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Game ideas + anything found to be "broken"

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13 years ago
May 12, 2012, 6:13:23 AM
Hello... I'm new to the game and have been playing for a little over a week. I do have to say that I really like it so far, and I look forward to seeing what else you add to the game before you call it "done". I do have a few ideas, some taken from other games (which I note with the ideas). A couple may be a bit far-fetched, but I still thought I would toss them out there...





Ideas

-- Race customizability - similar to the Master of Orion games

-- Ships - a tech series which allows for reducing internal structure strength/points to have more equipment space, or the other way around

-- Ships - a tech series to add levels of miniaturization (decrease module tonnage size) for a cost

-- Ships - noticed that reaching the tech able to build "Dreadnought" size ships gets a message about creating a "Leviathan", so why not have a new tech added which creates a "Leviathan" class?

------ Leviathan specs: Role- Multiple / Cost- 700-800 / MP- 45-50 / HP- 1900-2400 / CMD- 6-8 / B-Tonnage- 700-900 / Special bonuses- -5%-10% to Weapon Mods and Defense Mods, -10%-20% to Support Mods, Allows "Fighter Hanger" Support Module (see below)

-- Ships - "Light Fighter" - Cost- 3+ / MP- 0+ / HP- 35-50 / CMD- 0 (limited to "Light Fighter Hanger" Mod)

-- Ships - "Medium Fighter" - Cost- 5+ / MP- 0+ / HP- 35-50 / CMD- 0 (limited to "Medium Fighter Hanger" Mod)

-- Ships - "Heavy Fighter" - Cost- 8+ / MP- 0+ / HP- 35-50 / CMD- 0 (limited to "Heavy Fighter Hanger" Mod)

-- Fighter Hanger Modules - based on the above information for fighter types... These would each hold 4 fighters (to start with - tech advances could increase that number) and would contain equipment specifically for repairing/replacing these fighters

-- Combat with fighters - this is my idea on how to use them with this type of combat system... Fighters can be considered an attack and defense modifier depending on the combination of other relevant technologies (weapons, defenses, etc...)..... So, they could be like additional weapon modifiers, with the current combat system settings. However, you could also add one attack/defense step either right before the missile phase or after for the fighter attacks. This would make combat take 4 main phases instead of 3.

-- Ships - create a set of modules which give bonuses to weapon types with a limit of 1 of these per ship and they affect all of those weapons - such as +5% damage to all beams for a level-1 module

-- Heroes - Possibly have a shorter span of time between getting new heros and a larger academy size.

-- Production - It would be nice if there was a way to speed up production in systems by increasing spending to increase the output rate. I think a good trade-off could be 35%-40% cost increase for a 25% production rate increase. There could also be production booster buttons created for all 3 of the non-money forms of production which would be wanted.

-- Invasion options - There don't seem to be ANY invasion options other than either you are or aren't invading a system. Some options I have in mind are "Subjugate" (take over with minimal damage to population and infrastructure), "Exterminate" (take over by killing the whole population - no one left to be unhappy, and at least most buildings are still there, but they have to be recolonized by your race), and "Level Everything" (basically, wipe out the whole population without any regard for existing infrastructure).

-- Tax rates - It would be a good idea (I think) to be able to adjust tax rates on individual systems as some could handle higher rates without being made as unhappy as some other systems (especially those just taken over by invasion)





What seems broken or not to work as I expected...

-- Ships - the techs that add a percentage amount to ship sizes don't seem to be adding those tonnage percent allowances - Basically, when I get a tech that adds 20% tonnage and look at ship designs, the tonnages are still the same as before the tech was discovered

---- idea to fix it - add a module line under Support Modules called "Tonnage - Percent Increase"

------ Line 1 (the existing tech that works) to be called "Tonnage - Flat Increase" - for the existing module for flat tonnage increases

------ Line 2 (new one to be created as a fix) to be called "Tonnage - Percent Increase" - for handling the percentage increases - also, since this is supposed to be an automatic increase, have this module cost nothing to build/add onto ships

-- Unable to travel to unoccupied systems or those controlled by ME if too close to territory belonging to another player... This makes no sense to me.





Let me know what you think... I still have a few more ideas floating around, but I'm not sure how well they might work with this game.
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13 years ago
May 12, 2012, 6:16:08 AM
Welcome! The tonnage problem is a known bug. Some of your suggestions have occurred to other players as well. Please take a look at the suggestions thread to see more about what they are thinking.
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