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Personalisation

#1
@LT Endgame

I'm going to harp on about the end game because it's the part you can expand on and make the game come to life rather than feel like it's finished. Having the ability to buy property and customize it, letting you build stations or new sectors and kit them out.

The ability to build stations with weapons, only limited by cash, would be awesome too. It wouldn't take long for people to try and create death stars.

Just another suggestion :)
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Re: Personalisation

#3
Yes, there is definitely an emphasis on still having stuff to do in the end-game :) Building space stations is indeed one of the core features of the game. How exactly that will work is yet to be determined.
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
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Re: Personalisation

#5
Cornflakes_91 wrote:I'd suggest something in the general direction of the system of x rebirth
Many modules with standardized interconnects with specific functions each that you can slot together like kilometer-sized lego
And of course, each module will have it's own unique appearance depending on what it is. :)
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Re: Personalisation

#7
I'm guessing you'll be able to create space stations like you can ships (in an editor). After creating a shape you could connect production modules to hardpoints (or weapons, or shields, or...)
A hangar would be pretty important too.
Beware of he who would deny you access to information, for in his heart he dreams himself your master.
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Re: Personalisation

#8
Well, I've got a tangent, onto which I'd love to take a run...regarding personalizing things, particularly ships here, I am wondering what kind of detail we should be allowed to play with in the ship editor... For a single instance, could we create a transport ship whose cargo resides inside a 'silo' for lack of a better word of armor? This precious cargo also happens to be attached to insanely fast emergency bug out rockets (no guidance, steering, etc. just hold on!)... Can you see where I'm going with this? Should this transport ship and its escort become ambushed and hopelessly outmatched, its precious cargo worth more than the combined total of all ships has one last option - detach from the shields and run like hell!!! It would definitely add a measure of strategy to the standard 'attack this shipping convoy' and it would also allow us to have one last option should everything go to hell on a mission.

This also, naturally my favorite thing to do, stirs up a very large hornets nest! Detachable, operational portions of ships?!? I didn't incorporate any mechanical movement other than the quick detachment on this post so we'll stick to that alone, but this could be a pretty sweet attribute! Rocket-powered battering rams people? Detachable suicide run full-frontal shields for those "Ramming Speed!!!" missions? Carriers that carry cores, to which fighters are attached on all sides. Cores are ejected in crazy battles and the fighters cloud the skies instantly from the cores (totally faster than sending fighters out of the carrier bay)! The possibilities are endless! However, I'm thinking so is the code that would be required to incorporate this kind of thing... Gets you thinking out of the box though and allows for CRAZY approaches to otherwise standard ship warfare. Especially if sacrifices must be made in order to incorporate such a component onto a ship. Literally every ship you approach could be a madman's bag of tricks and you'd need to be on your A-game to come out alive.

Let the teardown of this idea begin and lets see where the dust settles! :monkey:
"Somewhere, something incredible is waiting to be known."


- Carl Sagan
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Re: Personalisation

#9
The Savagery wrote:Well, I've got a tangent, onto which I'd love to take a run...regarding personalizing things, particularly ships here, I am wondering what kind of detail we should be allowed to play with in the ship editor... For a single instance, could we create a transport ship whose cargo resides inside a 'silo' for lack of a better word of armor? This precious cargo also happens to be attached to insanely fast emergency bug out rockets (no guidance, steering, etc. just hold on!)... Can you see where I'm going with this? Should this transport ship and its escort become ambushed and hopelessly outmatched, its precious cargo worth more than the combined total of all ships has one last option - detach from the shields and run like hell!!! It would definitely add a measure of strategy to the standard 'attack this shipping convoy' and it would also allow us to have one last option should everything go to hell on a mission.

This also, naturally my favorite thing to do, stirs up a very large hornets nest! Detachable, operational portions of ships?!? I didn't incorporate any mechanical movement other than the quick detachment on this post so we'll stick to that alone, but this could be a pretty sweet attribute! Rocket-powered battering rams people? Detachable suicide run full-frontal shields for those "Ramming Speed!!!" missions? Carriers that carry cores, to which fighters are attached on all sides. Cores are ejected in crazy battles and the fighters cloud the skies instantly from the cores (totally faster than sending fighters out of the carrier bay)! The possibilities are endless! However, I'm thinking so is the code that would be required to incorporate this kind of thing... Gets you thinking out of the box though and allows for CRAZY approaches to otherwise standard ship warfare. Especially if sacrifices must be made in order to incorporate such a component onto a ship. Literally every ship you approach could be a madman's bag of tricks and you'd need to be on your A-game to come out alive.

Let the teardown of this idea begin and lets see where the dust settles! :monkey:

I second this! why should imminent death be the end when you could easily eject the worse off half of the ship or component and be allowed to boost quickly in a single direction fairly quickly and then have small angled thrusters for some rusty maneuvering to a space station or something. just something to build on thiis idea! :) :think:
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Re: Personalisation

#10
Maybe this is just semantics, so I won't hit it too hard, but... why are we even talking about an "end game" at all?

"End game" implies there's an end to the game. But what if I prefer that my game not end?

What if I happen to like all the game to be end game, so that I don't feel that there's some distinct endpoint that I'm supposed to rush through everything else to get to?

Maybe the better way for me to ask this is this: Is Limit Theory being designed such that every game has a finite end? Or is it being designed so that players can, if they want, keep playing the same game as long as they like?

Which of these approaches would my fellow LTers prefer?
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Re: Personalisation

#11
I took it to mean "late game" ~ certainly there is no "end game" in LT, as there is no ultimate goal...unless you set one for yourself :)

But I took the question more to mean "how large is the economic spread," i.e., will there be financial goals that span many orders of magnitude of wealth, such that there's still a great deal to do even if you manage to get a very powerful ship, for example (whereas, in Freelancer, you're pretty much done once you've got a Hawk and Nomad blasters).

In LT you're only done when you believe you're done. As advertised in the KS, you'll never actually be "finished" with any "superlative" goal, since the universe is infinite ~ you can never really know if you've found the best ship, best tech, hardest enemy, etc. You might be the king of region X and think that you've totally dominated the scene, but then stumble over a few regions and realize that the leading factions in region Y could all single-handedly carve your assets into finely-powdered dust without so much as lifting a finger ;)
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
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Re: Personalisation

#12
Yeah, I think they're talking the MMORPG sense of endgame which is essentially "things to do once I hit the level cap"

Of course, the situation is different in LT, but you could likely just as easily say "Things to do once I'm powerful enough to defeat any enemy".

This of course, doesn't really take into account all the other things that you can do in LT, like explore the infinite universe, take up mining or trading, etc, etc.

I think the problem is ameliorated by the very nature of the game, but eventually, I suppose anyone could get bored of doing everything :eh:

Edit: Darn it, Josh. Beat me to it.
- The Snark Knight

"Look upward, and share the wonders I've seen."
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Re: Personalisation

#13
Flatfingers wrote:Maybe this is just semantics, so I won't hit it too hard, but... why are we even talking about an "end game" at all?

"End game" implies there's an end to the game. But what if I prefer that my game not end?
Even (some) MMOs have an "end game" that is quite different from a player's early days. Everquest would be an example.
And MMO's are clearly designed to be non-ending. =)
There is no "I" in Tea. That would be gross.
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Re: Personalisation

#14
I like Josh's idea whereby he generates this universe full of it's own history and you are just placed in the game to do whatever you wish. The "End Game" comes when you die as you've "lived your life out" and played a miniscule role in this universe. Just like real life. ;)
In Josh we trust.
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Re: Personalisation

#15
Was just wondering, 'how far are we going with personalization on this game anyhow?" and thought I'd ask, are there any plans to personalize, even, our own turrets? like this turret type would have this many barrels and so on? or am I going to far with this? Also, would there be any option for engine personalization? like the color of the exhaust or so on?

Just Wondering! :)

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