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cy414

game progression, difficulty and replayability ideas

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currently, you get to the centre of the galaxy, and thats pretty much it for the playthrough. you get the best guns, build a multi-million hp ship and turn the game into a right click simulator, where the bosses are just are just prime cattle and there is little encouragement to continue designing ships. i would like there to be a way around this, with out the poisonous and self defeating way mmorpgs keep tacking on a new dungeon and powerful cash shop item every 3 months.

i suggest that once you defeat the centre guardian, you are allowed to take a ship with a volume/mass limit to a new galaxy with enough resources to bypass the initial slow buildup to your first mine, and only a limited inventory. maybe have your home sector/stations actually be the players(so that you can lose everything) but can avoid the slow start.

basically the newgame+ that some other rpgs use where you go back to the begining but actually have all your abilities, but on top of that a difficulty multiplier is added each time you do this to increase the challenge of the game when you do. causing;

factions to be more hostile. 

more likely challenging you to get out of their sectors if your ship is more powerful than they trust you with.

 more likelihood of boss fights being tailored against your ship(s). take a carrier and they are loaded with flak, take a battleship they are loaded with cannon, come in covered in rails and they have carrier missile cruisers to keep away from you. etc etc.

having factions chase you to different sectors if you retreat, like cylons in galactica.

have them more likely to launch counter attacks against your sectors/stations/mines other ships as distraction when you raid them.

 

would have posted separately, but these things would work together. and some of these things already have foundations in the game, such as persecutors jumping after you to the next sector. these systems would also add replay-ability to the base game for hardcore and insane.

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A thought that comes to my mind is going into a New Game +n; is that this would allow for entire servers to move into the next galaxy; and placement may be based on proximity to temporal rifts and while starting without money or resources.  New players on the server would be started near the edge, in a normal starting sector; where as NG+n would have home sectors next to rifts closer to the core based on how much progress they had on a previous playthrough or something. 

That lack of permanence might change player strategies and the depth and breadth of establishing supply lines and stations might no longer be very important.  

Another added thing for NG+n, is an increasing chance that invasions work differently that can also scale:  say a 10% chance per NG+ number that an invasion will also affect each loaded sector in the Core.  This would make killing the XWG much MUCH more hazardous and make sectors outside the core much, much better to get.   A second way this mechanic could work is to increase the size of the Core by +1 for every NG+n.  The distance that Swocks, AI, M.A.D. scientiests, resource spawns and all that would need to be based on % of distance to the barrier, rather than flat distance from 0:0 to make you don't get soft-locked.  But a bigger core would come with more advantages too. 

Final suggestion for additional consideration is to increase the maximum tech level of the galaxy by 1... this would include the tech level for everyone, enemies included. 

Final note;  when you mentioned having factions chase you like the Cylons from Battlestar Galactica, there is a mechanic that if you jump much faster than the ship that is supposed to be escorting you, your 'escort' can lose sight of you.  The same (or similar) mechanic could be used for losing the trail of factions giving chase (as well as a "how far out of their own space do they want to chase you" limit.  Factions at war might not ever give up the chase, whereas factions who are merely upset with you might limit how many jumps or how many sectors they'll chase you. 

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One other thing that could make the increased difficulties even better is that the tech level of the XWG and Hex AI (and other end bosses) instead of staying at tech 52, it's tech 52+NG number.  So, NG+3 would give just those entites the ability to drop tech lvl 55.  It's a thought, but they might also be able to use higher tech level turrets against players.

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i would rather avoid power inflation like that myself. adding 10% to dps and hp every new galaxy doesnt actually add anything.

its one of the many reasons why MMORPG games end up as grindy assinine quagmires.

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How about some new resources/items that allows player to clean up rift and construct star gates/wormholes? This also allows player to jump into Xsotan universe to stop any future invasion by destroying a wormhole creator/defeating a warlord. Player's existence in Xsotan universe would consume certain goods continuously, which makes it meaningful to build up a supply chain consists of factories/mines.

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