Ambrosia Garden Archive
    • Yeah, I know I'm kinda gravedigging, but I wanted to know if there's still an interest for this thread: I've added more items on my wishlist:

      • AI ships that launch escape pods will affect kill count
      • Escape ships can carry more than one crew members
      • AI ships that explode do not always launch multiple escape pods, or if they do, the number can vary
      • Ships do not require to explode to launch escape pods, including derelicts. They would be triggered by various factors
      • Escort ships can be commanded to take point defense to shoot down guided warheads and fighters
      • Point defense can shoot down unguided warheads
      • Weapons can be assigned as point defense, including guns and cannons
      • Government inherent boarding strength. Strength power can be separated between military and civilians
      • Gravity-generating outfits
      • Right-click support on actual gaming field
    • i'm interested

    • @coraxus, on 19 April 2013 - 02:02 PM, said in Your game functionality wishlist:

      • Government inherent boarding strength. Strength power can be separated between military and civilians

      This one can already be simulated. Add an invisible outfit for each gövt that adds a certain percentage to boarding chance, and then place outfits accordingly on ships.

      • Ships can feign, using various means by either bringing their systems offline altogether, or using an outfit that masks their energy signal to fool other AI ships and players
      • Ghost ships, ships that register as derelicts can literally fly about and attack any targets
      • Mission-related forged documents and identity
    • @coraxus, on 28 July 2013 - 02:08 PM, said in Your game functionality wishlist:

      Ghost ships, ships that register as derelicts can literally fly about and attack any targets(*)Mission-related forged documents and identity

      You can actually do that with planet-type ships and a gövt with a sensor name of 'Derelict'. Standard weapons will target planet-type ships, but pass harmlessly through them. You could then even have some sort of 'ecto-plasmic blaster' or something which is a planet-type weapon which could then kill ghost ships.

    • @darthkev, on 28 July 2013 - 11:08 PM, said in Your game functionality wishlist:

      You can actually do that with planet-type ships and a gövt with a sensor name of 'Derelict'. Standard weapons will target planet-type ships, but pass harmlessly through them. You could then even have some sort of 'ecto-plasmic blaster' or something which is a planet-type weapon which could then kill ghost ships.

      Is it possible to attack other ships using planet-type weapons? In anycase I have some more ideas to add.

      • An outfit that allows an additional escort slot thus being able to command more than 6 ships.
      • An outfit that can changes pitch speeds of hyperjump entry.
      • Support for skins theme interface designs.
      • Add "Patrol" command in escort command menu list. Players can assign ships to patrol from point A to point B of any designation the player wishes to assign using the star system map.
      • Add "Ignore" command in escort command menu list. Ships in escort fleet will literally do that, ignore a particular target while going after other targets. They may even make sure not to destroy disabled ships in the ignore command if need be.
      • An option to enable hyperjump sound effects from other ships.
      • Support for multiplying factor values when writing NCBs. For example, instead of writing "Gxxx Gxxx Gxxx" to give that player three of those outfits, you'd just write "(Gxxx x 3)".
      • AI ships will no longer be able to jump if they have no fuel whatsoever
      • Active escort ships (meaning ships that aren't 'holding position' will adjust escort formation accordingly instead of leaving strange gaps.
      • Escort menu to include numbers next to the ship type to indicate how many of that kind of ship the player has under command.
      • Message status in-game indicating when a player's escort ship or fighter has been crippled.
      • An outfit which decodes and reads out hidden percentages of shield and/or armor points of targeted vessels.
      • Spobs may have shield and/or armor status, including in reticles
      • An option to allow a player's ship and escorts to turn without turning the entire escort formation

      This post has been edited by Coraxus : 06 September 2013 - 03:31 PM

    • @coraxus, on 05 September 2013 - 12:00 AM, said in Your game functionality wishlist:

      Is it possible to attack other ships using planet-type weapons?

      Planet-type weapons can only hit spöbs and planet-type ships. Non-planet-type ships are immune to planet-type weapons.

    • @darthkev, on 07 September 2013 - 01:25 AM, said in Your game functionality wishlist:

      Planet-type weapons can only hit spöbs and planet-type ships. Non-planet-type ships are immune to planet-type weapons.

      I see, but either way, it needs to be full-proof. And besides, ghost ships that I'm proposing would need to have "disabling" reticle indicator instead of active or hostile ones. That's not achievable with the current game engine right now, nor is there any hack or trick I'm aware of at this moment.

    • " 12. Ships of defense fleets can be just as vulnerable as any AI ships, meaning they can be disabled and even plundered or captured"

      Coraxus, a very early release of Escape Velocity Classic actually treated defense fleets and regular AI ships the same way. Naturally this was exploited because you very easily could fill the system with a bunch of disabled ships and max out the number of ships allowed in system. Then the planet was dominated. There was a bug early on too where once in a while, the planet would only send out one ship as its defense fleet.

      I think one thing I'd like to see changed is the post-storyline game. It's kind of depressing to just fly around or attempt galactic domination.

    • @sklent, on 28 September 2013 - 11:18 AM, said in Your game functionality wishlist:

      " 12. Ships of defense fleets can be just as vulnerable as any AI ships, meaning they can be disabled and even plundered or captured"

      I guess you do have a point. Anyways, here's my next idea of items to add:

      • A Badge System - If any of you have ever played World of Warcraft, my idea would be based on how tabards and the reputation status bars work together. For EV4, a badge would be an item a player puts on their ship, be it a crest, or a secondary transponder system that alerts other ships that you're fighting for one particular factions and possibly allies. As such, you would gain extra bonus kills for each ship you kill that are enemy of the faction you're fighting for. The badge can optionally have the ability to count negatively against factions that are enemies of the ones you're fighting for. The badge can even have the penalty option if you end up killing a ship of said faction. The number of kills rewarded the badge would be based on either percentage, or specific number of kills, or both.
      • A Reputation Status Bar - A window to be added to the main player dialog window which shows every reputation status bar of every factions encountered. Similar to what World of Warcraft has. Also, players can upload reputation status bar of any chosen faction onto the interface console located to the right of the in-game screen which can also include number how much kills a player has versus how many kills needed to reach the next level.
      • Hovertips - when players hover their cursor over various items and elements throughout the game which causes text box to appear outlying what said items or elements do, or provide info on stats.
      • Utilizing the top, bottom, and left areas of the in-game screens for additional interfaces.
      • Landfall and hypergate toll fee can possibly vary based on ships' specs and players' reputation.

      This post has been edited by Coraxus : 27 November 2013 - 10:44 AM

    • One more I thought of: Let's say you're fighting pirates, and you get disabled. Or even close to being disabled. All you need to do is exit the game and re-enter to avoid getting boarded! Or you can even "beg for mercy" and often get off paying way less than you would had they boarded you. Or self-destruct and use your escape pod.

      My wish: less opportunities to "escape" if things go bad.