I'm with you all the way on how most ships after the change will probably drop a lot of upgrades into speed, having not much else to put down. Ideally, what I'd like to do is have enough abilities to upgrade so as to have diversity among individual ships. The first task was to roll out the ship type changes, and afterward move on to filling out the ships.
Here is my THREE PRONGED PLAN (much like a salad fork) for abilities:
Other things: I did hear you about the energy costs of the weapons. Are they generally too high now, even with the high-energy ship type? The idea is supposed to be that the lighter ships should not necessarily be able to use the new gun just because their rank allows it to them -- but the warship should certainly be able to the very rank it becomes available. If it's not then there's an issue.
Also note that for those choosing the Warship, it's not a high-energy, high-recharge shiptype, but a high-energy and fairly low recharge ship type (in comparison to its energy, that is). I'm not on the computer with the numbers at present, but I think its recharge upgrades about as quickly as the Advanced Scout, or even possibly a bit worse. The only way to have both high recharge and energy at ranks below 60 is to choose Z-Class.
Here is my THREE PRONGED PLAN (much like a salad fork) for abilities:
- Extend existing abilities. As you said, Fluffz, basically expanding out a bit present abilities -- making early levels that cost a good bit less but are not as potent, as well as extended levels of the abilities for those that want to sink a lot of points in. In particular I might add an increasing return concept -- so that if the first level of the ability gives you x, the next level gives you x + 1 (so 2x+1 total), the one after x + 2 (3x + 2) ... you get the idea. Each ability level growing more potent at each upgrade, giving a benefit to specializing in a particular ability.
- Create new abilities. There are several possibilities for abilities that I'd not considered until just recently (excluding those that many of you have mentioned and for which I'm very grateful -- some will definitely be implemented, or those that can and without extreme difficulty at any rate). There are 4 classes:
- Abilities that rely on the WatchDamage packet. When you fire on someone and don't kill them, these abilities would be activated (probably a percentage chance). This could include reducing some of their upgrades for that particular rearm, causing engine shutdown, setting energy to 0, firing on them any of the Ops abilities, warping, -RP, reduced loadout at next rearm, and so on.
- Abilities that work with LVZ modifications. Recent upgrades to the LVZ protocol allow us to modify locations, display modes, layers and so on of LVZ screen objects (graphics). The only difficulty is that the object numbers remain static/unchangeable/limited. So, for example, for a fake mine effect dropped by a player, it would most likely be restricted to one per team. If one player dropped a fake mine and immediately after another on the same team did the same, the original mine would be moved to the new location. But that's not too big a deal. If there are any abilities that you would like to see done with graphics that do not need to be in a fixed location (doesn't mean actually "moving," but just able to be moved from point A to point B when necessary), I'd be interested. One ability will be for the Weasel, showing the locations of all of the warp points on the map -- and additional levels maybe opening up extra spots. There's also the possibility of opening up a wormhole or tunnel that leads anyone who enters it to a chosen location.
- Buff abilities. Simple enough: with the maximum energy and recharge recently done away with, we can now have buff abilities fairly easily. You fire the ability, and for a limited time you have upgrades you would not otherwise.
- Permanent alterations. Abilities that would install as permanent alterations to how the ship works. For example, something that provides the package deal of +2 energy, +1 recharge, -3 speed, -3 thrust. (Might be useful for non-Z-Class who need a certain amount of energy for a weapon but have no way of getting it without waiting, or even for Z-Class that just have some ranks to wait before they can buy the next level of energy.)
- Balance abilities against one another. In order to ensure diversity of ships, the abilities should be balanced both by cost and power. I'd like to see some be significantly cheaper on the whole, and also weaker than some abilities, rather than having ability 1 always cost the same as ability 2, forcing them to compete directly and requiring an exact balance of power between the two in order for players to choose. (I think this was a problem with spider's energy tank vs. super -- super is still highly preferred, is it not?)
Other things: I did hear you about the energy costs of the weapons. Are they generally too high now, even with the high-energy ship type? The idea is supposed to be that the lighter ships should not necessarily be able to use the new gun just because their rank allows it to them -- but the warship should certainly be able to the very rank it becomes available. If it's not then there's an issue.
Also note that for those choosing the Warship, it's not a high-energy, high-recharge shiptype, but a high-energy and fairly low recharge ship type (in comparison to its energy, that is). I'm not on the computer with the numbers at present, but I think its recharge upgrades about as quickly as the Advanced Scout, or even possibly a bit worse. The only way to have both high recharge and energy at ranks below 60 is to choose Z-Class.
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