Topic: Astroflux /
Astroflux Thoughts
Opinion of what could make this game greater
This will be a very high level overview and I won’t go into great detail
Multiple starting systems
Let us have something on the order of 5-6 races within the game. The different weapons can be grouped to “belong” to a certain race and then they could all have similar base weapons, but let the more advanced weapons come at a later point. Very similar to how it is now, but not all weapons are available to all races.
Weapons from one race to another may not be compatible without some research/technology. Otherwise, you may not be able to pick up a weapon from one race and just add it to your existing ship or there is a chance of failure to make it work.
Don’t allow the starting races to easily meet other races. They should be on the verge of the late teens, early 20’s before the can/should engage in pvp. Similar to the existing structure where Hyperion – Arrenius is the starter area.
Within a race you can be military/police/free trader. These will each have different ship designs/capability. For example free traders have more cargo and bigger pickup radius for debris/loot (like buying the tractor beam option, but permanent). Police/military will have different options as well.
Free Space
The area between starter areas should contain a certain amount of free space where npc creatures can be found in abundance. The existing Gellan System seems like the right idea (Krittilian-Vibrillian/Sark ought to do). Though, I think this area would have to be way way larger.
I could see this area ultimately becoming the battleground for players and/or where guilds will try to establish bases. A base would be a player craftable items and a building that gets created by a guild pooling resources. Then the ships that are generated would act similar to existing pve battle stations and can be attacked by other players (and/or pirates). These structures and the ships that are produced can have many different levels and possible weapons.
Warp gates from each race will only have 1 entrance to free space. Other warp gates would have to be established, but a group of players would have to physically traverse the systems to set up a destination warp gate?
Guilds-Factions
This is ideally an end game and maybe a long term goal would be to turn all pve establishments over to a controlling faction. That way there can be strife within a race to capture a system.
Resource become paramount to factions to keep their battle stations supplied, building weapons and ships to patrol the station (shields, …) This would be on of the game sinks as a battle station would have a limited supply of resources and when they run out the station can no longer produce defensive ships. Meanwhile, stations near planets/asteroids will be able to provide an income to the guild.
The guild will need to constantly get resources to be maintained. It won’t be easily sustained by 1-2 users or the guild won’t get very far if it is. Players will need to donate resources, which could hamper their ability to get weapons
Research
Guilds and even individual players can research newer technologies and there can be multiple weapon types, new weapon types, ship construction, artifacts, …Warp gates, battle stations, no real limit here and lots of depth can be added to this. The base framework that is pve can be taken over by players and then improved.
Ship Types
probably limited by race and have variety within a faction.
The ships may only be able to deploy certain weapons
Each one can have a range configuration (like levels 1-6 in present, but maybe expand these from 1-10 and then only allow each race to get a range like 1-6 within . Thus 1-7, 2-7, 3-8, 4-9, 5-10
For Example you could have a quick strike vehicle that has engines that range from 5-10 (so they essentially start at level 5), but has armor limit of 1-6 and maybe shield limit of 1-8 as well? Turning speed which represents a maximum range (5-10 as well). For cost purposes level 5 = other peoples level 1. The engine could have a power limit of 1-6 so it can’t have a huge upper limit on firepower
Have a juggernaught which can have max shields and armor, slowest turning radius and speed. Could employ limited power (which could represent the fact that more power is needed to make it move)
Pirate Faction – Perma PVP
Not able to get the maximum of each system/weapon available to empires.
PVP – existing pvp (less organized thoughts I had before, but just put in)
Suggestions (not necessarily all of them, but some in consideration of the existing system)
Can’t get maximum category for any ship component. This would be represented by the fact that pirates generally don’t have access to the best possible gear and/or they have to salvage the gear from opposing players.
When killed, get a 10 minute penalty – consider it jail time
Lose considerable xp maybe even a level
Warning system for when a hostile is within “X” distance of a non pirate. This shows up in the min map as a blicking red dot at the edge of the screen
Regular players can eject cargo. This will force the pirate to go or the booty or go for the attack. The ejected cargo should have a very short life for the pirate to be able to pick up