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Posted: Wed Apr 02, 2008 10:55 pm
by IB_
juckto wrote:QUOTE (juckto @ Apr 2 2008, 01:21 PM) Simplify GT's tech tree for late night comms?
I dunno, remove the pali, make techbases upgrade more expensive, and maybe for special tech which normally requires pali and research, make it require research+upgraded research?
And put their bases back. Even though doors suck, the base models were at least interesting. I am so sick of the Research Station.

Increase nan repair rate to offset less nans + weaker bbrs?
For GT I was thinking of several things:
1. Fixing the damn doors
2. Making their special tech worth it
3. Nerfing that crazy good econ

Posted: Thu Apr 03, 2008 6:15 am
by ShikareeX
As a new player, I found the first 1-2 days very hard. I started by reading the excellent FAQs and Academy materials.. but one can only read so much. Without playing the game, even good text gets boring, and terribly hard to remember.

I joined a real game with ~30 players. It was great, and people were very helpful -- but the fact is, it's really hard to learn things under pressure of being on a team and knowing next to nothing.

I think for a lot of people, reading more than a page before jumping into the game is very hard. And that's probably why they quit.. If I only read a page, and started playing, I wouldnt understand anything.

For me, the best introduction to the game would be a single-player mode with bots, based on very primitive AI but normal victory rules. A message in large red letters could flash every 10 minutes reminding me that the REAL game is between real people, and is a lot more fun -- that this mode is just to learn controls, ships, navigation, etc. It wouldnt need any guided tutorial, just basic hints that popup at appropriate times.

But maybe it's possible to ask newbies who joined, played 1-2 games, and never came back, "What did you dislike?" Just send them an email, asking this simple question. Nobody else knows better than they do.

P.S.

I tried training missions. They are helpful, but very limited, and the more advanced ones are somewhat broken. For example, I tried Enemy Engagement, and died (after chasing enemy ship into the enemy sector). At that point, I respawned immediately with the ship in the same place, but no shields, only to die 3 seconds later. This repeated about 10 times. When I played another mission, I found that after dying my controls became disabled, which made it impossible to continue.

Obviously, the enormous effort required to create more guided training missions is out of question.

Posted: Thu Apr 03, 2008 6:43 am
by CronoDroid
First off, I would recommend using either a mouse or a joystick to play this game because it is much easier. If you have a mouse you can hit numpad zero to activate it go press Esc-G-J.

Secondly, a singleplayer game with bots, while it may sound appealing, would probably be a nightmare to code as you have to do both the players and the commander, and probably too much work for our volunteer only community to handle, so I'm sorry about that.

I think if you can play small, latenight games with around 10 or less players per team and find a willing vet on NOAT or on your team to answer questions, you can learn the game fairly proficiently until you become good enough to enrol in Cadet, which is a course designed to give you a solid foundation with pretty much all game mechanics.

Other than that, most people that play this game realise how steep the learning curve is, hell, when I started CDT was an eight-week course (probably still is). Most people only really start to get excellent after about a year, which if you consider it is a very long curve indeed.

I hope you can stick around though.

Posted: Thu Apr 03, 2008 5:58 pm
by Vlymoxyd
Galvs should be stronger in small games, not be weaker.
Weapons(Beside ABs) should do more damage to giga light bases so that you can actually kill giga light bases.

2 probes per slots sounds good. You could probably raise scouts scan range too.

Constructors should have a higher signature(It's way too easy to sneak them in small games).

Bombers could have a higher sig too.

Posted: Thu Apr 03, 2008 9:40 pm
by KofiMan
The more probes/slot thing would solve most of the con sneaking problem. It would be nice to have 2 or 3/slot.

Posted: Fri Apr 04, 2008 12:24 am
by IB_
Wacky Ideas.

GT - Light Sig Cloak = Inf Cloak.
Lasers = Longer range, less damage. Maybe improved vs med hull.

Carriers lose small rip and are much cheaper, they can be used to scout. Carrier upgrades add stuff like small rip and better energy regen.

Thinking of moving Missile Damage to tac.

Miner upgrade paths.
Exp = tougher miners
Sup = faster miners
Tac = stealthier miners

Posted: Fri Apr 04, 2008 9:39 am
by madpeople
IB_ wrote:QUOTE (IB_ @ Apr 4 2008, 01:24 AM) Miner upgrade paths.
Exp = tougher miners
Sup = faster miners
Tac = stealthier miners
what if i go all tech paths? do they combine with some crazy override system?

SY should give faster miners, make sup give miners with guns

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Posted: Fri Apr 04, 2008 9:43 am
by apochboi
lol, that would be an interesting override system. is it possible....probably not /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> unless you did it with global attributes but then it would affect all the ships /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Posted: Fri Apr 04, 2008 9:56 am
by Camaro
Camaro's Idea.

Remove all tech but Exp.

Problem solved.

Posted: Fri Apr 04, 2008 10:23 am
by IB_
And all factions except IC!