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Home » Stars! Clones, Extensions, Modding » Stars! Nova - Open Discussion and Help » Nova - How should it be different to Stars!
Re: Nova - How should it be different to Stars! Sat, 27 January 2007 01:05 Go to previous messageGo to previous message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

If you're looking for ideas, there's plenty of them - and I mean plenty, scattered in the FreeStars subforum here.

Some I'd like to see are...

Optionalization of AR, selected in the econ screen, instead of having it available as a PRT.

Removal or alteration of Claim Adjuster instaforming ability, or combination with a thematic negative trait to limit its power.

Toys for Packet Physics, such as a ship-mountable mass driver that fits onto bomb slots, consuming minerals in the cargo hold to inflict massive point blank packet damage. Or, some sort of special hull that allows firing of mass packets from fleets to strike from a distance, again using minerals in the cargo space.

Balancing conventional torpedoes as a viable weapon option. As it stands they will need longer range than capital ship missiles to be effective, or else the combination of sappers and cap missiles is simply too powerful to compete against without changing the price/power of torpedoes drastically enough to introduce new balance problems.

Re-introduction of the area effect weapons seen in older versions of Stars!, again paying attention to balance issues.

A new weapon group (ballistics?) that ignores shields and deals damage to armor directly, thus creating an excuse to use ship-mounted armor and reducing the ubiquitousness of Regen Shields.

Make ramscoops less agile in combat than conventional engines. Reduce fuel capacities of warship hulls. This will make support ships more important.

Nerfing the rapid technological increase in weapon power/research cost compared to increase in defensive items power/research cost. Eg. perhaps jammers should be a little more powerful than computers of equivalent tech level, since the computers also grant an initiative bonus. Perhaps armors should be more cost-effective.

Add some more incentive to research Biotechnology.

Possible: mix-and-match trait selection instead of PRT/LRT model. Would require careful balancing but could allow far greater variety of available races, and less predictability of what an opponent is capable of. This could be very difficult to balance effectively, as different traits will have different synergetic interactions with each other.

Iconian wrote on Fri, 26 January 2007 20:41


But the problem is that in a multiplayer game, all players going into a battle would need to be available to post orders. And people aren't often always online at once.



Not to mention the difficulty of controlling hundreds of individual ships....


[Updated on: Sat, 27 January 2007 01:26]

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