Ok. If you're here, you liked the basic idea. Brilliant.
Anything that get adopted, has to have details. This has some of those.
I've tried to keep it short... but I have to provide this much or it doesn't stand a chance.
And, I'd like to say that I thought about the repercussions of what I'm suggesting, rather than just
barfing it all up and putting it on a page without a care. xD
Now do me one favor
proceed.
Why not throw players a new kind of toy... something just a little different from those there starships?
Ask the players. What little something would they want to use, and not tire of, in the pirate galaxy?
As a player myself... Though I understand that this will take you boys and girls at PG some time indeed:
It's important to remember, this game is a sci-fi, mostly shooting your foes. The storyline is a perk.
But aside from this... Where is the variety?
Sure we have our different classes, our speed actuators, our rockets, our shields, repair auras... etc
But... That's it so far?
It continues like this for systems to come? D:
With the occasional new ability, but otherwise few bumps?
Uh oh. This could be a difficulty. At this point, those who've done it all in pg gradually begin to get bored.
New planets, new ships of the old kind... 0.0 will this keep them playing?
Maybe for a time... and what then?
New one's to replace them? Or a new kind of unit to hold their interest?
One to surprise them... and make them feel the glow of the Pirate Galaxy once more?
One to give them the "glee of the noob" yet again?
CONCEPT
I might recommend walkers, which like ships come in light, medium, heavy, and Uber varieties.
...yeah... I know.. it'd be uberhard. :< But then again, aside from the fact that the basic programming
player to ability use interface already exists, creating new ships could be equally tricky!
Remember... the ships, those were the original efforts that culminated in this game. Weren't they?
I seriously doubt that one day, someone thought about a blaster and suddenly said "AHA! IT NEEDS TO
SHOOT SOMETHING!" (thus creating mantis, then ships, yadayadayada... yeahhhhh - No. xD)
As a player, when I'm lvl 99, and have done the whole nine yards pertaining to gameplay...
What do I have to look forward to? Other than the next potential repeat of what I already have.
Is it more ships? The same classes? A stronger more expensive version of what I have?
Or perhaps... a Walker?
A walker... in Pirate Galaxy?
Now there's something new.
FEATURES
Ideas:
- Walkers could possess an afterburner. But they would require a far greater load time.
Visible reason: Walker rises from the ground using said afterburner as it starts up.
Then, begins to move using it, at a relatively high speed.
- Walkers could carry Extremely Large weaponry... HOWEVER!
Many of the walkers abilities and weapon functions would require that it plant itself upon
The ground first. (yeah, we'd need a key for this eh? One ability down!)
As such... I have an idea for an ability that is very befitting of PG. I just don't know what to call it
When landing to use an ability, the walker would have to take a certain amount of time to change
from it's aerial mode, to it's on-the-ground mode. A blueprint item that could improve as a player
proceeded through the game is perfectly suited to determining how much time it would take to
complete the switch. Different versions, different strengths, different reductions in load time.
While in on-the-ground mode, a walker would have access to its full range of powerful abilities.
However, it would be a slow moving vehicle, seeing as it operates upon the ground now.
You can put all sorts of things on this now while remaining within the realm of possibility.
Like?: Extremely fast-firing high-kickback weaponry that couldn't be fired whilst in the air...
Or extremely powerful weaponry that cannot be fired from the air. Walkers would have
different classes for that reason.
That kind of thing.
Ideally, different walkers could serve different purposes. In that respect, the class-order,
Attacking, Defending, Speedy-tactical, and Engineering/assisting (WE LOVE YOU GUYS <3)
still remains in play!
DRAWBACKS
Sure Sure! sounds all fine and dandy right?
Sorry players, but with anything like this... we need drawbacks.
Whilst charging up a powerful walker-only weapon or ability (depends on how powerful. Not
everything would be limited like this), the walker locks itself in place upon the ground in
preparation for the massive kickback that such weapons produce when fired. The player
is unable to move during this procedure.
Definition: Charge/Charge Time - That green bar you see when you're collecting Energy Balls
You know... as your collector revs up!
The point of landing is to stabilize the walker, so that it can use whatever great weaponry.
Therefore, a Critical hit could effect the charging cycle, reducing the completed charge by
half of the total completable charge time for the ability or weapon.
Why? Simple. It makes the walker buckle. (DOESN'T HAVE TO BE VISIBLE. It's just a reason.
)
This next part, the folks working behind the scenes are going to love.
Walkers consume a Crap-ton of E when firing an exceedingly powerful weapon.
What does this mean? More people buying E, more peoplebuying gold...
More people having fun with a new unit, who see a REASON, to buy E... or memberships ^w^
or your gold.
However, play around with the kinds of abilities they'll be using.
Players, while getting ready to fire? Ya can't run. Remember that. Do you still like this idea?
I've grounded it upon what would need to be the case if any such thing were to be remotely
possible... the afterburners bit isn't as feasible.
Hey, it doesn't have to be perfect, as long as it's fun right? Throw players this, and add a new dab of true variation to their decisions at the hangar ship shop.
BUT REMEMBER! This is a suggestion
...Please, if ya like it, post something telling me that ya support it. Support keeps ideas alive,
and gives them a fighting chance.
To the GM's, FM's, programmers, staff, or whomever it is that actually checks the suggestions box,
has some say in whether or not an idea is adopted, and hopefully, whom like the idea,
Give me some feedback here. I spent a lot of time thinking this seemingly simple thing up.
This will keep your players around just that much longer.
Having adventures on your game... just that much longer.
Buying gold... just that much longer.
Having FUN, for just that much longer.
If this idea should receive the support of players, or the folks before-mentioned,
Please... drop a message
I'd appreciate knowing that the suggestions box isn't
falling upon deaf ears, at the very least.
Even, if you don't think it'll work (that goes for you official sorts too! I won't be offended, no worries.)
Just be nice about it.
<I would prefer if those who wished to suggest another type of unit, that is not related to the above,
kindly create their own thread for it. The treaded tank is the biggest cliche of all time in my opinion.>
Also: these would have three legs, four legs, and up. Depends on the system and type of walker.
You just can't stabilize anything on two...
...
.....right?
I await your praise or eternal damnation (over dramatic much).
Wolfie
Anything that get adopted, has to have details. This has some of those.
I've tried to keep it short... but I have to provide this much or it doesn't stand a chance.
And, I'd like to say that I thought about the repercussions of what I'm suggesting, rather than just
barfing it all up and putting it on a page without a care. xD
Now do me one favor
Ask the players. What little something would they want to use, and not tire of, in the pirate galaxy?
As a player myself... Though I understand that this will take you boys and girls at PG some time indeed:
It's important to remember, this game is a sci-fi, mostly shooting your foes. The storyline is a perk.
But aside from this... Where is the variety?
Sure we have our different classes, our speed actuators, our rockets, our shields, repair auras... etc
But... That's it so far?
It continues like this for systems to come? D:
With the occasional new ability, but otherwise few bumps?
Uh oh. This could be a difficulty. At this point, those who've done it all in pg gradually begin to get bored.
New planets, new ships of the old kind... 0.0 will this keep them playing?
Maybe for a time... and what then?
New one's to replace them? Or a new kind of unit to hold their interest?
One to surprise them... and make them feel the glow of the Pirate Galaxy once more?
One to give them the "glee of the noob" yet again?
CONCEPT
I might recommend walkers, which like ships come in light, medium, heavy, and Uber varieties.
...yeah... I know.. it'd be uberhard. :< But then again, aside from the fact that the basic programming
player to ability use interface already exists, creating new ships could be equally tricky!
Remember... the ships, those were the original efforts that culminated in this game. Weren't they?
I seriously doubt that one day, someone thought about a blaster and suddenly said "AHA! IT NEEDS TO
SHOOT SOMETHING!" (thus creating mantis, then ships, yadayadayada... yeahhhhh - No. xD)
As a player, when I'm lvl 99, and have done the whole nine yards pertaining to gameplay...
What do I have to look forward to? Other than the next potential repeat of what I already have.
Is it more ships? The same classes? A stronger more expensive version of what I have?
Or perhaps... a Walker?
A walker... in Pirate Galaxy?
Now there's something new.
FEATURES
Ideas:
- Walkers could possess an afterburner. But they would require a far greater load time.
Visible reason: Walker rises from the ground using said afterburner as it starts up.
Then, begins to move using it, at a relatively high speed.
- Walkers could carry Extremely Large weaponry... HOWEVER!
Many of the walkers abilities and weapon functions would require that it plant itself upon
The ground first. (yeah, we'd need a key for this eh? One ability down!)
As such... I have an idea for an ability that is very befitting of PG. I just don't know what to call it
When landing to use an ability, the walker would have to take a certain amount of time to change
from it's aerial mode, to it's on-the-ground mode. A blueprint item that could improve as a player
proceeded through the game is perfectly suited to determining how much time it would take to
complete the switch. Different versions, different strengths, different reductions in load time.
While in on-the-ground mode, a walker would have access to its full range of powerful abilities.
However, it would be a slow moving vehicle, seeing as it operates upon the ground now.
You can put all sorts of things on this now while remaining within the realm of possibility.
Like?: Extremely fast-firing high-kickback weaponry that couldn't be fired whilst in the air...
Or extremely powerful weaponry that cannot be fired from the air. Walkers would have
different classes for that reason.
That kind of thing.
Ideally, different walkers could serve different purposes. In that respect, the class-order,
Attacking, Defending, Speedy-tactical, and Engineering/assisting (WE LOVE YOU GUYS <3)
still remains in play!
DRAWBACKS
Sure Sure! sounds all fine and dandy right?
Sorry players, but with anything like this... we need drawbacks.
Whilst charging up a powerful walker-only weapon or ability (depends on how powerful. Not
everything would be limited like this), the walker locks itself in place upon the ground in
preparation for the massive kickback that such weapons produce when fired. The player
is unable to move during this procedure.
Definition: Charge/Charge Time - That green bar you see when you're collecting Energy Balls
You know... as your collector revs up!
The point of landing is to stabilize the walker, so that it can use whatever great weaponry.
Therefore, a Critical hit could effect the charging cycle, reducing the completed charge by
half of the total completable charge time for the ability or weapon.
Why? Simple. It makes the walker buckle. (DOESN'T HAVE TO BE VISIBLE. It's just a reason.
This next part, the folks working behind the scenes are going to love.
Walkers consume a Crap-ton of E when firing an exceedingly powerful weapon.
What does this mean? More people buying E, more peoplebuying gold...
More people having fun with a new unit, who see a REASON, to buy E... or memberships ^w^
or your gold.
However, play around with the kinds of abilities they'll be using.
Players, while getting ready to fire? Ya can't run. Remember that. Do you still like this idea?
I've grounded it upon what would need to be the case if any such thing were to be remotely
possible... the afterburners bit isn't as feasible.
Hey, it doesn't have to be perfect, as long as it's fun right? Throw players this, and add a new dab of true variation to their decisions at the hangar ship shop.
BUT REMEMBER! This is a suggestion
...Please, if ya like it, post something telling me that ya support it. Support keeps ideas alive,
and gives them a fighting chance.
To the GM's, FM's, programmers, staff, or whomever it is that actually checks the suggestions box,
has some say in whether or not an idea is adopted, and hopefully, whom like the idea,
Give me some feedback here. I spent a lot of time thinking this seemingly simple thing up.
This will keep your players around just that much longer.
Having adventures on your game... just that much longer.
Buying gold... just that much longer.
Having FUN, for just that much longer.
If this idea should receive the support of players, or the folks before-mentioned,
Please... drop a message
falling upon deaf ears, at the very least.
Even, if you don't think it'll work (that goes for you official sorts too! I won't be offended, no worries.)
Just be nice about it.
<I would prefer if those who wished to suggest another type of unit, that is not related to the above,
kindly create their own thread for it. The treaded tank is the biggest cliche of all time in my opinion.>
Also: these would have three legs, four legs, and up. Depends on the system and type of walker.
You just can't stabilize anything on two...
...
.....right?
I await your praise or eternal damnation (over dramatic much).
Wolfie