6/7/2023 0 Comments Starmade weapons combinationsSo in other words add more specialization to module itself. Also this module may have few upgrade slots, by placing some additional upgrade there allows you to subtract from some of the stats and add to your desired ones. I like the idea, and actually had smth similar in my mind, but not only for weapons.Ībout modifiable pre-created modules - for example you have a basic module with initial balanced stats and it's ready to use. I think a system similar to From The Depths would be a good addition although it may be to complicated to implement The second method is a compromise in terms of performance/usability and creative possibility and may be a better fit. However, From the Depths is not a good example on the usability front, since it has a cliff of a learning curve and no real tutorial. The system From The Depths uses for it's custom cannons (advanced and CRAM cannons) is probably the best I've ever seen done. Personally, I prefer the first method of multi-component constructions since it offers more creative freedom. For example: A high rate of fire turret would have a trade-off on accuracy, while a sniper turret might have higher damage/accuracy but a much lower rate of fire (suited more towards Alpha-strikes than DPS). The addition of a 'turret factory' would mean that a player could perfect a design then mass-manufacture and sell their design.īoth systems allow players to build weapons with different characteristics, and both would require trade-offs. Since the turrets would be one component there wouldn't be a need for multi-component support and the performance hit would be the same as a regular 'non-modified' turret. The players should have the ability to customize each part of the turret from barrel length, gauge, count, etc. Each turret could have a different physical appearance: A high ROF modified turret could have multiple barrels vs a sniper modified turret with a single extended barrel. This turret factory could be used to manufacture turrets (which players can place). Using a 'Turret Factory' a player could modify a turret's characteristics and/or model. Another effect of a multi-component system is making weapons take up space, which would have a positive effect of preventing 'death cubes' (A cube construct covered in turrets). Such a system could work and would be really neat but I'm not sure if multi-component objects is something that the engine supports (and it isn't worth adding for one feature). There would need to be a controller component which would keep track of the attached modules. It would also need to be simple enough to understand the basics, yet allow for complex creations by advanced users. (This is the method that From The Depths uses) While multi-component objects offer more creativity and involvement from the player, it is also complicated to implement and may effect performance. This also adds another level of constuction because now players could create weapon companies to sell their weapons or blueprints. Of course, there should be some simple to use 'plug and play' general weapons These weapons could be balanced weapons, with non of the benefits or trades-offs of custom weapons. Having in-depth weapon customization would create more opportunities for advanced players to use their knowledge. A similar (But simpler) system would definitely add variety to combat between ships. Look at From The Depths as an example of weapon customization done right. Plus it creates an occupation for more engineering-minded players. Instead of everyone using the same turrets people could design their weapons to work well in certain situations. Being able to design/tweak weapons and ammunition adds a layer of depth to combat. There's something that I feel alot of space-survival/construction games miss out on, weapon customization.
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