![]() The idea is that a player can decide to specialize somewhere in their ships or, alternately, be a jack-of-all-trades and give small bonuses to all. 5% -> 10% -> 15% again, though I imagine those placeholder numbers might be a bit too much. So for example, you could split the techs into a few levels each, each giving a small buff to the specified systems. My thoughts on this are varied other upgrades to ships (or ship classes? That might oversaturate the tech tree VERY quickly though), such as speed, weapon firing rate, shield recharge and strength, better hull materials, etc. ![]() I'm a huge fan of combined-purpose fleets, you see, but right now the game seems to be "get bigger ships and win" with a few exceptions (but those exceptions are usually player-controlled, I intend to cover that too). Second, and more wide-reaching: the ability to upgrade ships with many more modules. I'm probably gonna use those "placeholder" percentages a lot here. Maybe three techs that increase speed by 5% -> 10% -> 15%. I'm wondering if there might be a way to allow a bit more thought to be put in, perhaps research that improves the speed of researching (improving methods and such), nothing too extreme though. That might be by design, which is perfectly fine, but it does allow clearing the tech tree with little-to-no effort for the time being. My first thought so far is that research is kinda simple at the moment. Do take my suggestions with a grain of salt, I'd love to suss out some details or have things explained to me. So far I haven't played a ton yet, but some things did stick out from my gameplay and video-watching time.
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