Wishlist

Command a squadron of spaceships
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Sketchy
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Wishlist

Post by Sketchy » Thu Nov 13, 2008 4:49 pm

Here's my wishlist for future versions of CM.
Probably many of these ideas have been suggetsed before but I don't see that matters :)


Get rid of, or at the very least dramatically reduce the effectiveness of stealth. They're just to good at present.

Hyperdrives should be separate, and fairly expensive components, which must be paid for and which can be destroyed. Ejector pods should still come as standard.

"Probe" missiles, which fly in a straight line, and detect nearby enemy ships.

"Booster" - used in the same way as missiles, but giving your ship a substantial thrust increase for one turn rather than actually firing a projectile.

"Smart" missile that uses collision-course-guidance to "lead" it's target (by analyzig it's course and speed). This means you wouldn't have to be directly behind a target to stand a chance of hitting it.

"EMP" missile which does very little damage, but ignore shields.

Thrusters should only aid turning in the direction opposite that which they are facing. In other words, if all thrusters on the left hand side are destroyed, you shouldn't be able to turn right.

There should be a limit on the number of command centres you can put in a ship.

You should have to pay to buy/repair/refuel your squadron's ships between missions - there needs to be something to stop you bailing out every time you get a bit nervous. Naturally this means getting rid of repair bots aswell, but I think they're "broken" anyway, like stealth.

You should also have to pay to rearm your ships, or perhaps just to change the missiles carried (eg. swapping to yatari's for an attack mission).

Wingmen should gain experience too. A veteran would be able to use a higher proportion of their ships turning ability, have a better aim, etc. They should have individual callsigns. Basically, the player should feel more attached to their wingmen.

In addition to experience, there should be other pilot traits. For example;
* rebellious - often ignores orders.
* loyal - always follows orders.
* cocky - has good aim but often ignores "hold fire" orders.
* focused - rarely distracted from the mission objective.
* brave - won't head for home unless ordered to, rarely uses hyperdrive or ejects.
* cowardly - opposite of brave. Inexperienced pilots would also, in effect, be cowardly.
* gifted pilot - able to use a higher proportion of their ships turning ability.
* instinct - able to detect enemy ships at slightly increased range.
* hotshot - has a better aim.

You should be able to give individual orders to your wingmen, including "Hold Fire". Other possible orders;
* guard >specific ship<
* attack >specific ship<
* patrol >approximate location<
* head for home
* bail out

Piracy could be made possible. One possibility of how you might implement this is given below;
Cargo holds can be either "empty" (weight:1) or "loaded" (weight:10). Destroying a freighter or similar should drop cargo which can be picked up by ships with an empty cargo hold, and sold at the end of the mission. Even non-freighters might occasionally drop a small amount of salvageable material.

Civilian ships should be controllable and editable. Instead of having a "defend Freighter" mission, you would have a mission to transport at least 20 tons of cargo to the opposite side of the map. You might have one heavily armoured transport carrying just 20 tons, or you might have 5 light transports carrying 5 tons each - allowing for one to be destroyed en route. You might even have an armed cargo ship. Bear in mind though - the more you spend on transports, the less you'll have left over for escort fighters. Alternatively, you might be given a separate budget to spend on freighters during just that mission.

Capital ships with rotating turrets would be nice too.

I think the sector base should be a more dynamic environment. The starbase itself should hold your reserve money, so if it's destroyed you lose the money. Similarly, there should be fuel depots (in the same mission) which hold your fuel reserve. Any ships owned by you but not in your squadron, should be there aswell. You should have to buy your own turrets to defend it all.

That's all I've got for now :)
What do you agree with, and what do you think I've got wrong?

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Legacy
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Post by Legacy » Thu Nov 13, 2008 11:56 pm

Well, I agree that wingmen need more personality...

Most of the rest sort of changes the dynamics of CM a bit too much.
"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!

TheKangaroo
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Post by TheKangaroo » Sat Nov 15, 2008 3:23 pm

I agree it would be great if the convoy missions would be successful depending on the amount of cargo lost instead of whether there are ships left, especially because ships succesfully crossing the sector now count as destroyed.
I also once thought about what you called the 'probe' missile myself.
But I disagree on having to pay for fuel, repairs and rearm and thinks like that. I always understood the money system as some sort of indication of how valuable ships the higher ups trust you to have, rather than actual money, which would give it all a rather mercenary-like feel.

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Legacy
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Post by Legacy » Sat Nov 15, 2008 5:44 pm

TheKangaroo wrote:I agree it would be great if the convoy missions would be successful depending on the amount of cargo lost instead of whether there are ships left, especially because ships succesfully crossing the sector now count as destroyed.
I also once thought about what you called the 'probe' missile myself.
But I disagree on having to pay for fuel, repairs and rearm and thinks like that. I always understood the money system as some sort of indication of how valuable ships the higher ups trust you to have, rather than actual money, which would give it all a rather mercenary-like feel.

Well, I do kind of wish there were a fifth "race" that was either representative of some kind of mercenary guild, or of Earth(it'd fit the story I've written/been writing for my ships anyway!) that only has access to custom ships.

I think the AI is one of the bigger areas that needs work... especially the search for enemy command!

Individual orders to eject or hyperspace, and hold fire, would probably save me a lot of grief...
"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!

TheKangaroo
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Post by TheKangaroo » Sat Nov 15, 2008 5:59 pm

it'd fit the story I've written/been writing for my ships anyway!

Some sort of fanfic? Any chance we'll ever get to read it?
Anyway I don't there's going to be side-dependant gameplay mechanics any time soon, if at all.

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Legacy
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Post by Legacy » Sat Nov 15, 2008 9:06 pm

TheKangaroo wrote:
it'd fit the story I've written/been writing for my ships anyway!

Some sort of fanfic? Any chance we'll ever get to read it?
Anyway I don't there's going to be side-dependant gameplay mechanics any time soon, if at all.


It wouldn't take much at all to just have a fifth race that only uses custom ships.

The start of the story is at http://scrapyard.50webs.com/sowg/cm.htm, but the site is under construction... I'll get back to updating soon, I hope, as winter closes in.
"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!

TheKangaroo
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Post by TheKangaroo » Sat Nov 29, 2008 1:35 am

I completely forgot to answer back. Shame on me.
I've taken a look at the piece and I like it. It has this documentary-like style to it, that somehow makes it easy to build the big-picture setting in one's mind.
I was having a few ideas for a CM-fanfic myself for a while, I think I'll try and get that on the road, too.

TheKangaroo
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Post by TheKangaroo » Fri Jan 30, 2009 12:54 am

Back at the topic of stories and such, I - as threatened - started something and am probably done soon. I have, though, found there are quite a few problems about it.
First things first I'm not quite sure about a good way of publishing; in its inital states I considered just putting it in a thread here on the forums, but it has grown to about six pages by now I'm not so sure whether that's a good idea?
Secondly I realised that a few things in my 'story' and even more some of the background behind the story contradicts Legacy's. Also a few of my interpretations of the game happen to raise a few questions in regard of scales and such.
Well, if anybody has any opinion on that, let me know.

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Legacy
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Post by Legacy » Sun Feb 01, 2009 10:44 pm

Don't feel bad, one of my hiccups is that I've developed a couple viable stories that contradict eachother! Mine is not the canonical text, so contradicting mine shouldn't be a concern. Just so long as you're consistent with your own material... something that's become tricky for me.
"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!

Bardash Blackridge
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Post by Bardash Blackridge » Thu Feb 05, 2009 6:48 am

You should post your story on the forum, Kangaroo...I am sure that there are plenty of people here who might be interested in your creative capacity.
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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