shipitems

Post ideas and suggestions on new features or improvements here.
posted on March 5th, 2012, 9:01 am
It would be a new tactic development ( especially for campaign) to cap ships with items like the game anno. Ferengi sells them from their ships and stations. To buy items you have to collect latinum. . .

Active items have to activate, passive items spend boni consequently.

Sry for my bad english.
posted on March 5th, 2012, 10:14 am
welcome to the forum. :)

apologies, but I can't understand what you are saying. maybe you could ask somebody to translate it. plenty of people here speak german if that is your first language.
posted on March 5th, 2012, 10:17 am
Myles wrote:welcome to the forum. :)

apologies, but I can't understand what you are saying. maybe you could ask somebody to translate it. plenty of people here speak german if that is your first language.


I think I understand the idea.
He is saying that units should get something like an inventory and gather items on maps, similar to Warcraft III where Hero-units can utilize potions, get items which increase damage or armor, or items which can unleash several special abilities unique to them.
posted on March 5th, 2012, 10:25 am
i've only played warcraft once and that was in an internet café years ago.

map objects that are ship portable sounds interesting. personally i'd want the number to be low and be restricted to certain ships. but the idea has a lot of options.
posted on March 5th, 2012, 7:04 pm
Myles wrote:i've only played warcraft once and that was in an internet café years ago.



In Warcraft III, the line between RTS and RPG was a little more thin, resulting in having heroes with a level-system and items on maps. The items are set in the map-settings. The system itself worked like that:

You wanna expand? Kill some NPC-monsters first. The strongest enemy at an expansion (or at a utilizable NPC-building) will drop an item. On some maps you could also buy all the items with your gold (wasting your resources you could spend on troops) in a marketplace and in the expansion-pack each faction got its very own set of basic and some special items with their own market-buildings. Also with the expansion, you could research bagpacks for your regular ground-troops, allowing any ground-unit to carry two items. However when a regular footman gets killed while holding an item, he will drop it.
posted on March 5th, 2012, 7:11 pm
seems a bit elaborate for an rts imo.

fleetops could take some of that flavour, but to a reduced degree, i think it has many options and merit.

maybe you could find a rare metal that gives you an armour boost, or that fancy dilithium from Threshold (hold your fire i'm bringing it up for a reason) that MAKES YOU GO TEH WARP TEN boosts your system value.

bonuses wouldn't be huge, and might be time limited.
posted on March 5th, 2012, 10:47 pm
Myles wrote:seems a bit elaborate for an rts imo.

fleetops could take some of that flavour, but to a reduced degree, i think it has many options and merit.



That's because FO is entirely different from Warcraft III. In the latter one, the principle of having treasures and powerful artifacts made a lot of sense as there was alot of classic sword-sorcery-fairytale-stuff going on in Warcraft III.


Myles wrote:maybe you could find a rare metal that gives you an armour boost, or that fancy dilithium from Threshold (hold your fire i'm bringing it up for a reason) that MAKES YOU GO TEH WARP TEN boosts your system value.


Which would be one of many possible examples of how to transplant this idea into a working ST-universe.  :thumbsup:
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