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My 2.5 feedback

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AntJam:

--- Quote ---The very best way imo would be to have a seperate weapon-tech tree for humans (because the alien weapons are not made to be wielded by humans). This would just need somebody making additional weapon models.
--- End quote ---

I completely agree with you shipit..in fact I rather like the idea of going further and having prototype weapons that are heavy and inefficient , costly to make and after field testing and more research full production models that are lighter and more effective and cheaper/less materials needed. Of course that would effectively double the number of new models required.

Noordung:
or make weapons like alien crafts. you cant get intact weapons just parts. so for you to use you have to combine parts. but this would reqire parts models. cuting existing models to parts... maybe...

AntJam:

--- Quote ---or make weapons like alien crafts. you cant get intact weapons just parts. so for you to use you have to combine parts. but this would reqire parts models. cuting existing models to parts... maybe...
--- End quote ---

   You could take an intact weapon say plasma rifle and dis-assemble it in the workshop for components (e.g reaction chamber , accelerater coils , targeting system etc) research each item and then require these to make a new human designed plasma rifle. This would make alien weaponary spare parts/resources therefore still worth collecting especially if you cant manufacture these parts yourself.

Noordung:
disasmeble and research each part separated. research time in this case should be changed. and research times fot weapons should be much shotrer than for crafts.
but i feel some may say its too complicated and doesnt improve game enough...

H-Hour:
I'm sceptical of solutions that just add more components to the research/disassembly process (researching pieces of a weapon, for instance). If we just want to delay the research process we can always just extend the time it takes to research a weapon. But we do that at the expense of the aircraft research times. We only have so much game time to split up between research items, and the aircraft (long-game) research should feel like the harder investment.

I think that ShipIt's approach (separate human/alien weapon trees) has the most merit. Unfortunately, it goes against the alien/weaponry design we have in place, which raises a few issues that aren't as easy to solve as just balancing a few numbers:

1. The Taman, Shevaar and Ortnoks were all designed to be humanoid and wield humanoid weapons. That's good because we can reuse these art assets as they upgrade alongside you during the campaign (pistols -> plasma rifles -> needlers -> particle beams). We can do some things with weight -- for instance, only let Tamans equip light weapons -- but only so much before we lose this ability for them to stay with you throughout the campaign. Some clever ideas and maybe some new mechanics or art assets would be needed to resolve this.

2. Because of #1, most alien weapons have been designed for humanoid hands. We'd either need new art assets (weapons/aliens) which emphasized some kind of critical humanoid-alien hand differences or some other clever idea to make this seem realistic.

3. Our auto-equipping algorithm (and team composition) already struggles with the current rules. If we introduce more complexity to the alien equipment loadout (for instance, only allowing some races to equip some weapons), we'll also need more development on this front.

I think the approach (greater distinction between alien and human weapon trees) is great from a gameplay standpoint. But we'd need a comprehensive set of ideas for what these trees would be like, how they'd interact, and then what kind of art/story assets need to be changed and what game mechanics need to be implemented to make it happen. And that's a difficult set of tasks that require a lot of coordination and long-term development. And I really shouldn't even be talking about that kind of stuff these days as I haven't made a real contribution in nine months.

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