Domina Powers

Post ideas & suggestions you have pertaining to the game here.
OddBob
Militia Captain
Militia Captain
Posts: 505
Joined: Sun Mar 05, 2006 6:05 pm

I don't like classes at all - why not let the player choose what kind of player they want to be by their actions (.i.e. playstyles) - a "fighter" is just a player that buys a lot of weapons and attacks enemies directly, a "rogue" is just a player that fights indirectly with autons, mines and CPU, etc.

I am fine with each playstyle requiring an investment, generally in equipment (the idea is that you should be only able to have one real playstyle at a time, of course you can mix and match but each style won't be at 100% - if you have all this specialized exploring gear then you don't have a lot of room for weapons and vice versa).
F50
Fleet Officer
Fleet Officer
Posts: 1004
Joined: Sat Mar 11, 2006 5:25 pm

I agree. I would contend that part of that investment should include choosing a starting position (and thus not wholly by playstyle), especially if you intend to go one way 100%.

freighter = rogue (can make full use of powerful ammo weapons to compensate for lack of weapon variety)

wolfen = fighter (a wolfen can get a cpu and be quite deadly with that combination, but will lose the ICX or another important piece of equipment.)

Yact = unspecialized. As such, few use it.
User avatar
Betelgeuse
Fleet Officer
Fleet Officer
Posts: 1920
Joined: Sun Mar 05, 2006 6:31 am

ideally that might seem true but anything that the freighter can do the wolfen can do better. The wolfen has 8 max devices (with 4 being weapons) while the freighter is slower and has 9 max devices one needing to be a drive or you will be wasting tons of fuel.

You have an easier start with the wolfen and with cargo updated away (equipment doesn't count tword your cargo) the wolfen has no disadvantage in that.

The Yacht is a joke with less devices than the other two and the worse start of the three.

There are some solutions to this but making real differences between ships without making one better is very hard.
Crying is not a proper retort!
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5510
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Betelgeuse wrote:ideally that might seem true but anything that the freighter can do the wolfen can do better. The wolfen has 8 max devices (with 4 being weapons) while the freighter is slower and has 9 max devices one needing to be a drive or you will be wasting tons of fuel.

You have an easier start with the wolfen and with cargo updated away (equipment doesn't count tword your cargo) the wolfen has no disadvantage in that.

The Yacht is a joke with less devices than the other two and the worse start of the three.

There are some solutions to this but making real differences between ships without making one better is very hard.
I thought the wolfen had max 5 devices? or was there an update I never saw...
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
F50
Fleet Officer
Fleet Officer
Posts: 1004
Joined: Sat Mar 11, 2006 5:25 pm

things freighter can do better:

run ore/trading goods
carry ammo
carry fuel (I often leave quite a bit of fuel lying around as Wolfen)
install ICX, CPU (*very* useful for the freighter), Patcher arm(s), jumpdrive (another *very* useful device that allows the freighter to get out of sticky situations that I don't get as the wolfen)...
doesn't need cargo hold, so if it loses a device in the drive, it gains one over the wolfen here.
starts with omni (so not disadvantaged in the area of weapons much)
install worldship plate, Hexphase, and other good armors (like quad titanium barricades :lol:).


I agree that the Wolfen's shields start overpowered (lvl II).

I also agree that the Yact is underpowered...and not only in early-game.


If the Yact got a special set of device slots and started with the lvl II shield that could potentially balance the Yact.
Post Reply