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Team:
Rank: Councilor Main: Trevor Level: 5369 Joined: Wed Jul 12, 2006 10:01 pm Posts: 4162 Location: Alabama |
seanla4350 wrote: Another thing I would pay massive amounts of credits for is the ability to un-neuro bound items that were made neuro bound through missions. Like Olympus neuro bound gear. Yeah, my sniper has a Voluminous Jupiter Olympios Shield. No _________________ Stay strong, live long, and walk humbly. |
Wed Feb 29, 2012 12:16 pm |
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Team:
Rank: Main: Skyfyre Level: 2483 Joined: Mon Aug 14, 2006 6:22 pm Posts: 165 |
What about paying credits to buy experience modules to help you level? The lower the experience module, the less experience it gives you, and it scales to your current level.
So for example, if I buy experience module 1 at level 100, I gain 1 level. If I buy the same experience module at level 1000, I get 1 xp. Similar to how mission or kill experience works. Another possiblility would be introducing content like a special DG or uber you have to build a key for, and the key costs credits. So you can do the uber as much as you have time for, but you have to have the money to make a key every time you kill the uber. Obviously this could be a replacement for the existing lockout system where instead of being bound by time, you're bound by the ammount of credits it costs to build the key, with new, specifically tuned and balanced encounters to support this system. |
Wed Feb 29, 2012 12:57 pm |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
skyfyre wrote: What about paying credits to buy experience modules to help you level? The lower the experience module, the less experience it gives you, and it scales to your current level. So for example, if I buy experience module 1 at level 100, I gain 1 level. If I buy the same experience module at level 1000, I get 1 xp. Similar to how mission or kill experience works. Another possiblility would be introducing content like a special DG or uber you have to build a key for, and the key costs credits. So you can do the uber as much as you have time for, but you have to have the money to make a key every time you kill the uber. Obviously this could be a replacement for the existing lockout system where instead of being bound by time, you're bound by the ammount of credits it costs to build the key, with new, specifically tuned and balanced encounters to support this system. Why would anyone do the uber unless the expected value of doing him was at least as great as the cost of the key? We aren't that starved for content yet! _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Wed Feb 29, 2012 1:20 pm |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
The ability to make custom juxta's or warp gates could indeed add a lot of interesting strategy. It would be fairly difficult to program, I think. The other issue with it is that I really want to make some kind of warping device that is capital ship-only that can bring along squad mates, but I'm not sure exactly how it would work, what the limitations on it would be, and if that would conflict with the idea of custom gates.
Hmm, but maybe if one end was always anchored to the team HQ, then we could make a custom base kit with an onboard item, that, on use, destroys the base and replaces it with a wormhole that links to a new wormhole next to the team HQ. That would be the easiest implementation of something like this that I can think of. _________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Wed Feb 29, 2012 3:22 pm |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
Supercarrier type capital ships able to open a warphole to connect the current galaxy to a nearby(~15 jumps) galaxy in a one way trip, while still being able to support and aid its fleet instead of being a Sing Sphere with a special type of SBrake.
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Wed Feb 29, 2012 3:32 pm |
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Member
Team:
Rank: Director Main: DefQon1 Level: 5130 Joined: Fri Feb 12, 2010 9:28 am Posts: 2642 |
That sounds awesome lol i was wished Capship could do that like a FC
_________________ Original 666kane666. |
Wed Feb 29, 2012 3:34 pm |
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Main: Obesity
Level: 2249 Joined: Sat Apr 25, 2009 4:33 am Posts: 2127 |
Seer capship
_________________ JeffL wrote: I stopped being able to totally understand that function years ago. Too long since I wrote it, and now it's all confusing. =) The Voomy One wrote: You gotta be shitting me >_< |
Wed Feb 29, 2012 4:01 pm |
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Team:
Rank: Main: Stabberz Level: 2414 Joined: Sat Mar 03, 2007 10:55 am Posts: 3696 |
VatFF wrote: Seer capship This would definitely be interesting. _________________ Blue Dwarf wrote: In space, no one can hear you cha cha cha. |
Wed Feb 29, 2012 4:06 pm |
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Member
Team:
Rank: Director Main: DefQon1 Level: 5130 Joined: Fri Feb 12, 2010 9:28 am Posts: 2642 |
Yeah seer makes more sence now that i think of it
_________________ Original 666kane666. |
Wed Feb 29, 2012 5:03 pm |
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Team:
Rank: Main: thebattler36 Level: 2015 Joined: Sun Apr 24, 2005 3:24 am Posts: 2211 Location: Glasgow, Scotland |
JeffL wrote: The ability to make custom juxta's or warp gates could indeed add a lot of interesting strategy. It would be fairly difficult to program, I think. The other issue with it is that I really want to make some kind of warping device that is capital ship-only that can bring along squad mates, but I'm not sure exactly how it would work, what the limitations on it would be, and if that would conflict with the idea of custom gates. Hmm, but maybe if one end was always anchored to the team HQ, then we could make a custom base kit with an onboard item, that, on use, destroys the base and replaces it with a wormhole that links to a new wormhole next to the team HQ. That would be the easiest implementation of something like this that I can think of. Admins can move players with the admin panel right? Couldn't it be implemented as an automated version of that? _________________ Octo wrote: QFT Octo either owned the fish initially, or scooped it when he podded any/all of the above. |
Wed Feb 29, 2012 6:07 pm |
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Team:
Rank: Main: Stabberz Level: 2414 Joined: Sat Mar 03, 2007 10:55 am Posts: 3696 |
Warp Gate Construction.
Deployable warp gate that can be laid in your HQ gal that can lead to a specified galaxy in Wild Space. The down side is that it works both ways and teams and they cannot lead to a galaxy owned by another team. It would be fun. _________________ Blue Dwarf wrote: In space, no one can hear you cha cha cha. |
Wed Feb 29, 2012 6:15 pm |
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Team:
Rank: Main: thebattler36 Level: 2015 Joined: Sun Apr 24, 2005 3:24 am Posts: 2211 Location: Glasgow, Scotland |
I was thinking ship-ship warping
_________________ Octo wrote: QFT Octo either owned the fish initially, or scooped it when he podded any/all of the above. |
Wed Feb 29, 2012 6:55 pm |
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Team:
Rank: Operator Main: Hooch Dealer Level: 4682 Joined: Sun Aug 07, 2005 2:20 pm Posts: 1353 Location: Who is John Galt? |
I'd pay 25-50b for a "RingWorld" colony/base combo, could even be the t21 model for bases.
4x times the weapons, 4 times the augs? Defensive and a colony all in one... Whats not to like. _________________ 3 Basic types of players(quitters, losers, and winners) Choose your own fate. http://www.gbtv.com http://www.theblaze.com |
Wed Feb 29, 2012 9:15 pm |
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Team:
Rank: Officer Main: Flake Marshal Level: 6334 Joined: Sat Jun 26, 2010 10:05 pm Posts: 398 |
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Wed Feb 29, 2012 9:36 pm |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
Was thinking something like an item that's cap ship only that would warp that ship and all squadmates within a radius to that cap ships team base if the team base has some kind of item onboard.
This would at least make return trips from things like Oly or Iq'Bana faster. Not sure exactly how to make the trip out to there faster. The main sticking point is how to easily select the destination. Maybe I could have the client send the server the ID of the currently selected galaxy on the starmap. _________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Wed Feb 29, 2012 9:58 pm |
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