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| Jason_Miao |
Posted: Jan 14 2006, 11:35 AM
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Tripoli-class ![]() Group: Pilots Posts: 585 Member No.: 32 Joined: 19-April 05 |
A list of frequently suggested ideas. If your idea is not located on this list, feel free to start a new thread about it in the Suggestions & Feature Requests forum. Otherwise, please browse through the forums and acquaint yourself with what other forum goers have suggested. We'd still love to hear from you, if you have any new spins on the old ideas. If you have suggestions for more additions to add to this list, or you've discovered an old thread that covers one of these topics, please post them in here.
This post is a living document, and will be edited as necessary. Note that some frequent suggestions (such as targeted docking) have already been implemented. Please check the Captain's Primer or FAQ for details. Last change: 2/03, changed the heading to more sharply deliniate this list's purpose. More Facings Status: No Debate *George has said that he could do this if he wanted to, but hasn't. Non-linear gate network. Status: Sporadic Discussion *Non-linear gate networks are possible Expanded roles for Ringers Status: Sporadic Discission *Generally, discussion is expanded to other functions that the Ringers could play More Omniweapons Status: Discussion (and almost as old as Targeted Docking) *One aspect of the discussion is to increase the types of Omniweapons. *Another aspect is to increase the frequency that later-game Omniweapons appear. *A frequent suggestion is to add weapon turrets, that would allow the player to "construct" omniweapons. Make "X" always generate, where X is usually a Tinker but may also be an item, station, or whatever. Status: No Discussion *These arguments are usually from very new players. The typical response is to tell them to try something different. More Arena Battles. Status: No Discussion * General sentiment seems to be that it would be nice if it happens. * One new spin on this idea has been to propose a "Ringer" Arena Tractor Beams Status: Sporadic Discussion * A tractor beam to tow wrecks or enemy ships is proposed every few months, discussed, then forgotten once more. http://s8.invisionfree.com/Transcendence_F...p?showtopic=900 Scuttle/Salvage wrecks Status: Discussion * Another ancient discussion http://s8.invisionfree.com/Transcendence_F...p?showtopic=542 http://s8.invisionfree.com/Transcendence_F...p?showtopic=737 Changing ships mid-game Status: No Discussion * Frequently proposed. The inclusion of two additional starting ships in v0.95 are a start in this direction. Asteroid mining Status: No discussion * One of the first proposals ever. It is possible to implement this now through mods, by creating a new damage type, and allowing asteroids to be damaged only by that damage type. Weapon mounts Status: Infrequent discussion *Generally discussed in regards to capital ships. *A related topic is the "omni/partial omni turret", described above. Crew members Status: No discussion. * Crew could affect capital ship operational efficiency (assuming the player is ever allowed to get his hot little hands on a Xenophobe Worldship). * "Crew" could be added by adding a passenger bay. A variant of this idea is to allow ferrying citizens around the galaxy to earn credits or to complete missions. Key mapping Status: No Discussion *Most people think that it would be nice if it happened. Some feel a little more strongly about it. Fix the economy Status: Discussion * Extend the Commonwealth Trade route system further past St. K's. * Make the Ringer economic structure parallel to the Commonweath's in the early game * Create fundamental new economic phase, instead of trade routes and military mercenary. * Make pricing adjustments to weapon/armor/items. Wingmen repair/upgrades Status: No Discussion * Everyone (including George when they were first introduced) has said that it would be great if there were ways to upgrade and refuel ammo. * Mule autons were later added, in response to the "docking" idea * OddBob has performed modding experiments for autons to allow the player to restock them with missiles. Anyone who's been on the forums for longer than half a year have anything else to add? Don't just stick your favourite idea here: this is supposed to be for those suggestions that would have multiple pages of hits if the search function was working correctly. For example, I really like my "build your own stations in the late game" idea, but that isn't something that is brought up every other month, so it's not on the list. Finally, if anyone can provide links to sample discussions, I'll also stick them in here. That way, new players who want to add to a discussion can first read over what's already been discussed, so they can add something new to the debate rather than repeat what's already been suggested. It may also cut down the number of "Let's destroy wrecks!" threads from 50 billion to only one or two billion. :) |
| fossaman |
Posted: Jan 14 2006, 11:49 AM
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![]() Corporate Minion ![]() Group: Co-Admin Posts: 2,046 Member No.: 13 Joined: 17-November 04 |
Nice work, Jason.
*Throws Glue* Lots of people have suggested being able to buy new ships during the course of the game. --------------------
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| gannon |
Posted: Jan 14 2006, 12:05 PM
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![]() Your local archcannon dealer. ![]() Group: Elite Pilots Posts: 1,171 Member No.: 5 Joined: 18-October 04 |
some things that I know of
mapping of keys Randomized stats on items (some discusion on this) crew (not that I support it but it has been brought up alot) your weapons don't effect your autons weapons mounts (both where it is and type, more general than omni thing) Add the second half of the game More variety in shields and weapons Asteroid mining change ships in game things that are in the game but it isn't immedatly clear that they are in targeted docking windowed mode -------------------- If you're wondering why no one else thought to do this
already, just remember that not everyone around here is as brilliant as you. You at least are likely to have a kindergarten education. |
| Jason_Miao |
Posted: Jan 14 2006, 01:52 PM
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Tripoli-class ![]() Group: Pilots Posts: 585 Member No.: 32 Joined: 19-April 05 |
Added. I split the "turret" and "mounts" into two separate parts, since they different things (although if implemented, they would probably serve overlapping functions.) If you guys have some spare time, mind finding links to some sample discussions we've had about them?
We should probably add to the FAQ or Primer (I've added links to both). I intend to delete entries once they've been implemented in some way. The way I see it, the Primer should discuss how to start playing, the LL/FAQ should discuss game mechanics and/or later game operations, and this thread should help streamline discussions of new content. |
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| george moromisato |
Posted: Jan 14 2006, 02:36 PM
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Centurion-class ![]() Group: Developer Posts: 350 Member No.: 2 Joined: 16-October 04 |
Excellent summary!
At this point in time, here is what I think about each suggestion (obvious disclaimers apply--I may change my mind at any time): More Facings George's take: Need to experiment to see if it is technically feasible and actually improves combat. May happen for the Wolfen for 1.0 but may slip to post 1.0. Non-linear gate network. George's take: Post 1.0 there may be side-trips (branches), but I haven't thought it through. Many more systems/branches will appear for 2.0. Expanded roles for Ringers George's take: Probably post 1.0, unless someone comes up with some really good ideas. More Omniweapons George's take: For 1.0 there may be easier ways to get omniweapons and there may be more kinds of omniweapons (but not a ton more). It is unlikely that that there will ever be a way to turn any arbitrary weapon into an omniweapon (unless the cost of doing so is commesurate with the benefit). Make "X" always generate, where X is usually a Tinker but may also be an item, station, or whatever. George's take: "always" is unlikely (and probably undesirable). But depending on the item/station/whatever there may be new ways of getting it. More Arena Battles. George's take: Probably 1.0, but maybe post 1.0. Unlikely to have another Arena (at least until 2.0) Tractor Beams George's take: Likely post 1.0. Scuttle/Salvage wrecks George's take: Probably post 1.0. If scuttling/salvaging is implemented, some kind of item will probably be required. However, there may be other features (again probably post 1.0) that may obviate the need (e.g., ways to mark wrecks that are empty [or already visited] on the map; ways to move wrecks [tractor beam]; more enemies/friends that salvage/destroy wrecks, etc.) Changing ships mid-game George's take: Probably post 1.0. Asteroid mining George's take: Probably post 1.0. It would be nice if the mining laser did something! Weapon mounts George's take: Depending on the design, possibly 2.0. But some proposals for weapon mounts are unlikely ever. Crew memners George's take: Unlikely ever; definitely not before 2.0. Key mapping George's take: Likely post 1.0. p.s.: In terms of timelines: "1.0" means: sometime between now and version 1.0, definitely this year (2006). "post 1.0" means: not until after 1.0 is released, but possibly/probably this year (2006) "2.0" means: not for a while and definitely not in 2006. |
| E. Pellicone |
Posted: Feb 1 2006, 04:06 PM
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Unregistered |
Greetings;
I'm new to your fine forum. Also, I am not a "Modder". That is to say, I tend to ignore all of the "Technospeak" regarding code values and such. But be that as it may, I have been playing you game for over a month now, and I think it serves the purpose quite well. As for improvements, some of what I hear is commendable. But other things seem to do nothing but cloud the whole issue of what the game is for in the first place. I've heard that the game does not have a storyline. I find that to be a base statement. The story, based on the facts presented throughout the game, is such that the player is forced to "Invent" whatever He/She feels is missing. In that way, the story is already there... Supplied by the player. Personally, I feel that the game is fine as is. But if you must have a "Nuts & Bolts" suggestion, I suppose I can oblige: Perhaps a ship, or even a slight mod that would place ones favorite weapon in a rear arc of fire. Personally, I tend to run a lot, and it would be nice to give my persuers someting to remember me by. Turreted weapons are never powerful enough to fill this function, and rotating at odds with ones current vector robs one of flight along arcs OF that vector. Also, some control to give both of my weapon systems the ability to fire Simultaneously. There are times that one or the other is just SO inconvienient. Thank you for this forum, and the time you've given me. Perhaps I shall send you another. Just Remember To Duck! Ed |
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| Jason_Miao |
Posted: Feb 3 2006, 09:04 AM
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Tripoli-class ![]() Group: Pilots Posts: 585 Member No.: 32 Joined: 19-April 05 |
Hello, Ed. Welcome to the forums.
You may wish to register and to start a new thread to post your suggestions. This sticky is intended as a reference for for frequently suggested ideas, so people who want to proposes a new feature on this list know that they should go into more depth rather than just reitering the naked idea (since they've been discussed to death). As a result, your suggestion is unlikely to garner much attention, burried here. By creating a new thread, you will draw more attention to your idea. |
| Arivald Ha'gel |
Posted: Jun 3 2006, 03:39 AM
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Corsair-class Group: Pilots Posts: 19 Member No.: 307 Joined: 3-June 06 |
I had played Transcendence for some time now, and I'll have some very good suggestions.
1) Ship Characteristics a) Amount of Weapon Mounts b) Max lvl of Weapon in Mount c) Amount of Missile Weapon Mounts d) Max lvl of Missile Weapon in Mount e) Amount of Omni Weapon Mounts f) Max lvl of Omni Weapon in Mount g) Cargo Hold Size h) Max amount of Cargo Hold Expansions i) Max Amount of Devices j) Max lvl od Reactor k) Hull (similiar to Armor, but always equipped) l) Max numer of armor plates on each side m) Max lvl of armor plate n) Manueverbility o) Acceleration p) Max speed q) Max lvl of shield generator 2) You should be able to change ships in game. (I know you introduced two new types of ships, but why you can choose then only at the beginning?) And they should be costly. (Selling your old should give you 50%-75% of cash back, all mounted items should be transferred to new one, of impossible to cargo hold, if impossible prevent buying new ship) 3) When a ship is destroyed: a) 20% chance of 1-5 jettisoned cargo. (only commodity goods + ammo) b) 1% chance of ship wreck. (some devices (weapons, launchers, armor)) Ship wreck should be restorable (at approx. 75% of its base cost). Towing it using tractor beam (and very slow cruise speed (faster you go, more power tractor beam uses)) 4) MORE commodity goods (without lvl... why do they have lvl?) 5) Implement client-server architecture. This will let you to make time flow in every solar system. And maybe someday multiplayer hotseat, multiplayer LAN, or even online gaming. 6) Encounters should be redeveloped. Why they always know where you are? As for me they should be more like riding parties. Taking a target (some area, or space station), and waiting for some merchants or privateers to destroy :) And they should have to move from they home station through all solar system to their destination. And more seldom. 7) More types of friendly (and neutral) Space Stations. Pleasure base, (neutral) Pirate Base, Agricultural base (not Ice Farm), Industry base, Commercial base (this probably is Enclave). 8) When docking your ship should be inside base. This will prevent destruction of ship (unless whole base is destroyed). 9) Customizable autopilot. I would like to automatically turn it of when enemy ships are nearby. 10) Asteroid mining would be nice. 11) Better economy (not only more commodity goods, but also creation of them in time). Less income from trade, but possible on every commodity good. When destroying pirate ships would not give so much money (from destroyed weapons and armors, see 3) it will be nice to let some to have some trade. 12) More type of missions. From merchants not only escorts but also delivery with limited time (on your own ship). From commonwealth fortress order to destroy some station (newly build enemy station?) 13) More neutral station (like commonwealth fortress or merchants, you'll have to gain their trust) 14) Ablilty to trade with pirates (not always shoot every pice of their ships and stations?) 15) Better ship control (with mouse?) And most valulable: You should let some other software developers to help you in creating this interesting game. And belive me... I had seen more than 1200 games, this game is nice, but with more help from the community I will be GREAT. Hope you liked it... Arivald Ha'gel |
| Yugimotomanager |
Posted: Jun 3 2006, 04:05 AM
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High Systemlord Anubis ![]() Group: Elite Pilots Posts: 3,049 Member No.: 196 Joined: 5-January 06 |
1) I don't really get what you mean by this.
2) This is a well-discussed (and very good) idea, and will probably sometime in the next 4-5 versions (hopefully). 3) I like these ideas. This could replace having to dock with wrecks, and make harvesting ores from the ringers quite a bit easier. 4) Yes, I definetely agree with you here. The amount of goods in the game is rather low. I think the no. of commodity goods should be at least three times that of the no. of devices. 5) ??? 6) Yes, I think this should be added in a later version, but not anytime soon. There are more important things to be added. 7) Yes, I think this as well. Pretty much the same as my answer for 4. 8) This is a veery nice idea, though I don't think all stations should have this. Most Commonwealth stations would, but what about the arms and armory stations? 9) I think it does/did this anyway. 10) Veeery much suggested idea, but unfortunately not possible (i think(. 11) ??? 12) Oooh... I definetely like this idea. The entire game needs at least 3-4 times the missions it has now. 13) Yes, but not too many more. 14) I think this idea would take the fun out of most of the game. 15) I think this would be rather difficult to code, but I think there should be the option to switch between mouse and keyboard controls. Maybe the cursor points the direction for the ship, the left-click (changable to right-click) adds thrust, and the right-click (changable to left-click) is the brake? Also, if your mouse has a scroll button, you can scroll through your weapons that way? |
| Arivald Ha'gel |
Posted: Jun 3 2006, 04:53 AM
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Corsair-class Group: Pilots Posts: 19 Member No.: 307 Joined: 3-June 06 |
1) These are my suggestions for diffrences between ships
9) autopilot killed me few times. I didn't noticed enemies on time. 11) I mean that some commodity should 'grow'. ie. 1 titanium ore every 10mins? Prices varies when amount of some good is to high. Goods that some station need should disappear 1 every x mins. 15) I think maneuver trusters should be controller by mouse. Sometimes it is very difficult to kill some small ships... and if I could turn ship left just 5 degrees... he would be in pieces. Arivald Ha'gel |
| dvlenk6 |
Posted: Jun 3 2006, 06:45 AM
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![]() Centurion-class ![]() Group: Pilots Posts: 492 Member No.: 231 Joined: 29-January 06 |
1) Most of the things on that list already have the capacity to be altered with extention modifications.
b&c: I think 1 weapon per weapon mount is ideal. e&f: not sure what you mean. Do you mean that Omni weapons should be seperated from other weapons?, or do you mean that there be a mount that can make normal weapons 'Omnified'. I read a debate about that here, but I can't many old threads without a search engine. h: one cargo hold, but you can make more and bigger cargo holds if you want. k: seems redundant. l):I think a ship is limited by it's size to how many armor plates it could have. Everything else, as far as I can tell, is doable right now (version 0.96a) 2)It is a shame that the forum search engine doesn't work right. I've read a lot of different viewpoints about this, but I think they are scattered around in this 'new ideas' forum. HERE is one thread talking about changing ships (and salvaging wrecks too). I know I read a statement by George about changing ships, but I couldn't find it. 4) More kinds of commodites? Lvl is a good idea for them, because that way the rarer ones aren't automatically identified for you. 5) I don't think Transcendence is a multi-player type game. 6) yes. 7) Diversity in the Transcendence universe couldn't hurt 9) Why? If the pilot is taking a nap or something, then the ship ought to probably be destroyed, right? 10) Would be nice. There was a mod made Red Pig to allow limited version of this. Should be archived on The Mod Site under Red Pig. 11&14) I only want to kill Pirates, and not trade with them. Just my take on that 12) Missions are extension compatible. I think Transcendence already has both of the ones you listed. 15) Mouse control? I wouldn't be able to make that work for myself, but... -------------------- Transcendence Images
"The Sword of Elendil was forged anew by elvish smiths, and on it's blade was traced a device of seven stars set between the crescent Moon and the rayed Sun and about them was written many runes; for Aragorn son of Arathorn was going to war upon the Marches of Mordor." -J.R.R. Tolkien - The Fellowship of the Ring |
| Arivald Ha'gel |
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Corsair-class Group: Pilots Posts: 19 Member No.: 307 Joined: 3-June 06 |
<<
9) Why? If the pilot is taking a nap or something, then the ship ought to probably be destroyed, right? 11&14) I only want to kill Pirates, and not trade with them. Just my take on that << 9) Then why autopilot goes offline when I turn map off (when you turn map on autopilot is still on), or just turn my ship? From Captain's Primer: << Shallow Cryo The term 'shallow cyro', is technically a misnomer considering that there are no similarities between full cryogenic suspension and what happens to a pilot when he turns on the autopilot. Instead of being frozen like in full cryosleep, the pilot's couch injects a cocktail of specifically designed drugs which slows down the physiological and neurological processes of the human body, when coupled with a decrease in cabin temperature. This keeps the pilot conscious and able to react to threat warnings or any other alarms that the ship AI may raise. An increase in cabin temperature immediately negates the effects of the drugs, so that the pilot is able to resume full control of the ship at any time. << So it could be possible to customizable autopilot. 11&14. There is already some trade with pirates - Black Market & Tempus Labs. For me it's not enough. Arivald Ha'gel |
| Arivald Ha'gel |
Posted: Jun 18 2006, 05:55 AM
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Corsair-class Group: Pilots Posts: 19 Member No.: 307 Joined: 3-June 06 |
And I think that onmi weapons should be only moutable at onmi mounts. Omni weapon is not only a mechanizm but also a wide angle mount, and a place for such a mount. On-top or On-bottom of a ship. For example how could you mount an omni weapon in 3D space... it would not be possible, there always is some death angle for a weapon. Only by combining two mounts (or more) you are able to create omni-weapon...
Arivald Ha'gel |
| Atheist_Chuck |
Posted: Jun 18 2006, 06:34 AM
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![]() Centurion-class ![]() Group: Pilots Posts: 453 Member No.: 273 Joined: 5-March 06 |
Arivald, please don't double-post. Rather, use the edit button.
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| AceJones |
Posted: Jul 26 2006, 03:27 PM
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Unregistered |
Damage to ship components shouldn't persist across deaths / insurance resurections.
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| Yugimotomanager |
Posted: Jul 26 2006, 11:27 PM
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High Systemlord Anubis ![]() Group: Elite Pilots Posts: 3,049 Member No.: 196 Joined: 5-January 06 |
Actually, since they were both large and intriguing posts, I don't really mind about him double-posting.
Why would the insurance company pay for something that isn't on the insurance plan? They're money-grabbing, loophole-finding, gits.
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| Blackpheonix |
Posted: Jul 27 2006, 12:42 AM
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![]() UBER Caffiene ADDICT! ![]() Group: Elite Pilots Posts: 1,416 Member No.: 37 Joined: 7-May 05 |
tis true, tis true.... -------------------- |
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| ThorWarriorX |
Posted: Jul 27 2006, 06:28 PM
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![]() That guy hated by everyone ![]() Group: Elite Pilots Posts: 1,671 Member No.: 197 Joined: 5-January 06 |
We should not post in this thread, lads...
-------------------- Meh.
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| Yugimotomanager |
Posted: Jul 27 2006, 11:02 PM
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High Systemlord Anubis ![]() Group: Elite Pilots Posts: 3,049 Member No.: 196 Joined: 5-January 06 |
Well, we can continue as long as we post ideas.
Here's an idea: Make the screen bigger. I know that's been suggested thousand of times, but I needed an idea to have as an excuse to post. |
| Targ Collective |
Posted: Aug 15 2006, 05:13 AM
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Viking-class ![]() Group: Pilots Posts: 32 Member No.: 213 Joined: 16-January 06 |
Didn't I suggest the buildable stations idea as a way to absorb credits way back? It could be combined with regenerating stocks to supply the player with infinite ores.
The new trading posts act as a really good credit sink, as you can convert credits into rins through trading here to bridge the currency gap - simply buy all the chromium or promethium you can get your grubby little hands on. |
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