Some ideas for Trascendence features

Post ideas & suggestions you have pertaining to the game here.
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Hades
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Alright, since I've bee a way, and I've been doing some thinking:

A slot system for weapon installing and uninstalling:
This system would allow for better customization of weapons and their locations. It would use a specialized interface for installing and uninstalling weapons (and perhaps, other equipment if we can find a use for it) to allow you to keep the position of old weapons. For instance, say you want to replace that aging turbolaser on your pirate frigate, you would just remove the turbolaser from the slot, and put the new one in the same slot, which would allow it to fire from the same location.

Weapon management:
I can't be the only one who finds that the current system is lacking. Take (again :P) the pirate frigate, it has four turbolasers on the side. The AI has no problem with bombarding with them (i.e. firing them all at once or in rapid succession). However, the player is not so lucky. A system where you could link all four turbolasers to fire at once (or when a ship is at one side, the ones that can hit it will fire) in the same way as firing one turbolaser, so you wouldn't have to switch between them.

Better solar panels for later on in game:
Let's face it, later on in game, once you get the 500MW or 1000MW reactors and the equipment to go with, old solar panels just don't cut it. Perhaps there could be a better solar panel, like a solar array (a group of regular panels) that only take up one device slot, which would cost significantly more and generate enough fuel to power the high end reactors.

A use for ore:
Ore has ever had much of a use in Transcendence besides to sell, so instead, how about allowing you to use them to build things like ships and weapon? This could allow shipyards to be become more than over-glorified stations. This too would use a specialized interface where you can specify both what you want to build, and where the materials come from (like say you have no money but the materials in your hold, you can tell it to use the materials from your hold, and vice versa) and it would specify how much ore of what ore you need, and how much credits it would cost to begin the construction process. Ships will also come default with the weapons, armor, etc they have specified in their xml. This could also allow for a good mining system and a broader range of minerals. Also, if you build a ship, you could have some options for its use, you could use it as your own ship, replacing your old ship, you could use it as an escort, or you could sell it. The docking screen might have to be overhauled for this and the below option.

An alternative system to the above:
Instead of building a ship and whatnot, you could purchase one from a shipyard. Would show what equipment, an the stats this ship has in a description box or something to the likes (also a description box of the ship history or whatever could be cool too).

Paid escorts:
You would be able to purchase escorts at certain stations, and there could be a better ordering system to tell them what to do, too. A limit on the number of escorts would be good to keep the game from getting too easy.

More 'modular' ships:
Upgrades to your ship that would change its appearance noticeably. As to what these upgrades are and do, I'm not so sure at the moment.

I've got some more ideas but since it's 1:14 AM in the morning I probably should be getting some sleep. I'll post them tomorrow.
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Prophet
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That's a big bunch of ideas, so I'll enum through them;

1 - A slot system for weapon installing and uninstalling:
I have thought about this and I think it might be possible. Having a virtual weapon installed on your ship that checks data as to what weapons are installed where, and what kind of turret they are in. The dockscreens and all weapons would have to be overwritten to be compatible so this is definitely a total conversion mod.

2 - Better solar panels for later on in game:
Sheltem made a mod for version .99a here. I also made the bussard scoop mod which functions similarly.

3 - A use for ore:
Agreed, but mining needs to be fixed first. (but I won't get into that here)

4 - Paid escorts:
More autons (and better ones) would be great. Wingmen, or simply people piloting ships, would probably not follow the player too far from their home. Improved AI would help them survive alittle longer and maybe prevent them from shooting you, or a planet, or eachother when an enemy is on the other side.

5 - More 'modular' ships:
If we could force an overlay to paint just below the playership you could mod your ship's image.
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digdug
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I really like those ideas :D

with switching ships coming up in future versions, it could be a very good idea to build ships at shipyards, it could make ship changing more balanced.

also building autons sounds good :D
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Aury
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1) I was just thinking about how to do this in TX2

2) Likely could be workable

3) Sounds interesting, though as prophet said, mining needs to be fixed first.

4) Auton AI has actually been improved considerably, but yes, their hardware is still considerably lacking. Also addressed/being addressed in TX2, though it should be fixed in vanilla as well.

5) I've been looking into how to do this, though we need more control over the overlay's placement
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idea threads rule :D
Hades wrote:Alright, since I've bee a way, and I've been doing some thinking:

A slot system for weapon installing and uninstalling:
This system would allow for better customization of weapons and their locations. It would use a specialized interface for installing and uninstalling weapons (and perhaps, other equipment if we can find a use for it) to allow you to keep the position of old weapons. For instance, say you want to replace that aging turbolaser on your pirate frigate, you would just remove the turbolaser from the slot, and put the new one in the same slot, which would allow it to fire from the same location.
For this idea I think a filtered slot system would be the way to go. For example a given slot could have any weapon of level less than 10. This would make making new and interesting ships much easier and give a reason above better stats for changing ships. Another thought on this would be to be able to change a givens slots stats (or filter if we go that way) at will. This will help the modularity of ships.
Hades wrote: Weapon management:
I can't be the only one who finds that the current system is lacking. Take (again :P) the pirate frigate, it has four turbolasers on the side. The AI has no problem with bombarding with them (i.e. firing them all at once or in rapid succession). However, the player is not so lucky. A system where you could link all four turbolasers to fire at once (or when a ship is at one side, the ones that can hit it will fire) in the same way as firing one turbolaser, so you wouldn't have to switch between them.
Hmm first thing that comes to mind is do you want to go at the slowest firerate so you can do bursts or do you want them independent?
Hades wrote: Better solar panels for later on in game:
Let's face it, later on in game, once you get the 500MW or 1000MW reactors and the equipment to go with, old solar panels just don't cut it. Perhaps there could be a better solar panel, like a solar array (a group of regular panels) that only take up one device slot, which would cost significantly more and generate enough fuel to power the high end reactors.
I agree that we should have better fuel conservation devices in the future but I am not sure what form it should take.
Hades wrote: Paid escorts:
You would be able to purchase escorts at certain stations, and there could be a better ordering system to tell them what to do, too. A limit on the number of escorts would be good to keep the game from getting too easy.
good :D
Hades wrote: More 'modular' ships:
Upgrades to your ship that would change its appearance noticeably. As to what these upgrades are and do, I'm not so sure at the moment.
This can be done now the issue is it has to be done on a ship by ship basis.
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Hades
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Image
Just a little quick MSPaint of what the ship construction/purchase screen could look like.
1. Ship tab, used to click through ships, shows a picture of the ship and displays the name under the picture.
2. Scroll bars, used in case there is too many ships to display at once on 1 or too much text on 5 and 6.
3. A large image of the ship selected. It is a top and down image similar to the ones found in the ship selection screen when you make a new game. It would show how many slots are available and where they are located.
4. Ship name goes here.
5. This is where brief history about the ship is put.
6. This is where it tells you the stats, equipment, etc of the ship. (speed, device slots, etc)
7. This is where it shows you how much ore of each type will be used in the construction process, may need to be expanded making number 10 less of a problem, see 10. It will also have a menu that will allow you to specify if you wish to use any ores in your hold or if you want to buy some fro mthe station to use.
8. This is where it would tell you how much it costs to purchase/build the ship.
9. This will tell you how much time it takes to construct the ship, for both purchase and construction.
10: Big empty space that I have no idea what to do with. Maybe a shipyard corporation logo could go here?
11. This is where the back button is located, which will take you to the screen you were at before this one.

And of course, the final interface should be a lot prettier. :P
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Song
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digdug wrote:I really like those ideas :D

with switching ships coming up in future versions, it could be a very good idea to build ships at shipyards, it could make ship changing more balanced.

also building autons sounds good :D
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I'd quite like a toggle for how fast a repeater weapon repeats......so that instead of PEWPEWPEW......PEWPEWPEW.......I can have PEW---PEW---PEW...............PEW---PEW---PEW. This may already be possible, but I'm not sure....

The wingmen thing could be solved by having USV (Unmanned Space Vehicles) for hire or sale. These would be immune to radiation, but very weak against EMP.

......The thing I (and probably no one else) most want is a non-tracking version of the XM900, and a boost to the availability of the KM550. But that's not very related.
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Hades
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Two more ideas:

A galactic star map, similar to the one found in the Escape Velocity games:
You would press a different button to access this screen, and it would only show what systems you've been to so far and how they connect to each other. The ship would show as an icon on top of the system and would show which way you are facing in the system.

More stations which can repair devices:
I don't think I've ever found one of these, or if I have it's only happened once or twice. They are extremely rare to find. You would think there would be more stations with this capability.

Also, just in case anyone had the wrong idea, all of these ideas are suggestions for features in future Transcendence versions used in the main campaign/scenario, and most would require a good deal of coding on George's part.

Also please comment, any thoughts/comments on anything I've suggested in this thread are welcome. :)
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ptbptb
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Hades wrote:More stations which can repair devices:
I don't think I've ever found one of these, or if I have it's only happened once or twice. They are extremely rare to find. You would think there would be more stations with this capability.
Prophet's mod http://xelerus.de/index.php?s=mod&id=616 works well, but there are never enough repair devices for sale.
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ptbptb wrote:
Hades wrote:More stations which can repair devices:
I don't think I've ever found one of these, or if I have it's only happened once or twice. They are extremely rare to find. You would think there would be more stations with this capability.
Prophet's mod http://xelerus.de/index.php?s=mod&id=616 works well, but there are never enough repair devices for sale.
Just buy an Almighty Wrench.
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Hades wrote:Alright, since I've bee a way, and I've been doing some thinking:
Weapon management:
I can't be the only one who finds that the current system is lacking. Take (again :P) the pirate frigate, it has four turbolasers on the side. The AI has no problem with bombarding with them (i.e. firing them all at once or in rapid succession). However, the player is not so lucky. A system where you could link all four turbolasers to fire at once (or when a ship is at one side, the ones that can hit it will fire) in the same way as firing one turbolaser, so you wouldn't have to switch between them.
I'm starting a mod for a variation on this. My first mod :D I plan to make turrets that work like the ICX and Longreach but instead have turrets mounted to fire on enemies.
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
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Hades
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No no no, on the repair devices thing, I meant stations that repair damaged devices you have. Sorry for any confusion, I wrote that post at 4 AM in the morning, heh.
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Aury
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Hades wrote:Two more ideas:

A galactic star map, similar to the one found in the Escape Velocity games:
You would press a different button to access this screen, and it would only show what systems you've been to so far and how they connect to each other. The ship would show as an icon on top of the system and would show which way you are facing in the system.
Good to know I'm not the only person I'm looking for this... :D
Periculi made one way back when, but it supported only linear toplogies, and prophet's I havn't tested out (doesn't work entirely like this yet from what I can tell, and I will need to modify it to work with over a mere 40 systems)
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Song
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Wurmish wrote:
Hades wrote:Alright, since I've bee a way, and I've been doing some thinking:
Weapon management:
I can't be the only one who finds that the current system is lacking. Take (again :P) the pirate frigate, it has four turbolasers on the side. The AI has no problem with bombarding with them (i.e. firing them all at once or in rapid succession). However, the player is not so lucky. A system where you could link all four turbolasers to fire at once (or when a ship is at one side, the ones that can hit it will fire) in the same way as firing one turbolaser, so you wouldn't have to switch between them.
I'm starting a mod for a variation on this. My first mod :D I plan to make turrets that work like the ICX and Longreach but instead have turrets mounted to fire on enemies.
I've been wanting one of those as well, I'll be interested to see what you come up with. :D
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Wurmish
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Sadly I went on IRC and discovered my turret idea is a bit large for a newbie undertaking... so I'll pass on that for now, but the idea is still there.
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
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