-out war and have launched a full-scale attack that your legion/the entire game must repel. Fight them on several fronts:

NPC's: The Galaxy as a whole must kill <some ungodly number> of faction NPC's that scale with level. They'd be available in some form for all levels - people with big energy pools could obviously do more, but everyone would be able to contribute. Could have a cap for kills that would count per person per day. Normal faction NPC's would count toward the total, and there'd be special NPC's for the event.

Bases: In addition to regular NPC's, Faction bases would appear when scanning, leveled 1-8 just like legion bases. There could be a finite number of them. They'd be just like a normal base, perhaps having a pre-programmed routine for how they spend AP. They'd drop silver badges like normal and special crates with unique loot.

Faction-Controlled Planets: Unoccupied worlds could be taken over by the faction - normal structures like shields and resource structures would be built - there might be 'easy,' 'medium,' and 'hard' occupiers. Players would be charged with liberating faction-controlled worlds - doing so might yield unique planet structures or other rewards. There could also be an option to liberate the world without conquering it - thus if a Tiny Barren was occupied, you could get credit for freeing it without being forced to take it.

Faction Invasion Fleet
Basically, a galaxy-wide super-boss. Everyone in the galaxy can fight it. It'd be broken up into level-dependent wings:

Scouting Fleet - Attackable only by Levels 1-100
Rear Guard - Levels 100-200
Nightmare Batallion - Levels 200-300
...
Mothership - Levels 800+

_________________
Image


Sat May 19, 2012 7:07 am
Profile

Joined: Sun Feb 19, 2012 4:36 am
Posts: 319
Reply with quote
There was a suggestion a while back, that was for boss battles, where you would choose a specific part of the ship to damage/disable, weaking it for others to have a go at it. For instance the low range players could target the engines, and once these are disabled the defense for the whole ship falls. If you have hackers in you legion they can choose to target weapons systems reducing damage. Then there are other targets that need to be disabled but dont reduce the ships effectiveness, like destroying the docking bay or cargo hold. each player can only target one area of the ship. There is no particular order for what gets disabled, but taking out certain areas just makes it easier.

_________________
These are my dragons. There are many like them but these ones are mine.
ImageImageImageImageImageImageImageImage


Sat May 19, 2012 7:18 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 54 posts ]  Go to page 1, 2, 3  Next

Who is online

Users browsing this forum: No registered users and 7 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group
Designed by ST Software.