just some ideas bout pods
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- Cheesy
- Posts: 1698
- Joined: Fri Aug 24, 2007 2:40 am
- Location: Classified (hiding from the aliens)
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just some ideas bout pods
ok so i was thinkin bout pods and gettin to sol or pb and how its a pain and i came up with several ideas
NPC hijacking: basically with a pod you have 2 flick on enter mode and stay ontop of an npc for 30 seconds. if you manage to keep your ship ontop of the npc for 30 seconds, then you sieze control of the ship. the downside to this is you get neg rep each hijack, but if you just got killed, you have neg rep, your 50 hops from pb, sol isnt that much closer to you or pb, and theres an ISC npc hanging around near you, you can hijack his ship for the price of rep.
or my other idea, pod moving: some one can come, pick up a pod, and move it where ever they want. the pod can be online of offline, and the hops dont affect the pods fuel. the pod appears in the cargo bay. now all the host ship has to do to pick up the pod is to have enter mode on and touch it and the pod is locked in. if the pod trys 2 2nd wep out a self destruct mechanism is activated and the host ship cant click and get rid of the pod. then the host ship is podded and the captured pod is soled. only pods can be picked up and pods can not pick up other pods. in UN space pods cant be picked up and out side of un sleeper pods can be picked up and brought where ever the owner wants.
NPC hijacking: basically with a pod you have 2 flick on enter mode and stay ontop of an npc for 30 seconds. if you manage to keep your ship ontop of the npc for 30 seconds, then you sieze control of the ship. the downside to this is you get neg rep each hijack, but if you just got killed, you have neg rep, your 50 hops from pb, sol isnt that much closer to you or pb, and theres an ISC npc hanging around near you, you can hijack his ship for the price of rep.
or my other idea, pod moving: some one can come, pick up a pod, and move it where ever they want. the pod can be online of offline, and the hops dont affect the pods fuel. the pod appears in the cargo bay. now all the host ship has to do to pick up the pod is to have enter mode on and touch it and the pod is locked in. if the pod trys 2 2nd wep out a self destruct mechanism is activated and the host ship cant click and get rid of the pod. then the host ship is podded and the captured pod is soled. only pods can be picked up and pods can not pick up other pods. in UN space pods cant be picked up and out side of un sleeper pods can be picked up and brought where ever the owner wants.
I think there should be a pod rescue career option. It could be something that alerts you where a pod S.O.S beacon has been activated and rewards you xp and money for hauling it somewhere. Killing a pod if you have this technology would lose a ton of XP though, kind of like a UN membership, but different.
You could setup a huge pod ranch in some far corner of the galaxy, heavily defended to protect your pods from predators.
Maybe they would breed if you could collect enough of them.
What happens when someone logs back on when you are taking their pod to you ranch? Can they getaway or are they trapped in your ship until you let them go?
You could hold them to ransom.
The possibilities are endless.
God it's a slow day.
OpsO
Maybe they would breed if you could collect enough of them.
What happens when someone logs back on when you are taking their pod to you ranch? Can they getaway or are they trapped in your ship until you let them go?
You could hold them to ransom.
The possibilities are endless.
God it's a slow day.
OpsO
if any one here has ever played EV Nova (google it), it has far better graphics a VERY similar combat style, flight sytle, etc. (only downside is that it isn't online and free)
anyways, the point im getting at is, in that game, if you can get a ship to 0% shields, you essentially disable the ship, rendering it immoble. you can then board the ship and attempt to capture it as your own or as an escort (fighter or cargo). the chance that you will capture the ship is a percentage (usually like 5 or 10%) depending on your crew size vs. the enemy ship's crew size. if the capture atttempt is a failure, the self-desctruct mechanism is tripped. as well, you have the option of looting credits and/or resources. if we could implement this kinda system or something similar with SGE npc's that would be pretty cool XD
oh and
oh and props@cheesy, love the idea
anyways, the point im getting at is, in that game, if you can get a ship to 0% shields, you essentially disable the ship, rendering it immoble. you can then board the ship and attempt to capture it as your own or as an escort (fighter or cargo). the chance that you will capture the ship is a percentage (usually like 5 or 10%) depending on your crew size vs. the enemy ship's crew size. if the capture atttempt is a failure, the self-desctruct mechanism is tripped. as well, you have the option of looting credits and/or resources. if we could implement this kinda system or something similar with SGE npc's that would be pretty cool XD
oh and
I've only seen ONE npc with an igs in like 3 monthsit will end up everyone having ig ships
oh and props@cheesy, love the idea
- Cheesy
- Posts: 1698
- Joined: Fri Aug 24, 2007 2:40 am
- Location: Classified (hiding from the aliens)
- Contact:
whoa flash back!OpsO wrote:You could setup a huge pod ranch in some far corner of the galaxy, heavily defended to protect your pods from predators.
Maybe they would breed if you could collect enough of them.
What happens when someone logs back on when you are taking their pod to you ranch? Can they getaway or are they trapped in your ship until you let them go?
You could hold them to ransom.
The possibilities are endless.
God it's a slow day.
OpsO
viewtopic.php?t=11785&
Cheesy wrote:how bout this, you make ship with a special wepon that forces a ship to fly to the nearest starbase. this would be like a escourt but the payout could be better. if a person loggs on the tower doesnt get rewarded and the owner of the ship is sent directly to sol, this method would lower damage to the tower and keep it pretty fair, plus if the tow is sucessful you get 1\2 the credits the ship owner has on hand and a commision bonus based on distance towed, 1/4 his exp and 1/4 rep plus a set rep for each ship bases on its number of sheilds, this will keep it balanced and a bit more rewarding. it will also make that 8 barge idea pretty dumb and the buddy from another server would sol or lose half his cash on hand. also if you tow 50 peeps you get a medal, 100 you get anothe and so on
Cheesy wrote:i got an idea, it probly sounds stupid but if you have towed at least 100 sleepers (5 hop restriction) you could buy a impound lot and place it on a planet so that you can tow sleepers in far away areas, and you could make money off this, on the downside the UN would tax you 1k credits for every person you have there till either they buy their way out or you tow em from there to a star base, the idea is to have a kind of colony that hold sleepers not colonists, they could buy sheilds from your store so you could make other money off this and bail there way out, plus they should hav acces to their bank there, i think it could be invadeable and basically be sort of a colony, plus this would give you experiance like a col would and more rep than a col hold. i was thinkin i could be bout 1mil maybe less. again this may seem dumb but think about it, also you would be able to set up defences but the solar would be powered on how many sleepers you have there, like 1-3 sleepers= 1 shot, 4-6=2 shot and etc, it would kinda be a player owned hotel, if you tried to land you could go to the place as a guest or land hostile and invade or hit cancel, sorta like the log out screen b4 you log out of a server.
plz no more flash backs or i lose my lunch on ur lap!Cheesy wrote:how bout keep in the hotel and makin it a impound lot/hotel/marketplace? so if a person stays online while they r there they can use it as a market for weapons, i like the idea, of course if this is ever actually implemented it would be well after towing would be implemented. now we'd need a way to make it stand out too, a beacon might do it, since its already a wepons market you coud grab a beacon and stick it outside plus the owner could publicise it. it would look like a gray col if you wanted to keep the design simple and the buildings could look like: Hotel= dome with like pure building inside no vegitation and maybe a small dome sticking off with vegitation, Impound lot=wep factory but with holes in the side and pics of some ships sticking out, market place= refinery level 3 with platforms, solar cannon=solar cannon with a pipe connected to the impound lot./s basically keep the format on the planets the same.
- tekkamanblade
- Posts: 661
- Joined: Fri Sep 12, 2008 5:51 am
- Location: preaching on a street corner near you
Jwilson6 wrote:Yeah, the whole time I was reading this I kept checking the dates on every post.
"didn't I read this before"
"I swear I read this before"
"What month is it"
"It's still 2008 right?"
"What the hell, im having a severe case of deja vu"
i submitted one about 3 years ago that was actually balanced. pod transportation i mean. salvaging ships is inherently unbalance-able because it cannot be reconciled to toonces's vision of the game.
go play some battlespace (pen and paper like D&D) and you will learn all you need to about ship customization, hostile boarding, and salvaging. im in the process of doing to it what toonces did to tradewars.... but only now am i realizing how incredibly freaking time consuming and difficult a project like that is.
respect for the cat +100