
Aurael Drakewing
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Posted - 2006.03.17 14:48:00 -
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My wishlist....
1. Revamp manual flight control to be more accurate and useable. (double-clicking at some point in space isn't really navagating IMO) I like the "one click for heading, another for elevation" idea previously posted.
2. Change the travel system. 15 KM run = dead ship 90% of the time in non-friendly controlled space. While I agree, travel should not be 100% safe 100% of the time, if it's not at least reasonably safe then either a) people won't leave systems at all, b) the problem will be compounded immeasureably as they start traveling in bigger and bigger groups (and the camps get bigger and bigger...I think you see my point), or c) someone finds some way around the problem (Eg, insta-BMs) Even if it was perfectly safe, it detracts from game enjoyment, at least for me, when it takes a significant amount of time to travel from one system to another.
3. Ship size/class/role balancing. A Battleship (or even Battlecruiser) should not fear a group of Frigates, unless that group is fairly big (read: more than 4-5), is specifically equipped to counter BS/BC's and has solid tactics; conversely, a Frig shouldn't be able to be ganked by a BS or BC unless it's specifically setup to counter Frigs.
4. More dynamic galaxy. Add in Faction warfare, changeable Empire boundries, standings that have purpose beyond availability of agents, more NPCs in space, *something* to show that the galaxy is filled with more than just players, and players can actually effect events in a meaningful way.
5. Tactical manuvers. Make a battle feel like a battle rather than a bunch of dots sitting there pounding away at each other. (Ties in with next 2)
6. Directional weapons fittings, for Battlecruiser-class and above hulls. Eg, 3 forward (bow), 6 port/starboard, 2 rear (aft) slots, each can only fire in a 90-degree arc based on facing. Effects which weapons can fire on which targets (yes, this should effect missile bays exactly the same as turrets), and where the damage occurs...good groundwork for module damage as well, but does require major rework of module fittings.
7. Directional damage (again BC and above only) for shield and armor hitpoints. Can be used to lengthen combat, and causes large-ship pilots to make tactical decisions rather than just "point and shoot" (Eg, starboard shields are down, broadside-roll to bring port shields to bear).
8. Loyalty points/Agent offers. Please make these accumlate per Corp rather than per agent, and make the offers more of a limited-access market. Or possibly split it where Corp loyalty points get you access to the limited market, but accrue slowly and Agent loyalty points can be used to get the Agent to do something for you (Eg, free locates, NPC ferrying of equipment from that station to another for a cost, etc) but accrue faster.
9. T2 BPO lottery. This can be worked similar to LPs and offers...RPs now come in 2 different forms, Original Research and Chartered Research. OR points work like Corp LP, eventually getting you access to a limited T2 BPO/BPC market, CR points allow you to use the agent for some benefit of your own research (reduce ME/PL/copying research times/costs by X% per CR point used)
8. Market changes. Make sub-categories collapseable like the main categories, and add folders and sorting to the quickbar.
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