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Starscape update/sequel ideas
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Zippo342



Joined: 10 Apr 2006
Posts: 39
Location: Germany



PostPosted: Thu Feb 15, 2007 9:21 pm    Post subject: Reply with quote

Inane wrote:
Super awesome hulls.
Like... Twice as big as the devastator. And like... A slot or two for Aegis turrets.
Also, maybe some unique technology thats hard to get. Like, you need to get some really rare cargo from one of those gravity ships, and once you research and fit it to your ship, enemy missiles and ships are kind of pushed away once they get too close to you.

Make the technology non reproducable and you've got an idea there. Gives you a reason to carefully grab any tech you can get your claws on Wink
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Darth Dallas



Joined: 18 Oct 2003
Posts: 411



PostPosted: Wed Mar 07, 2007 8:21 pm    Post subject: Reply with quote

I was playing another game recently that's like what you describe Zippo. Freelancer has many upper level weapons and equipment you can only get from wrecks you have to find - some out in the open, some in hazzardous areas like radiation fields etc.

Same concept might work here in spots. Just spread out and juxtapose what items can fit inside what hulls, but don't necessarily discriminate against which ship type your using at the time you liberate these surprises. Only requirement should be a tractor beam to get them once you find them. To use them is a different story. That game only let you use those items on the most advanced ships.

Perhaps too we go in both directions here - give the player an option to upgrade or downgrade their ship hull to use these items rather than just the biggest and baddest hulls only. That just leaves rate of fire/power management tradeoffs basically to contend with.
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boom



Joined: 08 Aug 2008
Posts: 10



PostPosted: Sat Aug 09, 2008 10:58 am    Post subject: Reply with quote

Rup wrote:
Quote:
Watching people play the game since has shown that there's an in built desire to mine every last node dry though


The problem is knowing if we're meant to or not. Sometimes if you take the easy route through a game you get squashed later on because you didn't invest in tech or have enough cash to fall back on. So we need to do at least as much as we think you expected us to Smile And if you're going to overcompensate somewhere it might as well be in zone one whilst it's still easy.

Fost wrote:
If you are talking about a possible sequel, then yes - there's 3 games on the way before there's a chance of that,


*Three*? Do tell Smile





i originally thought getting part off minelayers and sporeseeders would be a bonus but since workd three i have officially stopped mining rocks and actually have a full hold of all elements but dont kbow what to usee them on right now so im not so bothered about the mining aspect and as for danger nodes i went in one once but i dont always go there as normally after taking out 6 minelayers and a gravitron i dont need to mine Confused
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Romah



Joined: 04 Dec 2008
Posts: 5
Location: Tulsa Oklahoma



PostPosted: Thu Dec 04, 2008 1:05 pm    Post subject: Reply with quote

Hello...
It seems like the players opinions really count here!! So kudos for listening/reading on what we have to say... Smile

Well in my opinion, I really enjoy the strategy/building of this game... Watch not only the fighter but also the station grow and expand. What i would want to see in Star scape2 is having the aegis somewhat like a space city. Where you build different bays for a different purpose. Say, maintenance bay will slowly repair your ships if you have it docked long enough. Depending on how much crew you have assigned for the task determines speed at which it repairs. We already have manufacture and research bays ofcourse! But i think living quarters, mess hall, infirmary, armory... and other things that make it more livable for the crew. Hence-space city Wink So your survival not only depends on roids and guns but also the well being of the stations inhabitants. And by inhabitants, i mean there ought to be hundreds of people there. A major attack on the station can be fatal for some of the crew. Also since this is a well maintained base, I dont see why not to have a command ability to fly around and mine by itself? Or have drones do it perhaps? In return producing its own npc controlled drones/fighters as a defense or maybe even attack force. Maybe even command such army If your "rank" is high enough? That also makes it more realistic and the player does not end up feeling like one man show. It would make it much more epic!! Also the ability to take a pilot seat in aegis seems really fun to me. Again, if your rank is high enough... Razz But the most important, I want to see the modules on the station very detailed. (id love to have a character walk around the station/ships itself but thats way too much to ask) Kinda like sim city but keeping the feel of first star scape. On the fighter side of things, I want to see the ship more customizable. Like someone else said, rare unbuildable items. But obtainable if you actually work for it! Wink It would be neat if we could dock with xenarch stations. Send your stations crew for a special skill training?? Buy some valuable pods? pretty sure it has been mentioned. Erm thass prolly enough of ideas from me lol... I just woke up hehe Oh, another thing before i forget... lol... Having a third group for the gunz!! Maybe more depending on the new gear and weapons to be introduced into the game... Thanks for reading Smile
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Romah



Joined: 04 Dec 2008
Posts: 5
Location: Tulsa Oklahoma



PostPosted: Thu Dec 04, 2008 6:49 pm    Post subject: Reply with quote

Oh wow... Hmm.. I just read over the rest of this topic and found out most of my ideas were already said... (i got a little excited and didnt read over the whole thing. Went straight for suggestions) Sorry about that... Razz
Well about a miner barge/drone friendly npc, I think it should have an ability to produce limited "programmed" fighters for its help when overflowing. Same with aegis. But combined with my other idea, i think you will need to sacrifice some of your crew to run that ship. That will bring us around to how do we get crew to begin with? Well since this is a possible sequel, My guess is that the enemy made it out to our universe and is threatening the earth and its colonies. Well perhaps you can purchase the manpower from there? But with some draw backs? Maybe even some xenarch will join your ranks?? Because i dont see aegis to be breeding babies quick anytime soon Smile I read somewhere here that this is NOT a RTS game but a shooter, but i kinda disagree... I think it is both. Im not sure if that was creators original intent though. But I bought the game for that exact reason! Its a shooter RTS Razz And I love it that way!! Why not take it to the next level? This game has been amazing so far. And has tons and tons of potential. It just needs to be slightly deeper. More customization and rts stuff.. I mean I often find myself having my minerals overflow without any other use but repairs. That needs to change. I always end up imagining games "what if they make it this way" Man if only I knew game design and programming, Id help ya guys out the best i could to shape this game into ultimate! lol But im not, so all I can do is to hope mine and others ideas will inspire the DEVS! It gets mindbogling to break down such ideas into buildable blocks, but thats where inspiration comes in! Cheers! I really hope to see this take off! Oh and sorry I type too much smileys.. Rolling Eyes
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Poo Bear
Pod Team
Pod Team


Joined: 14 Oct 2002
Posts: 4121
Location: Sheffield, UK



PostPosted: Thu Dec 04, 2008 8:51 pm    Post subject: Reply with quote

Thanks for the feedback, much appreciated. Being able to take the lid off the Aegis and see the crew running around would be very cool Smile
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