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Fubar

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  1. How old are you? I get the feeling you are a teenager. Let's just forget about this whole thing. Good luck.
  2. You started it. I'm willing to move this discussion along in a more intelligent manner. You want to discuss these ideas I've presented in detail? I'm down. Can we do this one by one? You say the first idea is good. If it's a good idea then why should it be limited to a mod?
  3. It seems like you were just blowing off steam in your first response so I didn't bother with a long reply. If you don't like my ideas what else can be said? There's no sense in elaborating if you're set on dismissing my ideas. Do you really want me to elaborate? Or are you just arguing?
  4. I find your responses unintelligent and overly dismissive. Obviously, implementing my ideas would require rebalancing the game. Why is offering ideas complaining? If the game has more challenge added to it and it becomes too challenging for you, then you can play on a lower difficulty. Don't force your play style onto others please. The game has a clear direction? Edge to Core? Did you read the title of the post? The whole point of my post was to offer ideas on ways to change that linear approach. You don't like my ideas? Fine. Don't whine about it.
  5. There's this huge, beautiful galaxy but there's very little reason to explore more than a very small amount of it. I've come up with some ideas: 1)Give reclaimable wreckages boosts to performance that can't normally be built into ships. These boosts might be associated with the root block of the wreckage, or, if the boosts were big enough the wreckage might be uneditable or partially editable. If these boosts were varied enough and substantial enough then it would entice players to explore the galaxy in order to find these powerful, reclaimable wreckages. Don't concentrate the better ones near the center of the galaxy. Make the better ones more expensive to operate. If an early game player doesn't have the ability to reclaim the wreckage they can mark the location and move on to find one that's more suited to their current abilites then come back later. 2)Have captains and generals give boosts to ships. Create green/ blue/ yellow/ red/ purple captains/generals and pepper AI factions with them. Don't concentrate the most powerful captains/generals in the center of the galaxy. Instead, have the more powerful captains/generals require a much higher salary. Create random events in which players can destroy very powerful ships and obtain its captain or a general upon destruction(SPAZ). 3)Don't concentrate the avorion/oganite turret factories in the center. The lack of avorion/oganite in the outskirts of the galaxy as well as the high cost of building turrets is enough to keep players from building high level turrets early game. This would give mid/late game players a reason to head back to the outskirts looking for better factories. 4)Make better use of the "worshiper" sectors. Make them extremely rare, no more than one for every AI alliance. Greatly reduce the availability of resource rich asteroids in other sectors but make these worshiper sectors extremely rich and well defended. Give the worshiper sectors the ability to slowly regenerate resources, not so fast that a player doesn't have to move on but not so slow that the sector doesn't have use in the future. This would have the added benefit of giving players something to PvP over and would also give players a good reason to make enemies with AI factions. Currently, as far as I can tell, there is no good reason to make enemies with AI factions. Mid/late game players might head to the outskirts looking for these sectors because the ones closer to the center are too well defended. 5)Something like this is probably already in the works but . . Have AI faction headquarters give out a single, very challenging quest once a player is admired. If the player manages to complete this quest reward them with a max rolled legendary turret. Make these quests so challenging that attempting to complete one would require large amounts of time or a very powerful ship. This would cause mid/late game players to scour the outskirts of the galaxy looking to make friends with AI alliances in order to get these incredible turrets. 6)This idea would require the ability for new AI factions to seed as well as more advanced game mechanics but maybe it's something to think about. Create "cosmic" upgrades. These cosmic upgrades might only be obtained by eliminating an AI faction's adversary completely. If adversarial relations shifted and not every faction had an adversary then finding these upgrades would require a lot of exploration. Since AI factions in the center are more powerful this would give mid/late game players a very good reason to explore the outskirts of the galaxy. 7)Most importantly, make the game a lot more challenging so that players have a reason to explore for these things. Increase the cost of building turrets. Make enemies more powerful. Make resources less plentiful. Decrease the efficiency of salvage turrets. Reduce the player's ability to gain credits. Nerf shields. Make the core a ruthless, nearly unbreakable place for truly powerful players who have invested hundreds of hours in the game. The game is just way too easy at this point which pretty much destroys the need to do any large scale exploration and shortens the lifespan of the game. This game is good enough to keep players interested for a longer period of time than it currently takes to master the core. 8)(side note)Give upgrades more variety and surprise. Give higher level upgrades the chance to have one or two or three "sub" boosts from another type of upgrade. Great game! Thank you.
  6. I agree with you about what you are essentially saying which might be something like: 1) the game is fun and has potential for greatness. 2)The game is way too easy and the AI isn't great yet. 3) The ARPG and sandbox elements are at odds with each other because the enemies are too weak for a hardcore ARPG audience. I think these are good points.
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