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Re: Game Modes

#16
Carmageddon!

(possibly click bait)

But they did it with the Quake engine - where you'd race cars on a track.

Why not create the same car-like structures (with jet engines) and we have to race around asteroids.
Extra incentives are that lasers are optional and missiles are strapped to your car to provide boosters :)

Let the carnage begin!
:twisted: :squirrel:
YAY PYTHON \o/

In Josh We Trust
-=326.3827=-
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Re: Game Modes

#17
This gives me an idea for an entertaining weapon - a two-stage booster-heavy dumbfire missile:

For stage one, the boosters fire at full blast, but the missiles themselves still attached to the ship. This propels the ship forwards at incredible speeds. At this point you can only really fly straight forwards - perhaps you can turn, but the turn speed is greatly reduced proportionate to the added speed.

With a second button press, the selected missiles fly from the ship, rocketing forwards towards the intended target. Your ship slows to a more normal speed and you're able to turn again.

The missiles are on a time limit to detonation. Too long of a wait, and they explode too close to the ship - or worse, right against it. Too short of a wait, and your ship doesn't travel the optimum distance. Fire too soon or too late, and you won't be aimed quite as well towards your target. It would be an amazing gap-closer and extremely exciting, I feel, as well as taking a good degree of skill to use efficiently.

You could also use them to escape.
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Re: Game Modes

#18
Talvieno wrote:This gives me an idea for an entertaining weapon - a two-stage booster-heavy dumbfire missile:

For stage one, the boosters fire at full blast, but the missiles themselves still attached to the ship. This propels the ship forwards at incredible speeds. At this point you can only really fly straight forwards - perhaps you can turn, but the turn speed is greatly reduced proportionate to the added speed.

With a second button press, the selected missiles fly from the ship, rocketing forwards towards the intended target. Your ship slows to a more normal speed and you're able to turn again.

The missiles are on a time limit to detonation. Too long of a wait, and they explode too close to the ship - or worse, right against it. Too short of a wait, and your ship doesn't travel the optimum distance. Fire too soon or too late, and you won't be aimed quite as well towards your target. It would be an amazing gap-closer and extremely exciting, I feel, as well as taking a good degree of skill to use efficiently.

You could also use them to escape.
It could be an entertaining weapon, Talvieno, but it would be terribly inefficient! edit: rool of cool I suppose
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Re: Game Modes

#19
Realistically inefficient, yes. Ridiculous even. But sometimes rule of cool wins out. After all... realistic space combat wouldn't be pretty at all.

That said I'd be surprised if it even made it into a mod, but it'd be a very cool game mode where they could become a staple of gameplay.
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Re: Game Modes

#20
I'm back. Glad to see the thread bump worked. :D

Musical Chairs: *Inspired from a previous idea by someone else* Tick. Tick. That's the sound of the external music of the universe. You can't hear it, unfortunately, and it appears as just noise on your radar. When the music stops, all the pilots in the system get randomised into another ship - and inherit the previous pilots life. Better hope you switch back quickly, or slowly, depending on your situation.

I call Shotgun!: Share your ship with the AI, who might make bad decisions like opening fire on a missile cruiser, or piloting the ship into a blackhole.

The Ark: There is only one space station in the entire universe - in your home system, owned by you. Its under constant threat from natural disasters, pirates, and of course people who plain just don't like you.

The Eden: Same thing as above, but its a planet with a randomly generated number of colonies.

What did you call my Mother!?: You may become hostile with other factions at random. Other factions may become hostile with other factions at random. Lovely.

Frontier Society: You can no longer trade. At all. All your money will have to come from mining, and selling directly to the markets at a fixed price.

CompuGlobalHyperMegaNet: A faction present in all systems is the only faction capable of research - they sell blueprints at their stations and owned planets.

Galactic Credit Bubble: There is a limited number of Credits that can be acquired in the universe. Once that limit has been reached, prepare for a loot of fighting and looting as the universal economy collapses.

[QUARANTINE]:*Inspired from someone else* A sickness has come about, and it appears to be space transmitted. Coming in contact means imminent death. Watch how the AI react as the disease spreads from system to system in the metagame. Watch how it will decimate colonies and space stations and markets.
Have fun. c:

That's not a knife...: If an opponent has bigger weapons than you, your weapons do zero damage against him... you must ram into him to win the battle. Ramming doesn't damage you.
The same goes for you, however. Be wary of random ships charging at your capital ship.

Hyperinflation: Similar to an above idea, the universe runs on a bubble... once enough resources have been mined, their price will fall through to be super cheap to buy, creating economic chaos in the universe. Of course, the opposite can happen, making resources super expensive to buy but super lucrative to sell. The Universe may normalise, but be wary of when an event like this happens again, and stockpile.
How many people will starve in the ensuring poverty? How many colonies and stations will simply disappear?

This is MY Land!: There is an unspoken rule about planets throughout the universe - they belong to the colonists. Taking a planet, building facilities on it, will result in wanton aggression from... just about everybody.
Lurker Mode: DEACTIVATED
The most intriguing fact about imagination is that its all in your head.
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Re: Game Modes

#21
I love these ideas! Some sound so fun, a twist on the game that even if the vanilla loses some flavor will again enrich my experience! :mrgreen:
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Re: Game Modes

#22
I was really pondering something along these lines, but another approach, stemming from the Lore Tech ideas I dropped there. I have my own opinion as to what a balanced and fair universe is like, but naturally that would get old very quickly and many wouldn't agree in the first place. Game modes and customization settings really do mitigate a lot of this.

LT has a lot of potential to generate very diverse universes, but even inside individual game modes we like to keep diversity, as well as stability in playability. Dwarf Fortress for example reiterates maps over and over again during generation because it needs actual continents with rivers, biomes, and people, not a broken jagged mess, and that's just maps, items and creatures being static.

My question (and it's a very hard one) is: when is a Universe absolutely broken in LT? It's entirely possible that in a totally vanilla generation something outrageous and potentially gamebreaking happens, but up to a point it just adds flavor. Where is the point where generation crosses the line and the product must be scrapped? And conversely, I think if these occasions don't need handling, then the generation method is not diverse enough.

(I absolutely LOVE a lot of the challenge ideas here though, wow, want to play them already!)
panic
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Re: Game Modes

#23
Monolith
Shortly after starting, you discover and anchent ailen artifact
and you receive a amazing but random technologies unlocked
on the tech tree.
"A sufficiently advanced technology is indistinguishable from magic."
- Arthur C. Clarke
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Re: Game Modes

#24
Survival
You spend the first two days alone in the universe with only a station, a ship, and a construction yard to your name. When those two days are up, A.I will start appearing. They will be hostile, and they will be coming for you. Prepare yourself. :twisted:
Image The results of logic, of natural progression? Boring! An expected result? Dull! An obvious next step? Pfui! Where is the fun in that? A dream may soothe, but our nightmares make us run!
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Re: Game Modes

#25
The Precursors
There are a set number of extra powerful modules in the universe. These weapon/shield/armor modules are not destroyed with ships, but instead become floating loot. Will you hold enough of them to survive when the precursors return?

Similar to the one above:
A Rope and a Knife
No new weapons can be researched or created. Wil you be the last player with the power to destroy?
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Re: Game Modes

#26
Skeletons in the Closet: Your home world, and all people and factions from there, start hostile towards you because of some unspeakable crime you committed. You have mere minutes to flee before everyone in your home system fires on you.
That's not all, however. As people from your home system spread, more people will learn of your atrocities and will take up arms against you and your faction. How will you adopt to this universe? Will you run far away and hope the past never catches up to you? Will you take up arms against former comrades? Or will you adopt a system of containment and destruction - racing back to ensure that everyone who knew of your crimes is destroyed?
Lurker Mode: DEACTIVATED
The most intriguing fact about imagination is that its all in your head.
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Re: Game Modes

#27
Battle of the Space Sommes
A full RTS conversion. You are a Self Replicating Mechanism of war in a infinite universe. Your job is to build a fleet and find your way to the nearest star system and ruin the other guy's day. Good luck. You are going to need it. :twisted:
Image The results of logic, of natural progression? Boring! An expected result? Dull! An obvious next step? Pfui! Where is the fun in that? A dream may soothe, but our nightmares make us run!
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Re: Game Modes

#28
Idunno wrote:Battle of the Space Sommes
A full RTS conversion. You are a Self Replicating Mechanism of war in a infinite universe. Your job is to build a fleet and find your way to the nearest star system and ruin the other guy's day. Good luck. You are going to need it. :twisted:
Did you see my "Sins of a not-so Galactic Empire"? :D
Lurker Mode: DEACTIVATED
The most intriguing fact about imagination is that its all in your head.
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Re: Game Modes

#29
The Prisoner

You were captured as a prisoner. You have nothing to your name and all assets and wealth generated go to those above you. You only receive hand-me-downs and the worst of the worst. You have to make due with what you have. If you try and escape, they will kill you. Your goal is to eventually work your way up, possibly trying to squirrel away your assets until you can overthrow those that captured you and become the new head of said faction.
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Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
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Re: Game Modes

#30
HKY09 wrote:
Idunno wrote:Battle of the Space Sommes
A full RTS conversion. You are a Self Replicating Mechanism of war in a infinite universe. Your job is to build a fleet and find your way to the nearest star system and ruin the other guy's day. Good luck. You are going to need it. :twisted:
Did you see my "Sins of a not-so Galactic Empire"? :D
Yes, but that is where the differences start. In yours, the faction already existed. In mine, you are the faction. It's pretty much my Survival Game Mode, except every single A.I starts with the same stuff, you don't get a head start, and every A.I is hostile to every other A.I. And you, of course. :shifty:
Image The results of logic, of natural progression? Boring! An expected result? Dull! An obvious next step? Pfui! Where is the fun in that? A dream may soothe, but our nightmares make us run!

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