INTRODUCTION
I'd like to create a thread including all ideas on combat, and I encourage all of you to please read everything I have to write, and post your own inclusions and if the general attitude is positive I'll include them in the original post.
To give you an idea of who I am, I've been an avid star trek fan, computer programmer, and gamer for over 12 years. So I know a little bit about star trek history, and coding. This - will hopefully - mean that I keep things in perspective and straight-forward.
We will need new options, new content, but most importantly in my opinion, a less static galaxy. I offer suggestions and improvements, and hopefully with your help we can give ideas to Cryptic and push into a prosperous future.
The Pros Of Combat
*This game has an impressive space combat system, although I'd drift a guess it was inspired by bridge commander. Even so, it's sleek and easy to manipulate.
*The skills and weapons found throughout the game seem pretty balanced, making skills and weapons varied from player to player.
*Multiple ship designs and load outs make the game feel very personalized, instead of being one among many of clones.
*There's a lot of unseen depth to choosing the best skills and weapons for your play style, and it remains unseen because it isn't forced upon the player. This is very good.
The Cons Of Combat *The camera, especially planet-side missions, becomes extremely cumbersome. The character should not automatically face the target and the camera should be locked behind the character. This would make things much smoother. It's very annoying to lose your sense of direction in a battle.
-In space, the camera should put the enemy in -THE CENTER- of the screen, because trailing the corners makes the player feel blind to the surroundings. Also, when not in combat the camera should have slightly faster snap-back behind the ship (optionally should be editable in the hud settings).
*AI - I know, I know... not really a priority, but there are some rather simple improvements to be made.
1. Getting stuck. - The AI tends to get stuck in rather silly ways, (1) on walls, (2) boxes, (3) asteroids, etc.
This is fixed by having all the entities in the game flagged as impassible. You don't need complex AI computation to fix it. You must already have some sort of code in the game because on open terrain, the AI will jump over things it can't walk through, just expand on that function.
2. Lack of ability usage - Not so much to do with officers, mostly with Enemy ships and footmen. This one could be as simple or complex as you desire, although complexity of course draws CPU power.
The Future
I don't know exactly what Cryptic has in store for the future, but I do have a few ideas of my own. None of these, from a coding perspective, are incredibly ambitious, yet that isn't to say it will be easy to figure out conceptually.
*Open non-instanced PVP sectors. This, in my opinion, is a must for this game. PVP is ''fun'' as it stands, but isn't any more satisfying after you've done the same pointless thing over 50 times. We need strategy, fleet-controllable zones, and meaningful PVP. Possibly have arenas as well, with 2v2, 3v3, 4v4, 5v5, etc options. It's just a pity that with the complexity of the combat system, there's no meaning to it yet in the endgame.
*Planet-side and Space-side integration.
-For more depth, maybe instead of other officers you could optionally have other players take positions on your ship such as tactics or engineering (steering the ship and shooting the weapons respectively). This would make it easier for you to be the strategist, and command your fleet. Your fleet officers could use their abilities in combat, and improve the overall performance of your ship. Not only would it make you a more of a team with friends and fleet members, but also allow lower level players or newbs a chance to participate in highend combat.
-Making other parts of your ship accessible/ saboteurable. Imagine beaming over to an enemy ship with an away team and trying to take out their engine core. In pvp it would be essential that you had fellow fleet members guarding essential ship systems (although optionally you could have your npc officers)
I think you went entirely in the right direction with incorporating ground combat in with this game a I further believe that integrating ground and ship tactics into the game more seamlessly would make it so you'd have less ships on the battlefield, but a lot more depth to the game.
*Death Penalty
I think the currently death penalty is almost perfect if you want a fast-paced, heartpounding, pvp experience. Although I do have a few suggestions:
-In PVP You only spawn back in a friendly sector if destroyed, if you are not in a fleet or your fleet controls no zones, you spawn back in your respective faction safezones.
-No XP loss, ever. (just stating it.)
-In all situations, I think durability damage should be introduced. Items could be repaired at a local friendly starbase for a small fee (or no fee if it's fleet-owned [read below]). Reason: In pvp this will eventually put ships out of commission. Otherwise you have endless meaningless battles.
*Sectors
-Rare resource points throughout the galaxy (in open pvp areas) would make these areas more favorable to control and give reason for fleet wars.
-Warp drive should be effected by engine power in sector space (if it isn't already)
-Fleet owned starbases with buyable npc turrets, on-site security, and off-site patrol cruisers. Also, when logged off, a fellow fleet member's officers could wait in the starbase for extra security. If a fleet owned base is next to a rare resource point, it will obviously make it easier to farm that area.
Well, that's all for now. I invite everyone to contribute some great ideas, and hopefully Cryptic devs will agree ;-)
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