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Sean O'Connor's Games • View topic - Ideas for future CM! Post yours!

Ideas for future CM! Post yours!

Command a squadron of spaceships

Postby vic user » Fri Sep 18, 2009 3:52 pm

We have not tried it yet, but a myself and a friend, are thinking about having a campaign against each other.

Since we can exchange files, such as custom ships and missions, we thought it would be a good idea to do something like this...

Each pick a race

Design ships, of the same quantity and point value

Design missions, from the AI point of view, each using the same parameters, but setting it up the way we like

Then swapping the files, and exchanging screen shots of the end of the missions

After that, determine who got the best outcome.

All this could be put on a star map, and we could have an ongoing interstellar war.

I am sure you can go even deeper, having economics play into it, etc..

Hope it happens, as we did something similar with another game, and it turned out well.
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Postby umeboshi110 » Sat Sep 19, 2009 5:58 am

i think that's a great idea, though i would believe there would be difficulties with the number of credits each person has and choosing the mission, unless you always do each mission from the start with 350 credits or something
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Postby vic user » Mon Sep 21, 2009 4:11 pm

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Postby the space predator » Fri Oct 02, 2009 2:01 am

I need to write something, so i create that signature.
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Energy Weapon

Postby shrike » Sat Dec 19, 2009 3:25 am

Last edited by shrike on Mon Dec 21, 2009 5:44 pm, edited 1 time in total.
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Re: Energy Weapon

Postby Legacy » Sat Dec 19, 2009 5:06 pm

"Every man is my superior in that I may learn from him."

Don't take life too seriously, you won't make it out alive!
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Re: Energy Weapon

Postby the space predator » Sun Dec 20, 2009 7:40 pm

I need to write something, so i create that signature.
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Re: Energy Weapon

Postby shrike » Mon Dec 21, 2009 5:43 pm

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Re: Energy Weapon

Postby shrike » Mon Dec 21, 2009 5:48 pm

It would have to be made to not harm shields, as components/shields don't have hit points, and it would make super shields pretty much a waste of credits. I already have a problem with a daycorn being able to take out a super shield just as effectively as a yatari or plectron.[/quote]

The shields in this game seem to be more reactive than static. I tend to think of them like ablative armor, using their stored energy to push away the damaging force, but unable to differentiate between a smaller or larger threat.
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Postby the space predator » Mon Dec 21, 2009 9:21 pm

why not heavy cruiser like in star war? Big ship whit triple shield, 8 missile tube, and slow moves. You can have the mission to destroy them or to escort them...
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Postby Legacy » Tue Dec 22, 2009 4:17 pm

I hadn't thought of it that way with regard to the shielding being reactive armor. I guess it makes sense, although any reactive material that can counter a multi-megaton blast being used as armor sounds a bit too close to comfort for me... In any case, if I shoot at a vehicular reactive armor block with a .22, I won't destroy it to the point that it can't still work to counter a larger threat.

I think it would be neat to have a couple different ship "classes." Perhaps two to four size/configuration ranges. At the upper end of the spectrum, a more expensive base price that nets you the capacity to add more than four rocket tubes and have an extra tier of armor/equipment on one or more sides, larger missile rack capacities, etc., and have a light class, for ships in the currently under-75 credit or so range, with only half as many equipment slots(four per side), and a smaller target profile for missiles to lock on to and hit. Maybe have a couple pieces of equipment exclusive to only one or two of the ship classes, with the middle of the road enjoying the broadest variety. Stealth should be more effective per unit for the lighter ship class, and less so for the heaviest. Most current designs would fall into the medium range, and that would effectively be unchanged.

It would look something like this...
Skirmisher Class:
-Similar to current configurations, but with the equipment/armor slots cut in half. A cheaper base price, but a lower ceiling for development. It would give people more bang for their buck in cheap designs, but couldn't be taken advantage of to create cheaper full-service designs that would be able to go toe to toe with the larger classes. Maybe disallow certain components(repair bots?) for this class, and add the aforementioned cannon to be used on such designs. At most, three missile racks. A smaller target profile. Perhaps a slightly higher top speed than current designs.

Fighter/Bomber Class:
-Current configuration options.

Destroyer(maybe cruiser?) Class:
-Larger target, slower top speed and much less agile if fully loaded out and armored. Capable of legally carrying six or eight missile tubes, maybe firing in different directions(depending which side they're mounted to), restricted or incapable of stealth, higher number of working repair bots per turn allowed, and a deeper missile reserve. The larger hull and heavier component requirements would effectively prohibit this class from going anywhere under the 250 credit mark, and some of the game objects(super starbases) could be replaced with ships in class, making them real hard targets for later missions. Larger size with relation to the center of mass, and the lowered agility of hauling so much mass would inevitably make it difficult to evade missiles, though I'm sure at least a half dozen of us would come up with a stripped down, optimized ship design that would squeeze every ounce of mobility out of it. Most of these ships would be more like bombers than fighters, by their very nature.

It's kind of odd seeing a universe where all ships, turrets, star bases, and other objects tend to fall into the same limited size category. It would be fun, and I think somewhat more realistic, to see the occasional swarm of small fighters gallantly charging a pair of heavily armed and armored destroyers, or have the player's lone heavy assault bomber taking hit after hit as it plows through the almost-victorious defenses to hit at an enemy starbase, buying time for ejected comrades to hyperspace out of harm.
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Postby the space predator » Wed Dec 23, 2009 6:18 pm

An dfinally kamikaz, fast, great turning, minimum shield, 1or two missile tube, 15 missile and a bomb.
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Postby Bardash Blackridge » Wed Dec 23, 2009 6:46 pm

The idea of having a large warship makes me think about a long forgotten, but awesome game I used to play: Tachyon the Fringe. Some of the vest mission on that game were fighting large warships. I remember quite well approaching those monsters strapped in my little fighter, dodging through its awesome firepower to get underneath its belly and destroy its weapon systems. There were times when I didn't make it, but I remember how fun those missions were. It had a real David and Goliath feel about it. In Critical Mass it may be a little harder to incorporate the same feel because I think stealth ships would easily tear through those ships.
We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. ---H. P. Lovecraft
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Postby Legacy » Wed Dec 23, 2009 7:06 pm

"Every man is my superior in that I may learn from him."

Don't take life too seriously, you won't make it out alive!
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Postby Bardash Blackridge » Wed Dec 23, 2009 9:29 pm

We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. ---H. P. Lovecraft
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