Search found 505 matches
- Sat Feb 16, 2008 3:54 pm
- Forum: Shipyards
- Topic: Two new weapons.
- Replies: 8
- Views: 4585
- Sat Feb 16, 2008 5:49 am
- Forum: Commonwealth
- Topic: Community
- Replies: 19
- Views: 12180
I am often a bit skeptical about having rules and such in a forum environment. On one hand, it is occasionally good to have guidance in the discussion. Eagerly awaiting a reply to your painstaking phrased argument and finding some inane statement is frustrating, as is waiting for a page to load and ...
- Wed Feb 13, 2008 9:17 pm
- Forum: Ideas & Suggestions
- Topic: Item Sets
- Replies: 2
- Views: 1924
Here are some things we think sets will fix, improve or otherwise do: Exploration: Since not all sets are known trying out new items and finding new sets will always be a goal since there are more combinations than you could ever try. Will cause the player to use different items than they normally w...
- Wed Feb 13, 2008 5:25 am
- Forum: Ideas & Suggestions
- Topic: Item Sets
- Replies: 2
- Views: 1924
Item Sets
This thread is about item sets - we have been discussing them on IRC a lot lately (they are a solution to so many things ;)) They were talked about a little here: http://neurohack.com/transcendence/forums/viewtopic.php?t=1211 A set consists of any number of items (installed or otherwise), and possib...
- Fri Feb 08, 2008 4:54 pm
- Forum: Ideas & Suggestions
- Topic: hard problem plot edition
- Replies: 15
- Views: 7554
I am of the opinion that any actual story type of plot is going to quickly become repetitive and tiring. "more plots" doesn't help because, for one, it weakens each individual one, and two - a good story-type plot is going to take a lot of freedom from the player. The best way I belive if you would ...
- Tue Feb 05, 2008 11:10 pm
- Forum: Ideas & Suggestions
- Topic: hard problem armor edition
- Replies: 23
- Views: 10292
Okay I will get off the anti shield crusade for now. ;) There can be some armor additions - extra, weak plates that you can put on but they are not repairable. So you could top off your armors with say a 4 HP armor that reflects lasers or something. Another thing is temporary coatings, separate from...
- Tue Feb 05, 2008 5:37 pm
- Forum: Ideas & Suggestions
- Topic: hard problem armor edition
- Replies: 23
- Views: 10292
Shields can also be related to other things such as detection - combined with a long range detection system (see the "more exploring" thread) a ship with it's shields up may show up much more readily, giving you an incentive to drop them - granted not a large one (and you would need that AI that doe...
- Tue Feb 05, 2008 6:44 am
- Forum: Ideas & Suggestions
- Topic: hard problem armor edition
- Replies: 23
- Views: 10292
<rant> I hate shields in general - they are a relic of Star Trek (and similar) where a method to create tension was needed without having to damage the ship and rebuild it each episode. Fine for a TV space opera, silly elsewhere. Frankly they are sillyness and I wish they didn't exist. However I am ...
- Mon Feb 04, 2008 2:32 am
- Forum: Ideas & Suggestions
- Topic: More exploring
- Replies: 5
- Views: 3401
More exploring
We have been thinking of ways on the IRC to encourage physical exploration and to make it more fun. One thing that would help a lot is to have more things to find of course! The first being trade opportunities and routes. Anything from a random price system to a full blown trade system with dynamica...
- Thu Jan 31, 2008 7:14 pm
- Forum: Ideas & Suggestions
- Topic: hard problem item edition
- Replies: 38
- Views: 15541
You could also add a mode where weapons can be damaged for hard core players I am in favor of this in general, no need for a mode. You'd need a way to switch out weapons in the field though - weapon install and weapons maintenance kits and support autons. The easiest would just be to make less-used...
- Wed Jan 30, 2008 12:49 am
- Forum: Ideas & Suggestions
- Topic: hard problem item edition
- Replies: 38
- Views: 15541
We have been discussing item sets a little too. Basically the idea is that items can be in many different sets - probably one ideal set that you won't get hardly one in ten games and a few lesser more random sets (can even include things like "any kinetic weapon") that are not as good. There would n...
- Tue Jan 29, 2008 11:10 pm
- Forum: Ideas & Suggestions
- Topic: hard problem item edition
- Replies: 38
- Views: 15541
One thing about the enhancements - what if there was a way to powerfully enhance a weapon (not necessarily just a percentage damage bonus either) but the enhancement item would only be able to be used on a (random) certain few items, either actually selected randomly or following some kind of criter...
- Tue Jan 29, 2008 1:50 am
- Forum: Ideas & Suggestions
- Topic: Non combat styles
- Replies: 3
- Views: 2168
We also thought up some trade system enhancements. The idea was originally to make trading a viable alternative to combat (and by combat I mean destroying stations for loot- there will always be self defense combat and such). Early in the UTF there was some discussion of a stock market, and it came ...
- Tue Jan 29, 2008 1:06 am
- Forum: Ideas & Suggestions
- Topic: Non combat styles
- Replies: 3
- Views: 2168
Non combat styles
On IRC we were discussing different things that you can do that are non-combat and non combat interactions with enemies or friendlies. Some suggestions were: Finding things. There can be more things outside the regular trade lanes like the containers. Examples are: Finding an abandoned ship and plac...
- Mon Jan 28, 2008 1:04 am
- Forum: Shipyards
- Topic: Misc Extended Mod (in development)
- Replies: 12
- Views: 6205
I took it down pending a revision and forgot to repost it. I'll put up the current progress soon. Can someone in the know tell me whether this is functional or not? It should create a ring of barricades around a station but they always end up facing the wrong direction. stBarricadeStation is a custo...