Posted October 13, 2013
1) Make Boarding more complex/less grindy.
Boarding ships right now is a great way to make money late game, as all the enemies you can board are worth at least 1 million dollars, which isn't chump change. However, Boarding itself is kind of...dull. It's just a case of 'did you bring enough guys', rather than the strategy of ship to ship combat, so I would suggest an upgrade to it.
Rock, Paper, Scissors
No really, hear me out. You enter a ship, no multiple parts to take, just one fight. In this fight you get a choice of fighting Offensively, Defensively, or Agilely, and the enemy gets the same. Offensive is beaten by Defensive, Defensive is beaten by Agility, and Agility is beaten by Offensive. Each crew member adds to each ability differently, with your crew having it's stats for the three sorts of battles displayed on the top of the screen, while the bottom displays the enemy stats.
If you win the RPS system, you do double damage, and enemy deals half damage. If you draw(Both pick same option), you each take normal for that stat, and if you lose, it's the opposite of winning, you take double damage, and deal half. This allows you to win simply by having a larger crew, but you can win with fewer casualties by playing smart, either attacking with something the enemy would be weak to, or instead, fighting with your weakest stat instead.
Now, I would see it as.
Crewman are balanced, giving one point each to the three types of attacks
Marines fight Defensively, always backing each other up, and so get three points for Defensive
Pirates are all about knowing where an enemy is weak and hitting them there, so Agility will be their stat, and they'll each donate three points to it.
Bots(Purchasable now), are more attack oriented, not designed for self preservation, just winning, so they get 3 points for Offensive.
Officers add a percentage upgrade to the points of the others.
2) Add more event types. At this point, all events are simply normal missions with some added flavor text. Good flavor don't get me wrong, but they could be more.
For instance, a defensive space fight. You're not allowed to take an opponent's shields down below a certain level, but instead have to survive until a set amount of turns so the real spaces forces can swoop and and catch them. Or just include some missions where you have to catch the enemy alive, thus boarding the ship. Of course, this would only be available if you have the skills/equips needed. Which brings me to my next point
3) Only require either the Equipment or the Skill, instead of both for the use of them. For instance, trades would only need boarding shuttles to board enemies, but bounty hunters, who already have the boarding skill, can instead have something else in that slot to help with battles. Similarly, spying is only doable as a smuggler right now, as far as I know(Even if I have equipment to spy, it still says I can't save the data that find) so instead, have it be that anyone can get the data, so long as they have spy sensors, but smugglers can get it without, allowing them to put something else there.
4) No duplicate skills on tree. All trees right now have at least 1 skill duplicated in them, at least one even has two. As of right now, I would mostly suggest that you should add either the building your own empire to other classes than the pirate, or more likely, take that out and just make that a default ability to all classes, and add mix up the skills a bit more with each class.
5) Communication on the sensors screen serves one purpose that I know of right now. Getting out of the starting system before you have a corvette. Other than that, it sometimes(Reads I've only had it happen about one time in thirty) leads to a map event(Lifepod, Ghostship, Treasure, or Data) appearing. So you need to expand this. My suggestion? Add a conversation minigame with ships. Several different ones, like one for allied merchants, one for hostile military, and one for pirates in general. In these you can either learn some interesting fluff about the universe, or get them to lower their guard, giving you a first strike, or even hire the ship as an escort, giving you the reenforcements ability instantly during the next fight.
6) Fleet battles have no purpose to the other ships. Seriously, there is no reason to leave any ships on your side alive right now, save just getting EXP and money from fighting all the battles yourself, which in the larger battles is a real chore. So instead, have the fleet battles give some bonus for leaving ships alive after the fight, either money given or just system influence gained. Or in fleet battles, the ships you have left are reenforcements. They're faster than normal(I.E. 2-3 turns instead of 6-8), and the more ships in the fleet, the stronger they are. However, this creates the dilemma of can you hold out until they arrive in every fight, or do you risk some extra guns and let them fight some battles for you?
7) All classes should have fleet command by default. This way any class can step into a war and just end it at any time. Replace it with another offensive power up in the trees were it exists instead. This is due to how annoying it can be to enter a war screen and see your fleet literally controls the map(You have a massive fleet compared to the enemy's few triangles or even just a space station). This way, once you've whittled them down, you can just take the system. However, make fleet command battles like this usable in defensive as well as offensive(You strike at an enemy command ship instead of a station in this case), and make them harder. I.E. unless you've taken out everything the enemy has in system, these fights will take a while. And like above, the reenforcements the enemy gets are strong in these sorts of fights.
That's all I've got so far, but I'll try to think of some more. What do you think nielsbaur and other users?
Boarding ships right now is a great way to make money late game, as all the enemies you can board are worth at least 1 million dollars, which isn't chump change. However, Boarding itself is kind of...dull. It's just a case of 'did you bring enough guys', rather than the strategy of ship to ship combat, so I would suggest an upgrade to it.
Rock, Paper, Scissors
No really, hear me out. You enter a ship, no multiple parts to take, just one fight. In this fight you get a choice of fighting Offensively, Defensively, or Agilely, and the enemy gets the same. Offensive is beaten by Defensive, Defensive is beaten by Agility, and Agility is beaten by Offensive. Each crew member adds to each ability differently, with your crew having it's stats for the three sorts of battles displayed on the top of the screen, while the bottom displays the enemy stats.
If you win the RPS system, you do double damage, and enemy deals half damage. If you draw(Both pick same option), you each take normal for that stat, and if you lose, it's the opposite of winning, you take double damage, and deal half. This allows you to win simply by having a larger crew, but you can win with fewer casualties by playing smart, either attacking with something the enemy would be weak to, or instead, fighting with your weakest stat instead.
Now, I would see it as.
Crewman are balanced, giving one point each to the three types of attacks
Marines fight Defensively, always backing each other up, and so get three points for Defensive
Pirates are all about knowing where an enemy is weak and hitting them there, so Agility will be their stat, and they'll each donate three points to it.
Bots(Purchasable now), are more attack oriented, not designed for self preservation, just winning, so they get 3 points for Offensive.
Officers add a percentage upgrade to the points of the others.
2) Add more event types. At this point, all events are simply normal missions with some added flavor text. Good flavor don't get me wrong, but they could be more.
For instance, a defensive space fight. You're not allowed to take an opponent's shields down below a certain level, but instead have to survive until a set amount of turns so the real spaces forces can swoop and and catch them. Or just include some missions where you have to catch the enemy alive, thus boarding the ship. Of course, this would only be available if you have the skills/equips needed. Which brings me to my next point
3) Only require either the Equipment or the Skill, instead of both for the use of them. For instance, trades would only need boarding shuttles to board enemies, but bounty hunters, who already have the boarding skill, can instead have something else in that slot to help with battles. Similarly, spying is only doable as a smuggler right now, as far as I know(Even if I have equipment to spy, it still says I can't save the data that find) so instead, have it be that anyone can get the data, so long as they have spy sensors, but smugglers can get it without, allowing them to put something else there.
4) No duplicate skills on tree. All trees right now have at least 1 skill duplicated in them, at least one even has two. As of right now, I would mostly suggest that you should add either the building your own empire to other classes than the pirate, or more likely, take that out and just make that a default ability to all classes, and add mix up the skills a bit more with each class.
5) Communication on the sensors screen serves one purpose that I know of right now. Getting out of the starting system before you have a corvette. Other than that, it sometimes(Reads I've only had it happen about one time in thirty) leads to a map event(Lifepod, Ghostship, Treasure, or Data) appearing. So you need to expand this. My suggestion? Add a conversation minigame with ships. Several different ones, like one for allied merchants, one for hostile military, and one for pirates in general. In these you can either learn some interesting fluff about the universe, or get them to lower their guard, giving you a first strike, or even hire the ship as an escort, giving you the reenforcements ability instantly during the next fight.
6) Fleet battles have no purpose to the other ships. Seriously, there is no reason to leave any ships on your side alive right now, save just getting EXP and money from fighting all the battles yourself, which in the larger battles is a real chore. So instead, have the fleet battles give some bonus for leaving ships alive after the fight, either money given or just system influence gained. Or in fleet battles, the ships you have left are reenforcements. They're faster than normal(I.E. 2-3 turns instead of 6-8), and the more ships in the fleet, the stronger they are. However, this creates the dilemma of can you hold out until they arrive in every fight, or do you risk some extra guns and let them fight some battles for you?
7) All classes should have fleet command by default. This way any class can step into a war and just end it at any time. Replace it with another offensive power up in the trees were it exists instead. This is due to how annoying it can be to enter a war screen and see your fleet literally controls the map(You have a massive fleet compared to the enemy's few triangles or even just a space station). This way, once you've whittled them down, you can just take the system. However, make fleet command battles like this usable in defensive as well as offensive(You strike at an enemy command ship instead of a station in this case), and make them harder. I.E. unless you've taken out everything the enemy has in system, these fights will take a while. And like above, the reenforcements the enemy gets are strong in these sorts of fights.
That's all I've got so far, but I'll try to think of some more. What do you think nielsbaur and other users?