I would like something to spend my money on when my equipment is up to date. Consumables seem like a good idea (more the ones you can use over and over so it continues to take money out of the system) so lets brainstorm up new ones. Maybe you can get them as services (so the stations don't run out and you can't loot them from them)
enhanced fuels (of course the basic consumable)
temp weapon enhancer
temp weapon speed up
temp shield overcharger (ups shield hp for so long then drops them)
shield recharger (gives hp to any shield)
ships that hack you and clear your map (makes system map roms more consumable)
temp speed up
temp stop reinforcement
temp stop random spawns
consumable jump item (like the jump drive but a consumable item)
temp radar enhancer (makes ships/asteroids with loot glow)
temp power enhancer (makes max power grow temp)
temp fuel saver (makes fuel use go down temp)
any other ideas? any comments?
consumables
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
Crying is not a proper retort!
I thought that some ships, e.g. pirates, could be able to delete any ability achieved (bonus on weapon or shield, map or your hud).
Also thought that all chips could wore off after some ticks, although we couldn't find a good explanation for this ...
Also thought that all chips could wore off after some ticks, although we couldn't find a good explanation for this ...

Items which summon traders of various sorts - consumables, fuel tankers, ammo dealers.
Items that overcharge your ICX or other devices, allowing them to function better.
Defective versions of the previous items which do something bad - although they also have a good effect, generally. For example, the defective ICX charger would make your ICX very powerful for a time but it would then damage it.
More disposable weapons, like a one shot base cracker or an instant minefield, as well as just 'regular' weapons. Preferable allow them to auto uninstall and jettison themselves after use if disposable weapons are to become more common.
An item which can tell you the prices at a station (with a chance of being wrong)
Items that overcharge your ICX or other devices, allowing them to function better.
Defective versions of the previous items which do something bad - although they also have a good effect, generally. For example, the defective ICX charger would make your ICX very powerful for a time but it would then damage it.
More disposable weapons, like a one shot base cracker or an instant minefield, as well as just 'regular' weapons. Preferable allow them to auto uninstall and jettison themselves after use if disposable weapons are to become more common.
An item which can tell you the prices at a station (with a chance of being wrong)
What about making identifying a consumable ?
In my first game I got to find some chips but only on of them in early stages. Of course I wanted to see what it does I found a weapon enhancer ... wasted it on a laser. Since then I tend to save up my chips until I get another one, but while not having bit of extra power, life is harder. And I also noticed buying identified chips is more expensice - which was no desired circumstance.
Why it is not possible to solve this try&error principle by a method of identifying ingame e.g. a service ? Could cost some money, therefore chipnames are not longer connected to a feature, so you have to identify everything but it would also eliminate trying.
I think there were some rods for shields that needed a certain shield-level to work, otherwise they just disappeared on use. So you actually had to 'sacrifice' a shield AND the rod O_o And as you don't know how good the shield has to be, you have to sacrifice a very good one.
Although can state the amplified shield would not be lost and is more useful then. Also this point may just need the experience of a second play, but as game continues to develope past heretic, this would last quite a time before someone starts anew.
In my first game I got to find some chips but only on of them in early stages. Of course I wanted to see what it does I found a weapon enhancer ... wasted it on a laser. Since then I tend to save up my chips until I get another one, but while not having bit of extra power, life is harder. And I also noticed buying identified chips is more expensice - which was no desired circumstance.
Why it is not possible to solve this try&error principle by a method of identifying ingame e.g. a service ? Could cost some money, therefore chipnames are not longer connected to a feature, so you have to identify everything but it would also eliminate trying.
I think there were some rods for shields that needed a certain shield-level to work, otherwise they just disappeared on use. So you actually had to 'sacrifice' a shield AND the rod O_o And as you don't know how good the shield has to be, you have to sacrifice a very good one.
Although can state the amplified shield would not be lost and is more useful then. Also this point may just need the experience of a second play, but as game continues to develope past heretic, this would last quite a time before someone starts anew.
regards
Sheltem
What do you think about the endless stream of spawns ?
What about modding wandering spawns which dont attack the player directly ?
Sheltem
What do you think about the endless stream of spawns ?
What about modding wandering spawns which dont attack the player directly ?