Do life pods work backwards from a gameplay perspective?

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Compellor
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Post by Compellor »

Spunkmeyer wrote:QUOTE (Spunkmeyer @ Mar 15 2012, 07:28 PM) Let me attempt to sum up what he is suggesting - please correct me if I'm wrong:

1-Find a way to implement longer respawn/pod times for the more powerful side and vice versa.
2-Eliminate accidental kills w/mg3.
3-Increase respawn/pod time for defense.
It's not really about which side is more powerful, or offense vs defense. It's more a question of making a podded or killed player have a longer time to get back in the game once they've got SBs or TP2 or whatever. There's been a point of debate for as long as I can remember about endgame tech - some players think it should be powerful so the game will end, others think endgame tech should be balanced so that even if you lose to it you still feel like you had a fair chance to stop it. CC has gradually turned toward the latter approach, and I think it's turned out well, but I still think the other side of the argument had a valid point that once there's nothing worthwhile left to buy the game needs to end so a new game can begin.

I agree it's not a priority, it's just an idea I had. As to how to implement it, one way would be to change the code to allow lifepod replacement with enh or adv lifepods, which in the core would be automatic with purchase of a techbase and adv techbase, but the pods wouldn't be any faster, they'd just have thicker hulls or different armor class, which sort of looks like an upgrade but isn't really. You could also make adv pods slower but that would probably feel too nonsensical in a game that has at least pretensions to simulation. Another way would be to leave lifepods as they are and increase time spent dead based on game time or total he3 mined or some other variable. You might need to improve the 'you are dead' screen in that case though.

I was also talking about early game pod rides being detrimental to fun and not a key element of gameplay, but I think we could continue that discussion in CC forum.
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Psychosis
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Post by Psychosis »

turn limited lives on

allegiance is not LoL
JimmyNighthawk
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Post by JimmyNighthawk »

Agreeing with having any starting probe a rescue version respectively lifespan is accurate.
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fwiffo
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Post by fwiffo »

compellor when do we get to play together! are we in vastly diff timezones :(
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KGJV
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Post by KGJV »

simple things to do:

- allow 'suicide' ('eject' command) if your pod is in a sector you have no base or friendly ship in

- make pods immune to all weapons (use 'collision' only to PK)
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MonAG
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Post by MonAG »

KGJV wrote:QUOTE (KGJV @ Mar 17 2012, 08:57 AM) - make pods immune to all weapons (use 'collision' only to PK)
So if another pilot has high KB, I must go chase him like a rat to stomp on him???
Last edited by MonAG on Sat Mar 17, 2012 11:08 am, edited 1 time in total.
minigun
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Post by minigun »

i know floating home in a pod, isn't allegiance at it's best. if you change this, you will change some aspects of the game.
for instance the "quick get a bbr there all podded" part of the game. im all for anything that makes the game better.
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juckto
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Post by juckto »

QUOTE 1-Find a way to implement longer respawn/pod times for the more powerful side and vice versa.[/quote]

Well, wouldn't it be a case of putting in a check when you hit the "launch ship" button of:

"Player cannot launch from base within [X] of last time he was forced to eject"

Where [X] depends on elapsed game time?
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Dorjan
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Post by Dorjan »

I think the best solution (running with what kage said) would be a "press [x] to respawn" to appear in the pod. Newbies will most likely do it. Also, have a respawn timer (which counts down since your last death?) so if you die, then die again, you have a longer wait?

I dunno, throwing more ideas into the mix.
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