Veteran Redesign Idea
Post ideas and suggestions on new features or improvements here.
posted on June 13th, 2014, 8:12 am
Hey all!
So, I was thinking...
The current veteran system works well, but it could be brought to the next level by distinguishing a ship by its crew's abilities instead of having a static set of upgrades per ship type.
For example, the captain of a particular D'deridex warbird has a unusually good navigator. As the crew learns to work together in combat (and the ship levels up in experience) the ship gets significantly faster. Promoting the ship to veteran status gives the ship a 'micro warp' special ability, allowing the ship to quickly travel to any point on the map.
In the same game, another D'deridex warbird has an accomplished chief engineer and a captain that excels at defensive tactics. As this ship levels up in experience, it gets higher system value stats and enjoys a moderate boost to defense.
Coding-wise, this could be implemented by giving each vessel a unique "crew" (a randomly generated set of multipliers that slowly come into effect as the ship gains experience.) Each permutation of a crew is mathematically balanced with any other permutation in order to prevent overpowered crews.
Here are some examples of the possible 'specialities' on any warship:
Aggressive captain/ tactical officer: Boosts the ship's attack attribute.
Defensive captain/ navigator/tactical officer: Boosts the ship's defense attribute.
Accomplished engineer: Boosts the ship's system value and subsystem regeneration rate.
Accomplished Chief of Security: Significant boost to boarding party attack and defense.
Accomplished navigator: Boost to speed and maneuverability.
Genius captain/engineer: Unlocks unique ship special ability when upgraded to Level 5.
Thoughts?
So, I was thinking...
The current veteran system works well, but it could be brought to the next level by distinguishing a ship by its crew's abilities instead of having a static set of upgrades per ship type.
For example, the captain of a particular D'deridex warbird has a unusually good navigator. As the crew learns to work together in combat (and the ship levels up in experience) the ship gets significantly faster. Promoting the ship to veteran status gives the ship a 'micro warp' special ability, allowing the ship to quickly travel to any point on the map.
In the same game, another D'deridex warbird has an accomplished chief engineer and a captain that excels at defensive tactics. As this ship levels up in experience, it gets higher system value stats and enjoys a moderate boost to defense.
Coding-wise, this could be implemented by giving each vessel a unique "crew" (a randomly generated set of multipliers that slowly come into effect as the ship gains experience.) Each permutation of a crew is mathematically balanced with any other permutation in order to prevent overpowered crews.
Here are some examples of the possible 'specialities' on any warship:
Aggressive captain/ tactical officer: Boosts the ship's attack attribute.
Defensive captain/ navigator/tactical officer: Boosts the ship's defense attribute.
Accomplished engineer: Boosts the ship's system value and subsystem regeneration rate.
Accomplished Chief of Security: Significant boost to boarding party attack and defense.
Accomplished navigator: Boost to speed and maneuverability.
Genius captain/engineer: Unlocks unique ship special ability when upgraded to Level 5.
Thoughts?
posted on June 28th, 2014, 11:07 pm
Did no one like this idea 

posted on June 29th, 2014, 3:52 am
Eeeb, I don't think its a bad idea. This probably didn't get any posts due to the NX idea thread. It probably keeps things simple for the devs if all the attention is there. Also, your post came in along with a flood of Veteran idea suggestions. A bit of an overload altogether.
As for the idea, I'd like it if control is involved or if it were made simpler. I can barely remember chassis comparisons in game as it is. Also, most RTS I've played don't have 'slot machines' and I avoid them at all costs when playing an RPG.
I would like this redesign if it brought out the nature of the race being used. Example; better sensors for Fedi, better system stats for Dom. Or you could simply make Vets better at their jobs. Support ships get more special energy or recharge faster. Defensive vessels are harder to kill. Attack ships have their weapon stats raised.
Aaaand I got another lightbulb... off to the NX thread! See you there...
As for the idea, I'd like it if control is involved or if it were made simpler. I can barely remember chassis comparisons in game as it is. Also, most RTS I've played don't have 'slot machines' and I avoid them at all costs when playing an RPG.
I would like this redesign if it brought out the nature of the race being used. Example; better sensors for Fedi, better system stats for Dom. Or you could simply make Vets better at their jobs. Support ships get more special energy or recharge faster. Defensive vessels are harder to kill. Attack ships have their weapon stats raised.
Aaaand I got another lightbulb... off to the NX thread! See you there...
posted on August 16th, 2015, 8:30 am
it is doable in fo3/4 but it would require a tonn of odfs so not really sure would be worth it overall but who knows
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