Changes with fun in mind

Development area for FreeAllegiance's Community Core.
Vlymoxyd
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Post by Vlymoxyd »

When ICE went out and that Allegiance started getting changes, I usually disliked getting new techs/factions while huge balance issues existed. Now that Allegiance is more balanced than ever, I think the time has come to think about "what would be fun" rather than "What is broken". I don't think that CC is the place for crazy ideas that'd completely change gameplay, but I think that there's several aspect that could be improved and be made funnier. I beleive that a change should be made if it's fun rather than if it's needed for balance(While keeping in mind that balance is a part of what makes a game fun).

One of the thing that bothers me is how the current factions got their advantages nerfed and their disadvantage perked. I don't dislike the balance that was reached by doing this, but I'd like to see changes go the other way around.


I'm posting this because I also think that changes with fun in mind would probably need a different forum. I think that if everyone just posted what they though would be fun here instead of what they think is broken + an explanation, the important balance discussions would get loss in a flood of random ideas. I have many ideas that I've been thinking for years, but I don't feel like spamming this forum to post them.
My other option would be to post 1 every week, but I understand that we might not want to have everyone post their ideas of what could make the game funnier.

Another idea could be to have a single sticky thread about "fun" ideas and have the CC devs post the topic of the ideas that draws attention.

edit: Typo
Last edited by Vlymoxyd on Wed Aug 05, 2009 5:51 pm, edited 1 time in total.
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djrbk
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Post by djrbk »

Fun idea! (that might not be possible)

A portable 'deb' type shield that could be shot over a bomber, friendly or otherwise. Allows the bomber to continue movement, however nothing can shoot through it until it is destroyed.

Meaning, if a bbr has like 8k to walk, and its extra shield hasn't been scratched as of like 4k, he may have to get his turrets to start blasting it away and/or start shooting abs at it.

This could also possibly be used defensively, shooting one at an enemy bomber like 2k from your techbase, buying you a few moments to kill off the nans/escourt.

I'm thinking that things that are shot can't follow ships like that though. :/
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Post by Broodwich »

people wont have fun on an imbalanced core. just look at kage, he whines about everything already
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Vlymoxyd
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Post by Vlymoxyd »

That would require a code change.

However, this made me think about something else: It should be possible to suggest ideas that requires a code change on the CC forums and then be forwarded to the FAZ devs if they're interested.
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Vlymoxyd
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Post by Vlymoxyd »

Well, this thread isn't about what I wanted it to be. Can we split it into 2?

My plan with this post was to discuss the best way to talk about "fun" ideas in order to avoid flooding this forum with them as well as saying that imo, balance shouldn't be the only motive behind changes.

I'd like my idea of a sticky thread to be used to hold all the ideas.
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djrbk
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Post by djrbk »

Is it possible to make something cost MORE the more of it exists on the map on your team and/or with both teams.

ie. Say a commander spamming teles. First one costs I dunno. 2000. As more start popping on the map... Next one 10% more, 2200 - 10% more, 2420 - 10% more, 2664 - etc.

Would make it cost more for people to get that insurance base, and less at the beginning of the game/multiteching/not as hard to buy a new base after your last one died vs. before it died. (more of a fighting chance for those who just lost their tech instead of the insta-resign)
Xeretov
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Post by Xeretov »

djrbk wrote:QUOTE (djrbk @ Aug 5 2009, 08:19 PM) Is it possible to make something cost MORE the more of it exists on the map on your team and/or with both teams.
Interesting idea, but definitely a code change.
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Post by Vlymoxyd »

I'll post one of the idea I had in mind and I'll come up with a more complete proposal if it gets at least some support.


Create a new starting base that would replace the garrison. It would give new unique perks to all factions:

-This base would be like a garrison, but couldn't be built(You start with it only, the perks are gone if it is destroyed).

- I think it could be a great opportunity to make the factions more different and throw in some fun ideas that were suggested but didn't really fit anywhere(Because if you give a perk to a faction, you must give one to others).

- Some perks could be more powerfull than if they were permanent(The other team can destroy the starting base to get rid of them).

Some possible ideas with that:

-Make a new model that can let capital ships(And carriers!) dock
-Make it a bit stronger than a standard garrison(but not too much because garrisons are already strong).

I don't think it's something that could be released as a trial and it'd take serious testing, but I think that something good could come out of it.

I'll post ideas about possible perks latter.
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spideycw
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Post by spideycw »

I personally would like to bring back moving bases(spinning) or have rocks that randomly move around ze sector. Stupid miner and con ai though

Great idea for a thread though VLY
Last edited by spideycw on Thu Aug 06, 2009 3:38 am, edited 1 time in total.
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TurkeyXIII
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Post by TurkeyXIII »

djrbk wrote:QUOTE (djrbk @ Aug 6 2009, 10:19 AM) Is it possible to make something cost MORE the more of it exists on the map on your team and/or with both teams.

ie. Say a commander spamming teles. First one costs I dunno. 2000. As more start popping on the map... Next one 10% more, 2200 - 10% more, 2420 - 10% more, 2664 - etc.

Would make it cost more for people to get that insurance base, and less at the beginning of the game/multiteching/not as hard to buy a new base after your last one died vs. before it died. (more of a fighting chance for those who just lost their tech instead of the insta-resign)
I've been playing with a similar idea in ICE by having 2 versions of the same base: a cheaper one, and a more expensive one that overrides the cheaper one, then using the presence of the cheaper one as a prerequisite for the more expensive one. However there seems to be a bug with using stations to define other stations, and the cheaper one doesn't get overridden - instead, both bases become available. Worth bringing up in the code bugs and suggestions forum?
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