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 Post subject: Wishlist
PostPosted: Wed Oct 18, 2006 9:46 pm 
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Joined: Sat Oct 14, 2006 5:59 pm
Posts: 56
'Tis wishlist time!

Code:
* = Notes
--- = Predescription
----- = Description
------- = Case Description


______________________________________________


1. Upgrades:
* The upgrades I propose change the way a player can play the
* game, however the changes are -upgrades- to the player's
* ship, rather than a whole new system that affects the
* entire world. The upgrades are installed by engineers, as
* usual.

--- Player has Vacuum Cleaner, Boost Upgrade, and ?
--- OR (Create an entirely new upgrade model)
----- May add an upgrade to the ship which allows small
----- directional thrusts. (W) Away from planet, (A,D) Strafe,
----- (S) toward planet surface. More upgrades allow more
----- directional thrust.
* Think of how a helicopter moves.

--- Player has High Quality Jewelry, Tubing, and ?
--- OR (Create an entirely new upgrade model)
----- The funneling of ship energy into the weapons occurs
----- more quickly. This does NOT make the core energy
----- supply recharge faster. More upgrades increase funnel
----- rate.
* Derivative of the current shield and boost upgrades.

--- Player has ?, ?, and ?
--- OR (Create an entirely new upgrade model)
----- Maximum cargo space is increased. More upgrades
----- increase maximum cargo space.
* Derivative of the current shield and boost upgrades.

--- Player has ?, ?, and ?
--- OR (Create an entirely new upgrade model)
----- Boost time is increased. When double clicking, the
----- duration of the boost is increased. The amount of
----- core power used also increases with duration of boost.
* Derivative of the current shield and boost upgrades.

--- Player has Calculator, Commodity Analyzer, and ?
--- OR (Create an entirely new upgrade model)
----- May add an upgrade to the ship which instantaneously
----- updates the Tracker when entering a company office.
------- One time, permanent upgrade.

--- Player has Hammer, Chainsaw, ?, and ?
--- OR (Create an entirely new upgrade model)
----- Weapon damage against minerals the player is mining is
----- increased 10%.
------- Maximum 5 upgrades for 50%.

--- Player has Vacuum Cleaner, Tubing, Fan, and ?
--- OR (Create an entirely new upgrade model)
----- Player maximum speed under water is increased
----- 5%.
------- Maximum 5 upgrades for 25%.
* Pulling water from the front of the ship and blasting it out
* the back adds some thrust.

--- Player has Shield Upgrade, Boost Upgrade, and ?
--- OR (Create an entirely new upgrade model)
----- Player's ship now begins to drain shielding when an
----- attempt to boost with insufficient core power is made.
----- Using this upgrade again on the player's ship returns the
----- configuration to normal.
------- On/Off, semipermanent upgrade.

--- Player has Calculator, Boost Upgrade, and ?
--- OR (Create an entirely new upgrade model)
----- Player may now double click, then hold the button on
----- the third click to continue boost until button is released.
----- This "player-specified" boost has a maximum boost limit,
----- proportional to the overall speed limit of the player's ship.
----- The amount of core power used continues to increase
----- as duration of "player-specified" boost increases.
------- One time, permanent upgrade.
* I would suggest using a maximum boost limit proportion that
* tops out around 140 m/s on planets when this upgrade is
* applied to any of the beginner ships, making the normal
* double-click boost a better option when a quick jump is
* needed to be made.


______________________________________________


2. Weapons and Such
* The weapon systems I propose are new base-types for weapons,
* not weapons in themselves. Just as there are several
* different levels of the same weapon in the current game,
* each with the same schematic just doing more damage and
* consuming more energy, these weapon proposals are meant to
* follow that form of "leveling".

--- Energy Beam weapons
----- When weapon is tapped a laser, lasting a predetermined
----- amount of time, flows from the ship, doing damage.
----- When the time is up, the weapon must re-funnel energy
----- from the core as the currently implemented weapons do.
------- One-press, Timed, Straight Stream, Re-Load, Energy.

--- Conventional Projectile
----- When weapon fire is held a continuous line of "bullets"
----- flows from the ship's total reserve, doing damage. The
----- "bullets" have momentum, so as the ship turns the stream
----- bends, making hitting a moving target a test of skill.
----- Once weapon fire is released, the flow stops. As no
----- energy was used, fire may continue immediately after
----- being ended. Like the currently implemented missiles,
----- however, a purchase of a certain amount of ammo must be
----- made beforehand. Once ammo runs out, more must be
----- purchased.
------- Held, Momentum Stream, No Re-Load, Ammo.

--- Projectile Reflection
----- When weapon fire is tapped a bubble, lasting a
----- predetermined amount of time, is formed around the
----- player's ship. When projectiles come in contact with
----- This bubble, they bounce off in a random tranjectory.
----- When the time is up, the bubble must re-funnel energy
----- from the core as the currently implemented weapons do.
------- One-press, Timed, Reflection, Re-Load, Energy.

--- Energy Nullation
----- When weapon fire is tapped a bubble, lasting a
----- predetermined amount of time, is formed around the
----- player's ship. When energy fire comes in contact with
----- This bubble, it becomes null, doing no damage. When
----- the time is up, the bubble must re-funnel energy from
----- the core as the currently implemented weapons do.
------- One-press, Timed, Nullation, Re-Load, Energy.

--- Acidic Projectile
----- When weapon fire is held a continuous line of "acid"
----- flows from the ship's total reserve, doing damage. The
----- "acid" has momentum, so as the ship turns the stream
----- bends, making hitting a moving target a test of skill.
----- Unline the above described "bullets", "acid" does not
----- do immediate damage. Instead, it does a small amount
----- of damage which adds up over time. Once weapon fire
----- is released, the flow stops. Once the flow stops a
----- certain "cooling time" must lapse before fire can begin
----- again. Like the currently implemented missiles, a
----- purchase of a certain amount of ammo must be made
----- beforehand. Once ammo runs out, more must be purchased.
------- Held, Momentum Stream, Re-Load, Ammo.


______________________________________________


3. Game additions
* The game additions I propose are of concept. They do, very
* much, change the way the game is played. Exercise caution
* if an attempt to make these additions real is made, as
* these are real investments in the game, and may require
* much more work than the previously listed additions.

* I would strongly suggest critiquing the additions which
* affect the way battles occur. These would increase the depth
* of the game dramatically.

--- "Killer Mermaids"
--- This is a light-work, light-payout addition.
----- Generate creatures which live underwater on planets,
----- allowing the battlefield to wage in more places than
----- just in the atmosphere.

--- "Group Effort"
--- This is a medium-work, medium-payout addition.
----- Generate classes of creatures which will all attack the
----- player if the player engages just one of them. This
----- allows battles to happen on a grander scale than 1 on 1.

--- "I dont like you"
--- This is a light-work, medium-payout addition.
----- If a certain class of creature spots the player in it's
----- proximity, it will engage the player. This denies the
----- player the ability to simply buzz around what the player
----- does not want to attack.

--- "We dont like you"
--- Prequisites: "Group Effort", "I dont like you"
--- This is a medium-work, high-payout addition.
----- If a certain class of creature spots the player, it will
----- signal to all identical creatures in it's proximity to
----- attack you.
------- A strategy is added to battles. Engage single units
------- while they are alone to weaken the group.

--- "Help, it's so dark I can't see"
--- This is a light-work, medium-payout addition.
----- Certain planets do NOT show creatures on the planet map.
----- This generates a suspense... as the player does not
----- know how strong, or how heavily concentrated, creatures
----- on the planet are.

--- "Help, it's so dark I ran into this wall"
--- Prequisites: "Help, it's so dark I can't see"
--- This is a light-work, high-payout addition.
----- Certain planets do NOT show building on the planet map.
----- This generates a suspense... as when a discovers a new
----- dungeon, that discovery was -actually- a dicovery.
----- Broadcasting of the discovery over the galactic news,
----- and showing of the building after it has been discovered
----- is optional.

--- "Aliens"
--- Prequisites: "Help, it's so dark I can't see",
--- Prequisites: "Help, it's so dark I ran into this wall"
--- This is a medium-work, high-payout addition.
----- Certain civilizations are NOT part of the galactic
----- senate when the game begins. As buildings, the race of
----- aliens must be discovered before their history, statics,
----- language, and presence becomes known to the galactic
----- senate.
------- A new way to play the game is introduced. Players may
------- now have the incentive of uncovering a never before
------- known alien race during the game.

--- "War and Pieces"
--- This is a high-work, high-payout addition.
----- Certain civilizations are at war with one another.
----- The impacts of this addition are too many to name.


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 Post subject:
PostPosted: Wed Oct 18, 2006 10:54 pm 
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Joined: Thu May 04, 2006 6:07 pm
Posts: 179
Woo! Thank you =) Very much! These are actually more implementable than you might think, they aren't all that hard. In particular a lot of the "gameplay additions" I can probably look at in some form or another! Also the ship upgrades are great, but immediately it occurs to me that it might be better to have the different class of scientists implement them for you, and use a completely different system. Anyhow, thank you very much, you've given me a lot to think about =)

Calvin


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 Post subject:
PostPosted: Thu Oct 19, 2006 2:11 am 
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Joined: Sat Oct 14, 2006 5:59 pm
Posts: 56
3. Game additions (continued)
* I'll start by trying to elaborate on "War and Pieces".
* Workload and payout for some certain additions are only as
* heavy as you want to make them, so those statistics are
* skipped in the aforementioned additions.

--- "War and Pieces"
----- Certain civilizations are at war with one another. As
----- the player carries out one civilizations commands, the
----- opposing civilizations start regarding the player as a
----- menace. If the player does not want to take part in the
----- militaristic struggle, the player can always simply
----- ignore the war-quests handed out by each civilization.
----- in this way taking part in this addition may be
----- optional. If the player is to take part, however,
----- many diplomatic possibilities ensue. Some suggested
----- quests may be the bombing of an enemy city, or the
----- defence of a civilization's ships. See "Breaking the
----- Static" below for several other possibilities.

--- "2001: A Space Reality"
--- This is a medium-work, medium payout addition.
----- With the implementation of space stations, an entirely
----- new venue is opened up for the player. Some space
----- stations may perhaps act as cities on the planets do,
----- allowing a player to explore them when the player's ship
----- is parked nearby.

--- "Asteroids!"
--- This is a light-work, light payout addition.
----- With the implementation of asteriods another venue is
----- opened to the player. Some asteroids may perhaps act as
----- minerals on the planets do, allowing a player to pick up
----- certain commodities after blasting them to tiny pieces.

--- "Are you mooning me?"
----- The habitation, and planetization of moons allows for
----- a more complex solar system to take shape, rather than
----- having the same type of Small, Rock, Barren moons
----- orbiting each of the planets. If you were to take this a
----- step further, you could perhaps even make sibling
----- planets, each near the same size, that orbit both
----- around the sun and one another.

--- "A House of Glass"
--- This is a light-work, light payout addition.
----- With the advent of the habitation dome, cities can be
----- made underwater, as well as on planets with no true
----- atmosphere. The player's ship could enter the city
----- either though an airlock gate, or through some means
----- of teleportation.

--- "Supersized"
--- This is a medium-work, high payout addition.
----- As production ability increases in the field of space,
----- Ships a fourth the size of a planet might be built. The
----- player could communicate with these supermassive ships,
----- or even land inside of them. If you were to take this
----- a step further, the carcass of a long dead giant ship
----- might orbit the sun, serving as the home to all kinds
----- of nasty space-monsters, pirates, or even a dungeon or
----- two.

--- "Breaking the Static"
--- This is a very heavy-work, extreme payout addition.
--- Prequisites: "War and Pieces", "2001: A Space Reality",
--- Prequisites: "Asteroids!", "A House of Glass", "Aliens",
--- Prequisites: "We dont like you", "Are you mooning me?"
----- This isn't so much an addition as it is a new perception
----- on the entire game. Though each game begins in a
----- randomly generated galaxy, it will not continue to stay
----- that way. Over time cities may rise and fall due to
----- colonization, war, plague, and exploration.
----- Civilizations rise and fall with their cities. A
----- civilization with no cities is erased from existence,
----- while a civilization that has spread too far splits into
----- several new ones. The populations grow and shrink with
----- many, or too few resources. Corporations are started,
----- merge, and collapse. New worlds are discovered, and old
----- ones become uninhabited. What once were static galaxies
----- are now living, breathing, universes.
-----
----- Meanwhile the players are forces in and of themselves.
----- The players can turn the tides of wars, or entice
----- a piece of a gigantic civilization to break off.
----- The players invest in companies that overwhelm their
----- opponents, and the players hunt animal life on planets
----- to extinction. A player could spread a plague that kills
----- an entire planet, or help an overpopulated planet find a
----- new one to colonize.
----- The players are no longer exploring the galaxy, they are
----- changing it.
------- This is not an addition as much as it is a total
------- revision of the game. Yet, If you could pull it off
------- it would make VtV an icon of what sheer determination
------- can create.

* To be seen in part 3: Modifications and HUD additions.
* I just realized all of the additions in part two are a LOT harder
* than the ones in part one. :oops:


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 Post subject:
PostPosted: Thu Oct 19, 2006 9:56 pm 
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Joined: Sat Oct 14, 2006 5:59 pm
Posts: 56
Thanks for considering this wishlist. You should only use this
list as a way to jog your own creativity... It's your game,
not ours. Make it your way! Screw what we think!
Then again, continue reading this list of what we think.

4. Modifications
* Modifications to the game change parts of the game to become
* either more streamlined, or more friendly to use. Be careful
* when considering these. While most suggested are only small
* changes to the code that control the flow of play, others
* borderline on being dubbed small additions.

--- "You Won't Like Me When I'm Angry"
--- Modification to the creature movement and aggression.
----- At the current time creatures are a bit weak. A few
----- quick rounds from a cannon will drop them before they
----- have a chance to respond, and even if they do respond
----- they tend to be too slow to get out of the way of fire.
----- Creatures also have a nasty tendency to be wimps and
----- not fight back. Making them move quicker, and attack the
----- player relentlessly would provide the player with a
----- little more action than what currently seems as
----- exciting as smashing your chest with a hammer over and
----- over and over and over and over.

--- "I'm Not Fat, Just Bulky"
--- Modification to the trading model.
----- Businesses pay higher for cargo they
----- need more, and less for cargo they need less.
----- It is suggested that production and consumption be
----- increased as well, so that monopolying becomes hard to
----- do.

--- "Good Guys Win"
--- Modification to the quest model.
----- As a hero does more and more quests for a given city or
----- person or civilization or planet or what have you the
----- reward for doing those missions increases by a small
----- amount. Thus, while at the beginning quests aren't the
----- most lucrative way of life, they begin to pay off over
----- time.

--- "Clearance Sales Galore"
--- Modification to the shop model.
----- Either through lack of sales, or out of sheer randomness
----- the prices on certain items in any given store are
----- lowered for a small time. This may give the reporter
----- class of NPC a new conversation option, "Inquire about
----- latest sales".

--- "Boink"
--- Modification to gravity.
----- When turning off the players engines on a large planet
----- the "bounce factor" of the impact with the terrain is
----- smaller than it would otherwise be on a smaller planet.
----- Whereas A high-speed impact with the terrain on a large
----- planet would only bounce the ship into the air a few
----- meters before it is pulled back to the ground by a large
----- gravity field, the same high-speed impact with terrain
----- on a small planet would bounce the same ship several
----- houndred meters on a smaller planet.

--- "Up in the Sky Hopes"
--- Modification to waypoints.
----- When autopiloting to a specified waypoint on a planet
----- the ship tends to arrive at the highest possible
----- altitude. If a lower altitude waypoint, perhaps just
----- above the cities were to be used, a more direct
----- route to a target might be possible.


____________________________________________________________

5. HUD additions

--- "Wetbrain, If Y-*click*"
--- Option to toggle that pestering hunk of metal.
----- Your friend the annoying robot seems to be bent on
----- sending you as many annoying e-mails a day as he can.
----- An option to turn his mouth off would be priceless.

--- "El Objectivo"
--- Option to toggle the objective bar when opening the HUD.
----- Though some players choose to follow their current
----- quest objectives, some do not want to take part in the
----- main game quest at all. It becomes a visual obstacle to
----- see through the current mission bar when the HUD is
----- opened for these players. An option to toggle the bar
----- would be just as priceless as above.

--- "My name is UNIMPORTANT"
--- Option to toggle targeted ship name.
----- The complete name of a "XR-7 Whichwaywing Freighter
----- (L60)" may not be all too meaningful, and infact a
----- visual disturbance. The option to toggle complete names,
----- leaving only ship level, would help alleviate the
----- situation.

--- "Buy, buy, buy"
--- Option to (perhaps with an upgrade or discovery) show the
--- current stock of Lowest Sellers/ Highest Buyers in the
--- Commodity Tracker.
----- Flying from one city to another in order to pick up some
----- cargo which does not exist can become an angering
----- experience.

--- "Hmmm... Informative!"
--- Ability to save a certain tidbit of a conversation.
----- Often times a player will arrive in a city for a quest,
----- exit the ship, and find themselves having to re-enter
----- the ship because they could not remember the complete
----- name and residence of the quest target. An option to
----- save some amount of a conversation would prove useful
----- not only here but in all applications where the player's
----- memory isn't the greatest.

--- "Locked In"
--- Ability to exit back to city after re-entering a ship
--- that remains on the ground.
----- At times a player may enter a city, explore, and return
----- to their ship only to realise they had forgotten
----- something. Due to the manner in which the city screen
----- is triggered a player must start up their engines, get
----- off of the ground, and land again in order to go back
----- out to the city. The possibilty of making a button
----- allowing the player to exit back into the city without
----- restarting their ship would be a thankful change.


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 Post subject:
PostPosted: Thu Oct 19, 2006 10:34 pm 
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Joined: Thu May 04, 2006 6:07 pm
Posts: 179
Excellent, thank you! This is the right idea for offering suggestions: don't be afraid to suggest anything! Of course I can't implement a lot of them they still give me a lot to draw on. And some of them are quite easily implementable and will probably make it in. For instance, I can jack the monster behaviour up a few notches more easily than you might imagine.


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 Post subject:
PostPosted: Sat Oct 21, 2006 4:25 am 
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Joined: Sat Oct 14, 2006 5:59 pm
Posts: 56
Aye, cool, maybe now those gigantic flies wont be so easy to zap :wink:

I have one more suggestion to add.
Since it's solo it wont follow the previous guidelines.

Though the worlds may be pre-generated, I propose some small amount of pre-game "In the beginning..." Options. A screen where some settings can be selected... say:

+ Creatures On / Off (simply disables them from the galaxy)
+ Easy / Medium / Hard (if creatures is on, sets... the obvious)
+ Dungeons On / Off (removes them from the galaxy)
+ Easy / Medium / Hard (same as above)
+ Minerals On / Off (removes them from the galaxy)
+ Trading On / Off (enables or disables corperate trade screens)
+ Diseases On / Off (allows the world to be infected)

I only bring this idea up as it occured to me it would be rather easy to script in - just put in buttons that void parts of the code.
That and at a work-load to payout ratio, you'd give the individual game worlds some variation at a relatively low cost. In a way, this optional screen is not only relatively low maintenance, but it also gives you a good bang for your buck.


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