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Author Topic: 'Subsystems'  (Read 741 times)
AdmiralTigerclaw
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« on: March 16, 2009, 03:25:51 AM »

So we've been going at conceptualizing some things for add to the modules system for a while now...  let me clarify here what this is.

Back a few months ago, when we were discussing what to do to improve customization of ships and expand ships into more than just variants of the same thing.

Among the suggestions I made was the introduction of systems that provide bonus effects to modules such as weapons, engines, power, etc. 

These so dubbed 'subsystems' would allow for customization of ships using otherwise the same equipment and ship stats and change the way ships perform on an individual basis.


The concept works as such.

A medium sized ship is equipped with missiles and energy weapons.

Pit the same loadout against each other and you've got "The Same Ship"

However, despite having the same loadout, adding in 'sub systems' changes some factors.

Ship A is equipped with additional 'weapon capacitors' and 'heatsinks' allowing faster and more sustained fire of their energy weapons.

Ship B equipped their ship with extra shield generators and expanded ammo magazines.  Giving them faster recharging shields and ten percent more missiles to fire back.

Ship C comes along, same loadout, but has equipped itself with extra Q drive cooling systems, radiators, and equipped a direct reactor engine pump.  This ship effectively hops around the fight more than the other two and has a slightly enhanced accelleration and max speed.

So the result is that despite the exact same ships with the same weapons, one is agressive, one can missile spam and tank more, and one is quick and capable of selecting the fight.

Of course, the actual amount of subsystems onboard would be determined by volume usage, but these simple solutions give you an idea.

Thoughts team?
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« Reply #1 on: March 16, 2009, 02:35:08 PM »

We can have like 6 basic susbsystems which affect vital areas of the ship's battle performance:

1. A Q hop Nav computer, for better navigation on hopping
2. A q drive supercooling system, so you can jump in and out faster, but with no specific direction.
3. A backup ammo suply system, which gives you a 20% higher firing rate and 10% more ammo and makes your wapon systems a bit less dependant on your main power core
4. An enhanced aiming computer, which gives you more accurate shots (basically do the work of 'F' when aiming, but you control the fire going towards the enemy ship)
5. A Shield boosting system, which enhances your shields by a 10% and reloads them 10% faster as well.
6. An armor regeneration system, wich repairs your armor and hardens it by (10%?) and repairs the armor by 2%/sec, or something like that...

You can choose to have 3 of these, one of each class and they also affect your power output, since these systems would be addons to your existing power system.
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« Reply #2 on: March 17, 2009, 05:55:00 AM »

I suggest beta testing before letting these set ups go out... hence not many may agree on your ideas Tongue
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« Reply #3 on: March 17, 2009, 10:50:05 AM »

I suggest beta testing before letting these set ups go out... hence not many may agree on your ideas Tongue

Seconded.
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« Reply #4 on: March 17, 2009, 12:47:55 PM »

What I have in mind for this is a little more thorough than a mere six bonus modules.

But I need to have the regular equipment more or less thought out before I get to this that way I know what can be done to what.

The idea in this area is to think like an RPG gamer.  Shield Gen booster of +4, Cooling Pump of +2, Magazine Capacity +5 (ten percent).  That kind of thing.

You should have room for standard equipment plus 3 - 4 of these, or less equipment and 6 -7, or more equipment and 1 - 2.  But there will be enough subsystems in the complete list to add plenty of combinations so it doesn't get old.
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« Reply #5 on: March 17, 2009, 03:32:57 PM »

In general subsystems will be a toggle to so you can play like you are now with no worries. There like modules simply put, but on your actual modules.. Wink

And defo testing before hand.
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« Reply #6 on: March 18, 2009, 03:08:54 AM »

What I have in mind for this is a little more thorough than a mere six bonus modules.

But I need to have the regular equipment more or less thought out before I get to this that way I know what can be done to what.

The idea in this area is to think like an RPG gamer.  Shield Gen booster of +4, Cooling Pump of +2, Magazine Capacity +5 (ten percent).  That kind of thing.

You should have room for standard equipment plus 3 - 4 of these, or less equipment and 6 -7, or more equipment and 1 - 2.  But there will be enough subsystems in the complete list to add plenty of combinations so it doesn't get old.

Shall I create lil army men
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