Ideas for future CM! Post yours!
Just thought I'd resurrect this thread. How about...
Transferring your ship to the game's AI control as the words "Mission Over" appear. I find it irritating that in the final moments of a game, having just flown a superb GC-earning mission and taken out 8 or 9 enemies, you fly in a straight line headlong into an asteroid or a wingman, and sit there for a few seconds looking like a total tit.
Your wingmen not instantly hyperspacing when you do, when there's no real need for them to (i.e. they're not under any specific threat).
Your ship automatically having some kind of distinguishing mark, like a coloured stripe or something, to indicate that you're the lead ship. The same could happen to the opposition squadron(s)..
Being able to lay mines, or fire small rearward-launched missiles.
A change in the way the mass/inertia is handled. It's a bit silly the way that a Drone can slam into a Super Starbase and displace it.
Keyboard commands for missiles, i.e. "D D D" to launch 3 Daycorns.
Collisions causing damage.
A bigger range of ship sizes. Starbases and Factories should be bigger!
(Apologies if anyone's said any of these before).
Transferring your ship to the game's AI control as the words "Mission Over" appear. I find it irritating that in the final moments of a game, having just flown a superb GC-earning mission and taken out 8 or 9 enemies, you fly in a straight line headlong into an asteroid or a wingman, and sit there for a few seconds looking like a total tit.
Your wingmen not instantly hyperspacing when you do, when there's no real need for them to (i.e. they're not under any specific threat).
Your ship automatically having some kind of distinguishing mark, like a coloured stripe or something, to indicate that you're the lead ship. The same could happen to the opposition squadron(s)..
Being able to lay mines, or fire small rearward-launched missiles.
A change in the way the mass/inertia is handled. It's a bit silly the way that a Drone can slam into a Super Starbase and displace it.
Keyboard commands for missiles, i.e. "D D D" to launch 3 Daycorns.
Collisions causing damage.
A bigger range of ship sizes. Starbases and Factories should be bigger!
(Apologies if anyone's said any of these before).
Dinosaurs aren't extinct, they're just hiding behind things.
Kangaroos are just mice standing much closer to you.
Kangaroos are just mice standing much closer to you.
Well heres a few.
I like the different ship sizes. so that your space station isnt the same size as a scout ship. say 3 - 5 sizes when i create my ships I try to think of how large they are relative to each other. but it starts messing up cuase only the large ships are proportional to the trest of the "built in"
More missles just a few like add another well... how about the cargo box. i fyou have a cargo box then you can have say 15 more missles depending onthe size of the ship say large ships, starbases, turrets can have a whole 45 set more because they are large enough to hold the extra fire power.. it could be proportional to how many missle launcher a ship has...or whatever. ithink of small ships with full "heavey" load out as helicopters carrying two story houses.
even say turret rings that surround starbases/ storage depot or factories have bonus missles
oh yeah you heard right ,, starbases . I think a starbase should be able to defend itself a little. turrets are fine but and ther eare the white missles that only target enemies so why not make a missle that has the larger warhead of teh all purpose blue missle (sorry for the 3rd grade colors but I cant remember teh names and ar etoo lazy to go look them up
) then starbases won't be such a turkey shoot.
oh this one is a frustration rant :...stealth I think is out of balance. its a little TOO handy. a ship flies right next to you and becuase you have 1 radar you can see them. when does sight come into factor..its a bright orange ship!! say i fyou have a command on that side you should be able to see a certain distance. if you fire a missle it finds the target. (hey theres a missle a radar missle aka: a probe something that can be put on scout ships but maybe only two) on another note: I understand the reason for if you are out of a battle and away from teh action that the computer will relocate teh enemy closer in order for you to find them but is it nescessary(excuse the spelling) for them to "pop" up right behind you I would like for it to pop up infront of you facing you and then we'll get it on.
same size missles should not cost more to add to the load out .. like the yellow and white orange and purple shouldnt cost extra in teh load out.
and how about selecting a load out 1 missle at a time instead of in groups of 5. hey that solves the two probe problem and the rear missle problem issue that keeps popping up (say you only get two rear missle shots)
mor eships to choose from when selecting squad. w/ so many custom ships out be nicce to not rely 12 I think ther eis to choose from in each mission.
oh and lastly (from what i can remember and I'm tired of typing and I want to go home) how about making it so that just because the squad leader dies then every body does not goes home. like as long as there is a squad leader present in teh battle then wing men will still stay in the fight. (or make it so that if there are no squad leaders left but the numbers are in your favo then don't go home. dont hav eto make new squads but I mean your attacking a star base and turrets and then some squadren leader bites it and all 8 billion of his shipmates hot tail it out and now you're left with no cover. yeah its another frustration rant. but it works for both enemies and friendlies.dont leave the battle jsut becuase your 1 up dies. stay and fightbe the best virtual shipmate you can be.
thats my piec e.. i look forward to the next update whenever that is.
I like the different ship sizes. so that your space station isnt the same size as a scout ship. say 3 - 5 sizes when i create my ships I try to think of how large they are relative to each other. but it starts messing up cuase only the large ships are proportional to the trest of the "built in"
More missles just a few like add another well... how about the cargo box. i fyou have a cargo box then you can have say 15 more missles depending onthe size of the ship say large ships, starbases, turrets can have a whole 45 set more because they are large enough to hold the extra fire power.. it could be proportional to how many missle launcher a ship has...or whatever. ithink of small ships with full "heavey" load out as helicopters carrying two story houses.
even say turret rings that surround starbases/ storage depot or factories have bonus missles
oh yeah you heard right ,, starbases . I think a starbase should be able to defend itself a little. turrets are fine but and ther eare the white missles that only target enemies so why not make a missle that has the larger warhead of teh all purpose blue missle (sorry for the 3rd grade colors but I cant remember teh names and ar etoo lazy to go look them up

oh this one is a frustration rant :...stealth I think is out of balance. its a little TOO handy. a ship flies right next to you and becuase you have 1 radar you can see them. when does sight come into factor..its a bright orange ship!! say i fyou have a command on that side you should be able to see a certain distance. if you fire a missle it finds the target. (hey theres a missle a radar missle aka: a probe something that can be put on scout ships but maybe only two) on another note: I understand the reason for if you are out of a battle and away from teh action that the computer will relocate teh enemy closer in order for you to find them but is it nescessary(excuse the spelling) for them to "pop" up right behind you I would like for it to pop up infront of you facing you and then we'll get it on.
same size missles should not cost more to add to the load out .. like the yellow and white orange and purple shouldnt cost extra in teh load out.
and how about selecting a load out 1 missle at a time instead of in groups of 5. hey that solves the two probe problem and the rear missle problem issue that keeps popping up (say you only get two rear missle shots)
mor eships to choose from when selecting squad. w/ so many custom ships out be nicce to not rely 12 I think ther eis to choose from in each mission.
oh and lastly (from what i can remember and I'm tired of typing and I want to go home) how about making it so that just because the squad leader dies then every body does not goes home. like as long as there is a squad leader present in teh battle then wing men will still stay in the fight. (or make it so that if there are no squad leaders left but the numbers are in your favo then don't go home. dont hav eto make new squads but I mean your attacking a star base and turrets and then some squadren leader bites it and all 8 billion of his shipmates hot tail it out and now you're left with no cover. yeah its another frustration rant. but it works for both enemies and friendlies.dont leave the battle jsut becuase your 1 up dies. stay and fightbe the best virtual shipmate you can be.
thats my piec e.. i look forward to the next update whenever that is.
You are only half as ______ as everyone says you think you are.
-
- Posts: 139
- Joined: Tue Oct 11, 2005 1:37 pm
- Location: NY
- Contact:
Stealthiness and spotting
Hrrmmm. I have my doubts that starships would be fighting anywhere near visual range.
That said, it might not be unreasonable for a ship to be less stealthy when it's damaged; having a hull breach and perhaps scattering debris or allowing assorted detectable emissions is probably going to make you easier to find, even if ECM models themselves aren't jammed.
Hmmmm, ECM/jamming: theoretically one could allow different targeting methods, active jamming, other countermeasures, but that's arguably an excessive overcomplication for something that isn't really a full starship sim. Better to keep it abstracted as stealth modules/sensors et al.
Would be interesting to have an intermediate spotting level between invisible and full-knowledge, like spotted but not fully identified. Seems weird that as soon as you spot somebody, you can find out their exact load-out.
That said, it might not be unreasonable for a ship to be less stealthy when it's damaged; having a hull breach and perhaps scattering debris or allowing assorted detectable emissions is probably going to make you easier to find, even if ECM models themselves aren't jammed.
Hmmmm, ECM/jamming: theoretically one could allow different targeting methods, active jamming, other countermeasures, but that's arguably an excessive overcomplication for something that isn't really a full starship sim. Better to keep it abstracted as stealth modules/sensors et al.
Would be interesting to have an intermediate spotting level between invisible and full-knowledge, like spotted but not fully identified. Seems weird that as soon as you spot somebody, you can find out their exact load-out.
Flavor, mission briefing
I wonder if the flavor would be enhanced with individual ship names.
This might allow some interesting directions, such as --
Being told which ships you're targeting by name. At least, an 'objective flag' indicator would help certain strange cases such as the Ambush mission type, where there may be three different squads of enemy warships but only one needs to be destroyed. If your commanders have specific targets in mind, wouldn't they tell you which?
(Side note: wingmen low on ammo should ignore non-threatening distractions that are not primary targets. Going after random tugboats or the crippled enemy that's hyperspacing away when there are heavily shielded fuel depots to destroy and few remaining missiles is not helpful.)
A bit of flavor might occur if allied or enemy ships that survived sometimes reappeared in later missions. If there's any parameters that can be tweaked to affect AI behavior, that could persist with these ships, this might get pretty interesting... it'd add some semblance of continuity between missions, anyway.
Speaking of continuity, I wonder if one's record at mission types affects the probability of getting those mission types again. If you're frequently botching politician escort missions but doing well on attack missions, is any politician going to want you to escort him?
This might allow some interesting directions, such as --
Being told which ships you're targeting by name. At least, an 'objective flag' indicator would help certain strange cases such as the Ambush mission type, where there may be three different squads of enemy warships but only one needs to be destroyed. If your commanders have specific targets in mind, wouldn't they tell you which?
(Side note: wingmen low on ammo should ignore non-threatening distractions that are not primary targets. Going after random tugboats or the crippled enemy that's hyperspacing away when there are heavily shielded fuel depots to destroy and few remaining missiles is not helpful.)
A bit of flavor might occur if allied or enemy ships that survived sometimes reappeared in later missions. If there's any parameters that can be tweaked to affect AI behavior, that could persist with these ships, this might get pretty interesting... it'd add some semblance of continuity between missions, anyway.
Speaking of continuity, I wonder if one's record at mission types affects the probability of getting those mission types again. If you're frequently botching politician escort missions but doing well on attack missions, is any politician going to want you to escort him?

-
- Posts: 139
- Joined: Tue Oct 11, 2005 1:37 pm
- Location: NY
- Contact:
also how far is 'visual range' in space!!! that mean that theres at least 15 billion light years between each ship??
i realise things would be small when far away, but movement and the likelyhood of SOMEBODY on board having a telescope....
________
og kush pictures
i realise things would be small when far away, but movement and the likelyhood of SOMEBODY on board having a telescope....
________
og kush pictures
Last edited by Andy on Sat Feb 05, 2011 1:47 am, edited 1 time in total.
-
- Posts: 139
- Joined: Tue Oct 11, 2005 1:37 pm
- Location: NY
- Contact:
well, if you "think," when you measure the angle between the two lines from a point on your ship and the sides of a nearby ship, that would be about the angle it would appear to be in your field of vision. if there is a 100 mile wide object 1000 miles away, i would think that you would be able to see it. unless its flat.
lol, its a 2D world so you cant see anything, or hit anything, and people fall in 2 pieces cos or ur digestive system......
aaanyway you can see a guy standing a kilometer away, so thats about a 1:1000 ratio, but if you could do that on the game it would generally ruin gameplay. its better as it ur in a submarine or summat, u no wat i mean!
________
sc2 replays
aaanyway you can see a guy standing a kilometer away, so thats about a 1:1000 ratio, but if you could do that on the game it would generally ruin gameplay. its better as it ur in a submarine or summat, u no wat i mean!
________
sc2 replays
Last edited by Andy on Sat Feb 05, 2011 1:48 am, edited 1 time in total.
- cavemaniac1
- Posts: 72
- Joined: Mon May 09, 2005 3:48 pm
- Location: Southampton, United Kingdom
Why are we even defending Earth in the first place, if we're Stralians or Zyans or whatever? (Maybe the Earthlings asked us nicelycavemaniac1 wrote:But when we 'Defend Earth' we're fighting above Earth.

I'd like to see a "Human" option in the next release...
Dinosaurs aren't extinct, they're just hiding behind things.
Kangaroos are just mice standing much closer to you.
Kangaroos are just mice standing much closer to you.