Random idea:
AntiCamp Missile
This missile would be unique in the fact that it would be able to go through aleph, going after the ship you have targeted. It's use would be somewhat similar to the use of "Combat Drones", which you can use for camping une side of an aleph, if you have someone eying your enemy on the other side.
So, you would come to the aleph, target something that's on the other side, fire the missile, it goes through, it follows the target...
This also means, that using the missile this way, you wouldn't be able to take advantage of the missile-lock.
The missiles might have been given AoE, making them useful for clearing minefields...
Maybe all the missiles would be able to travel through alephs, but only few would be useful that way?
(Using XRMs from adjecent sector to bomb enemy station that built too close to the aleph? Wheee...)
"Few" Random Ideas
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"Spotlight"
- Energy-based "weapon", that would produce narrow scanning beam. The original idea included the "spotlight scanning area" being visually highlighted, because I thought it might be quite cool if you were a TP scout (stealth fighter/bomber, etc.) hiding in enemy sector and watched the spotlight beams searching for you...
Actually, to tell the truth, the truly original idea was to highlight the scan areas of anything you can see, with the highlight effect being affected by your signature...
(If you had 100% sig, then you would be able to see an semi-transparent orb - maybe with some grid marking the borders - around enemy probe/station, the orb's diameter being X. If your signature would be 200%, then the orb's diameter would be 2*X, if your signature would be 50%, then the diameter would be X/2, etc.)
- Energy-based "weapon", that would produce narrow scanning beam. The original idea included the "spotlight scanning area" being visually highlighted, because I thought it might be quite cool if you were a TP scout (stealth fighter/bomber, etc.) hiding in enemy sector and watched the spotlight beams searching for you...
Actually, to tell the truth, the truly original idea was to highlight the scan areas of anything you can see, with the highlight effect being affected by your signature...
(If you had 100% sig, then you would be able to see an semi-transparent orb - maybe with some grid marking the borders - around enemy probe/station, the orb's diameter being X. If your signature would be 200%, then the orb's diameter would be 2*X, if your signature would be 50%, then the diameter would be X/2, etc.)
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Link: Allegiance Stuff on "Jersy's Ultimate Blog of Concentrated Nerdiness"
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Aleph Res missiles already handle the "clearing an aleph from the other side" thing pretty well, not that I've ever seen anyone use them.
As for scan ranges, it's pretty easy to memorize scan ranges and guess what range you'll be uneyed at; putting in a visual indicator like that would make stealthy flying easy mode.
As for scan ranges, it's pretty easy to memorize scan ranges and guess what range you'll be uneyed at; putting in a visual indicator like that would make stealthy flying easy mode.

I think it would be cool to have achevements.
and missiles that poop mines when they hit a target.
Oh and a cap ship that cloaks other freindly ships.
and missiles that poop mines when they hit a target.
Oh and a cap ship that cloaks other freindly ships.
Last edited by jpomailo2 on Sat Oct 31, 2009 6:41 pm, edited 1 time in total.
Jpomail > Does weed always type like that?
FreeBeer > No, no. Sometimes he uses his fingers.
____________________________________________
Zdude > I'm moving on. In fact... there's this girl who may be a little on the ugly side but is pretty easy
____________________________________________
Penix: .... jop never reproduce please.
FreeBeer > No, no. Sometimes he uses his fingers.
____________________________________________
Zdude > I'm moving on. In fact... there's this girl who may be a little on the ugly side but is pretty easy
____________________________________________
Penix: .... jop never reproduce please.
Achievements: Now, that would be nice... At the end of each game, you might get some medals and few extra points based on achievements... For example: "Prober - Dropped at least 50 probes", "Killer - Killed 20 enemies in a row", "Accuracy medal - for landing more than 90% of your shots on the target" and so on... It might even be saved to the callsign statistics, so you could compare your stats with your friends!
Missiles pooping mines: Also kinda cool, but I woud do it diferently - no guidance, so they would just fly straight ahead, and they would release the minefield when they expire...
- And talking about this, missiles with built-in gat turret shooting on the enemies might be cool as well. And missiles that spawn smaller missiles. And missiles acting like small teleport recievers.
Cloaking Capship: Yeah, i remember this one being discussed somewhere as well... It seems that it really has a lot of supporters - all the higher probability we will see it in the game one day...
--------------------
On slightly urelated note, I remembered a scene from a book I once read... I will spare you the details and I'll just skip to the point:
The flames produced by rocket-based engines can prove to be quite destructive. If the boosters and/or engines and/or thrusters of the ships in Allegiance are rocket-based, then it might be interesting to make the flames dangerous - so you would take damage from staying too close behind someone, as you'll be closer than the "safety distance" of their engines. Also, you might fly past something (con, miner, carrier, capship...), turn your back towards it, and engage your boosters to roast it *a little*.
The bigger the ship, the bigger and more lethal the flames. The damage would also depend on the current output of the engines (engines turned to max deal more damage than those that are turned to for example 10%)
In short: Make boosters/engines/maybe even thrusters work sort of like rear-mounted flame-thrower.
Missiles pooping mines: Also kinda cool, but I woud do it diferently - no guidance, so they would just fly straight ahead, and they would release the minefield when they expire...
- And talking about this, missiles with built-in gat turret shooting on the enemies might be cool as well. And missiles that spawn smaller missiles. And missiles acting like small teleport recievers.
Cloaking Capship: Yeah, i remember this one being discussed somewhere as well... It seems that it really has a lot of supporters - all the higher probability we will see it in the game one day...
--------------------
On slightly urelated note, I remembered a scene from a book I once read... I will spare you the details and I'll just skip to the point:
The flames produced by rocket-based engines can prove to be quite destructive. If the boosters and/or engines and/or thrusters of the ships in Allegiance are rocket-based, then it might be interesting to make the flames dangerous - so you would take damage from staying too close behind someone, as you'll be closer than the "safety distance" of their engines. Also, you might fly past something (con, miner, carrier, capship...), turn your back towards it, and engage your boosters to roast it *a little*.
The bigger the ship, the bigger and more lethal the flames. The damage would also depend on the current output of the engines (engines turned to max deal more damage than those that are turned to for example 10%)
In short: Make boosters/engines/maybe even thrusters work sort of like rear-mounted flame-thrower.
Last edited by Jersy on Sat Oct 31, 2009 11:02 pm, edited 1 time in total.
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Link: Allegiance Stuff on "Jersy's Ultimate Blog of Concentrated Nerdiness"
Current stuff-count: 97
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New type of CM?
- It might be an interesting feature to add some special CMs - ones that would act like anti-missile defense systems of a teleport probe: shooting down enemy missiles. It might be a special CM for some factions or ships, or just alternative to standart CMs (possibly requiring some research).
Automated turrets?
- There might be special versions of turret weapons that you would buy for money and that would be automated (using AC tower AI) - So you would be able to choose either between saving the money, but taking alone two pilots that might be useful elsewhere, or spending that hard-to-come-by cash to get auto-turrets and two people available for other tasks...
- Also, I got an idea about either giving Adv Cons/Miners some light auto-turrets (1*Gat or MiniAC?), or about "Research Heavy Miner (Constructor)", which would have them, instead of some benefits the Advs have over the Enhs (You wouldn't be able to have both Advs and Hvys - either by researching one of them, the other research would disappear, or by researching the second one, the first research would be canceled - no refunds)...
Artillery ship?
- It's just an idea about a medium-sized ship capable of destroying bases, where the pilot won't have absolutely no weapons under his direct command, the turret would be the ship's main weapon instead (So it would be sort of like a flying tank). While bombers - occupied by the pilot only - can still take down the enemy base, this ship would need to be manned by two people to be useful. That fact would be balanced out by it's powerful long-ranged gun and other ship characteristics. (To make it more tank-like, it could also feature one additional AC Turret (-
- It could be some faction-specific variation of a bomber...
----------------------
Does anyone know why the dispenser-launching vector depends on negative value of your momentum and not positive or just plain orientation of your ship (always directly behind you)? Is it by Microsoft design (and I wouldn't be too surprised it was so)? Is it considered a feature, that makes proxing something that requires skill and experience, or is it something that might be eventually changed into some more logical form?
----------------------
Also another way of realising the "King of the hill" game mode...
1 big and indestructible neutral station (Would it be possible? Neutral stations?) in the main sector with green door only. It would take troop transport or nerve gas missiles to capture it.
A) The station would add X$ to the owner's paydays. This variation could be used in creating a similar game mode "King of the Hills" - there would be simply more of these stations and miners would be disabled and replaced with some starting cash, enabling you to get troop transport or nerve gas missiles. Such game would revolve around capturing and re-capturing those money-bases, to out-economise the enemy, offering more tactical possibilities than just fight over a single sector with such base.
The station would enable you to research "Win the Game" in Garr/ any techbase. That research would be for free (or for 1$) and would take a long time to complete.
B.1) If the station gets captured by your enemy, your progress bar on "Win the Game" gets reset, making it "Hold the base for *specified time* without no interruptions to win" game.
B.2) The progress bar is not reset when the base is captured, making it "Every second of holding that base is bringing you closer to victory, no matter the interruptions" game.
- It might be an interesting feature to add some special CMs - ones that would act like anti-missile defense systems of a teleport probe: shooting down enemy missiles. It might be a special CM for some factions or ships, or just alternative to standart CMs (possibly requiring some research).
Automated turrets?
- There might be special versions of turret weapons that you would buy for money and that would be automated (using AC tower AI) - So you would be able to choose either between saving the money, but taking alone two pilots that might be useful elsewhere, or spending that hard-to-come-by cash to get auto-turrets and two people available for other tasks...
- Also, I got an idea about either giving Adv Cons/Miners some light auto-turrets (1*Gat or MiniAC?), or about "Research Heavy Miner (Constructor)", which would have them, instead of some benefits the Advs have over the Enhs (You wouldn't be able to have both Advs and Hvys - either by researching one of them, the other research would disappear, or by researching the second one, the first research would be canceled - no refunds)...
Artillery ship?
- It's just an idea about a medium-sized ship capable of destroying bases, where the pilot won't have absolutely no weapons under his direct command, the turret would be the ship's main weapon instead (So it would be sort of like a flying tank). While bombers - occupied by the pilot only - can still take down the enemy base, this ship would need to be manned by two people to be useful. That fact would be balanced out by it's powerful long-ranged gun and other ship characteristics. (To make it more tank-like, it could also feature one additional AC Turret (-
- It could be some faction-specific variation of a bomber...
----------------------
Does anyone know why the dispenser-launching vector depends on negative value of your momentum and not positive or just plain orientation of your ship (always directly behind you)? Is it by Microsoft design (and I wouldn't be too surprised it was so)? Is it considered a feature, that makes proxing something that requires skill and experience, or is it something that might be eventually changed into some more logical form?
----------------------
Also another way of realising the "King of the hill" game mode...
1 big and indestructible neutral station (Would it be possible? Neutral stations?) in the main sector with green door only. It would take troop transport or nerve gas missiles to capture it.
A) The station would add X$ to the owner's paydays. This variation could be used in creating a similar game mode "King of the Hills" - there would be simply more of these stations and miners would be disabled and replaced with some starting cash, enabling you to get troop transport or nerve gas missiles. Such game would revolve around capturing and re-capturing those money-bases, to out-economise the enemy, offering more tactical possibilities than just fight over a single sector with such base.
B.1) If the station gets captured by your enemy, your progress bar on "Win the Game" gets reset, making it "Hold the base for *specified time* without no interruptions to win" game.
B.2) The progress bar is not reset when the base is captured, making it "Every second of holding that base is bringing you closer to victory, no matter the interruptions" game.
Last edited by Jersy on Wed Nov 04, 2009 10:24 pm, edited 1 time in total.
-----------------------------------------------------------------------------------------------------------

Link: Allegiance Stuff on "Jersy's Ultimate Blog of Concentrated Nerdiness"
Current stuff-count: 97
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Link: Allegiance Stuff on "Jersy's Ultimate Blog of Concentrated Nerdiness"
Current stuff-count: 97
(Latest update: March 7th, 2011, in "Jers_Core Diary")
Stationed in CZECH REPUBLIC (link)
(GMT+1)
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Jersey, please, please, please
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.........................,/...............................................”:,
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.................../...........................................................,}
................./......................................................,:`^`..}
.............../...................................................,:”........./
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..........{.._$;_......”=,_.......“-,_.......,.-~-,},.~”;/....}
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Jersey, please, please, please
Oh come on, I'm not doing anything harmful, am I? And I tried to explain on several occasions that my ideas are there "just in case" and that I am not telling anyone "Hey, put this into the game ASAP"... I just like thinking about things I like, imagining the endless possibilites and sharing those possibly more interesting ideas with others...
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Link: Allegiance Stuff on "Jersy's Ultimate Blog of Concentrated Nerdiness"
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-
dingusdangus
- Posts: 109
- Joined: Sun Nov 23, 2008 4:44 pm
- Location: Philadelphia, PA
Its true that you are not really harming anyone. However, you should consider giving more thought to each individual idea and posting significantly fewer of them. Spamming the dev forum with longs posts with tons of ideas just gets you ignored. If you ever want to see an idea implemented, stop posting.Jersy wrote:QUOTE (Jersy @ Nov 5 2009, 03:24 AM) Oh come on, I'm not doing anything harmful, am I? And I tried to explain on several occasions that my ideas are there "just in case" and that I am not telling anyone "Hey, put this into the game ASAP"... I just like thinking about things I like, imagining the endless possibilites and sharing those possibly more interesting ideas with others...
My version of Jersey posting:
QUOTE I WANT MONKEYS!
THAT WOULD BE SO COOL!
WAIT WAIT WAIT! MONKEYS THAT POOP ARE EVEN COOLER!
NO NO HOW ABOUT:
MONKEYS THAT POOP AND THEN FLING IT AT THE SHIP!
OH AND THEY ALL SHOULD WEAR MATCHING T-SHIRTS AND NOT EFFECT KB![/quote]
Jersey
already, and I couldn't even finish one post
Great energy, awesome enthusiasm, and legendary goobs of writing stuff.
Just a touch of formatting, a coherent logic train, and less pie in the sky ideas would go a long way.
QUOTE I WANT MONKEYS!
THAT WOULD BE SO COOL!
WAIT WAIT WAIT! MONKEYS THAT POOP ARE EVEN COOLER!
NO NO HOW ABOUT:
MONKEYS THAT POOP AND THEN FLING IT AT THE SHIP!
OH AND THEY ALL SHOULD WEAR MATCHING T-SHIRTS AND NOT EFFECT KB![/quote]
Jersey
Great energy, awesome enthusiasm, and legendary goobs of writing stuff.
Just a touch of formatting, a coherent logic train, and less pie in the sky ideas would go a long way.
Ssssh