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July 28th, 2006, 02:44 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
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Re: Ideas for Quests and Items
"Replicators" - a ship with a fighter bay that produces itself! If done reasonbly slowly, this could represent a nanobot replicator-type vessel (like on Stargate), or a larger vessel that can hold a "gate" open for backup vessels. Could easily get out of hand or crash the game, I imagine...
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August 1st, 2006, 02:48 AM
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Corporal
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Join Date: Dec 2005
Posts: 55
Thanks: 0
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Re: Ideas for Quests and Items
What if you had a quest where if you found all the small ships on the map, you could form a larger ship not unlike transformers or a million other cartoons/anime? Don't know if that's even possible.
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August 1st, 2006, 11:57 AM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
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Re: Ideas for Quests and Items
well, you could set variables in quests that give "component" ships to the player... and a quest that looks to see you have all the user variables set that are necessary (e.g., "head=true", "leftarm=true", "rightarm=true" etc) and gives a new ship when all are together...
But I don't think there is a quest command to REMOVE an existing ship from a player fleet, which would be necessary. i'm sure there's a way, but one of the game developers would have to share that.
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August 3rd, 2006, 01:52 AM
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Corporal
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Join Date: Dec 2005
Posts: 55
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Ideas for Quests and Items
Sounds like it's almost possible. If you find out it's possible, let me know, please. Thanks.
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August 7th, 2006, 06:00 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
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Re: Ideas for Quests and Items
An "upgrade station". first, it requires a quest item - a key or something for trade. Second - it will look for items that you have and swap one for the next, better item.
For example, if you have the "hyperfilter array", it will take that away and give you the "signature projector". Or a beam type weapon, or a projectile weapon, or the repair systems, or the sensor systems.
With random quests with the same KEY, you could make it random which technology gets upgraded.
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August 19th, 2006, 07:20 PM
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Corporal
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Join Date: Dec 2005
Posts: 55
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Ideas for Quests and Items
Couple new ideas.
1. When I'm playing, especially a large map, I come across many alien fleets that I cannot befriend or beat down at the time. I generally write down the name of the planet, aliens and approx number/size of ships. Otherwise, I have to try and remember all these things or return to those planets later on, possibly wasting time.
Can a mod be made so when you click to view a planet, it will show the radar screen and alien names? Or something to that affect. This would make things sooo much easier. You can view items on explored planets, why not alien fleets on planets you've been to.
2. Some may not agree with this next one, but you don't have to use it if you don't like it.
Quite often, I have a weak ship with me who can sometimes be more of a hindrance than a help. YOu cannot always get these ship to retreat quickly enough. Other times, I don't even want another ship with me anymore, but don't want to get them killed and still want the points for them at the end of the game. So...
Would it be possible to make some sort of 'docking bay' at Epsilon or some random planet; whatever. This would allow you to 'drop-off' ships who join you during your game. Then you could just pick them up when you had better items, needed more cargo space, or wanted to end the game.
Whoever made it this far, thank you for having the patience to read it all. :-)
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August 23rd, 2006, 11:38 AM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
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Re: Ideas for Quests and Items
For that matter, a "loot dropoff" at homebase... if you fill your hold, you can leave loot/tech/items at Hope or wherever, and anything there you get credit for at the end of the game... it makes sense.
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