Suggestion about Starbound. I.Game Mechanics. 1.Stamina - game really needs this feature. Now to use tech and weapon game used energy. But melee weapon not used anything. I suggest to blows with melee weapons expend stamina. In addition, this weapon will add diversity. Hammers hit harder and slower and faster consume stamina. Daggers byut faster and consume less endurance (more in Suggestion for weapons). And also when player really long no sleep - Maximum amount of stamina should decrease - up to 50% of maximum. This will create the players need to sleep. 2.Dash - I think you need to do dash not technology, but the ability to default. Make them shorter(like in castelvania), the other animation and stamina expenses. And of course, more can be done and technology that will consume and replace the default dash. 3.Health Regeneration - your game really need it. I propose to create a slow regeneration for all races. Maybe 1%hp in 3-5sec. Naturally wound for 5-10 seconds should freeze the ability to regenerate(That it would not become a Sabouter or CoD). The same regeneration should not be submerged when you terminated and air or fullness less 20%. Passive technology (more on that later), armor and other items should increase the rate of regeneration. 4.Permanent power ups - To come up with things that would forever have increased health, stamina or energy. Make them drop from bosses, very rare loot, or a complex crafting (with very few ingredients). 5.Alternate use button - key "F" - to right hand, key "Q"(drop binding in "G") - to left hand. In the case of melee weapons - it should be an alternative attack. In the case of a flashlight - switching to a different type of light cone (not a narrow and long, but wide and short). In the case of tools (pick, ax, etc.) - this should also be an attack. In the case of ranged weapons (except onions) - it must be a kick butt (and it should teach NPCs - NPC shooters very easy to come in focus - where firearms dead zone). II.Weapons. 1.individuality of weapons - give each type weapon its own specifics. Handed Swords - middling. Daggers - high speed, low damage, distance, fuel stamina. Spears - they should be one-handed (see Troy or play Dark Souls). And they can beat both hiding behind a shield. Hammers - great damage, fuel stamina and stun effect. Greatsword - great damage, middle fuel stamina and no stun effect. 2.Shields - need to impact on the character which is covered with a shield, not taken away his life - taken away stamina. And when stamina ends - then there damage goes into health. 3.Kick butt to ranged weapon - I already wrote about it - but it really is a necessary thing. Damage must be nedolbshim much more important effect of repulsion. 4.Unarmed - Let it sounds crazy but I think that should be a close fight (though the damage will be minimal (1-3 loss)), but it is necessary, without it I am feeling quite naked. Especially with the introduction of melee can do quests such as the arena of fisticuffs. You can also make your animations every race, or at least its alternative attack unarmed. III.Craft. 1.Not just craft, but upgrade - give the opportunity to hook workbench weapons modification. Flashlights for rifles, poison blades and other. Of course it must be hard on ingredients. IV.Tech. 1.MOREE - divided technology into passive, switchable active. 2.Passive - faster regeneration, increase jump height, lung capacity etc. 3.Switchable - such as now - double jump, flying butterflies. All those that can not be used simultaneously(due to controls key). 4.Active - Invisibility, healing, energy shield etc.
I agree with you on only your weapon suggestions, although, since this is beat, you can except a lot of changes to weapons. As to your suggestions, I don't think stamina should added and if it is, I don't like the sleep factor, it's very annoying to carry around a bed with you at all times to ensure your stamina stays filled, otherwise, it's okay. Now about regeneration, I totally support you there, I think that would make it a bit easier to survive. Also, I want to punch people in the face, that would be truly epic!! TL;DR -Good weapon suggestions -This is beta, expect changes -Staminas okay, would piss a lot of people off though -Don't like the sleep thing -Regen is good -I want to punch things in their faces
-I do like the stamina idea. Right now just left-click and holding is the best strat. There would be more skill involved in combat if I wanted to actually time my strikes. -Please no health regeneration. Please. There are plenty of low-tech ways to heal yourself. I want adventures to feel like adventures, and that involves planning ahead and bringing enough resources, and fighting to keep them from dwindling. Bandages/etc are part of those resources.
Permanent stat increases concern me. Starbound has huge amounts of space and content to explore and permanent stat increases feel like they would linearize the game. Items/potions that provide increases while in your inventory but then degrade after time seem like a reasonable compromise, temporary elemental resistances, etc? I'm weary of anything that that makes permanent changes that have the potential to trivialize portions of the game, it feels to me like it would be wasting all that wonderful content I want a reason to explore.
I agree with melignus about the Permanent power ups. To me a big no. But in order to make the game really fun (especially in PvP) I say a big yes to your tech points. It will brings a lot more diversity amoung players and up the RPG content. hard to balance but we are here to work on it hehe.
I. Like most of what you said except the statmina, and health regen. Perminit upgrades could be cool just for the fact that a person can get stronger and more resilient over time to a harsher environment, they could also factor in biotic implants to self mod, the health regent also make the game a bit to easy just for the fact that you can build a foxhole and hold out till you health goes up
Permanent upgrades will kill the balance between new and older players, specially in pvp and it may discourage them from coming in the conflict. techs are enough in this way.
So how many people PvP right now is the question, and a health upgrade and energy upgrade wouldn't really throw anything out of balance
Right now, not many people of course. But I can see its potential in this wide universe when the game will be released. Of course It will be out of balance. I prefer my ennemy with more tactical options than more life, because the fight will be more interesting than just a brainless bash of my head .
Well let's say you have side A versus side B equipped with the same armor sets and weapons and having the same 'skill' level. The one with more life/energy should win right. Now if the two sides have both the same health and let say side A has the dash tech. Even if A has a bonus, A will have to use it cleverly to not be wiped out. that's the point. B still have the ability to win.
Well I understand what your saying now, but would that be in pre established rules, before the battle. Because in a real war one each side has its pris and cons, like command and conquer,
Permanent bonuses would encourage players to skip much of the game to be competitive. I'd prefer to have items and armor that effect abilities or bestow trade offs to cater to individual play style. I think the idea is to instead have armor that's slightly more bulletproof, or makes you quieter, or makes you sort of invisible when you don't move, instead of just having one set of high level gear that everyone essentially has to use. I want a reason to use all the content in the game instead of just skipping it all. Permanent upgrades I think would tend to create a grind-y race when it comes to PVP, with the side effect of causing content to be skipped and ignored. Catering to play styles can be just as fun and competitive in PVP. Armor that reduces maximum energy but provides more protection. Armor that protects from bullets but makes you more likely to be critically hit by slashing weapons. Armor that makes you faster but reduces maximum health. Then your time invested in the game would be rewarded with options instead of just making some numbers arbitrarily higher. Adding a set mechanic into this, or the ability to make for instance unique sets of copper armor that incur even more specific or drastic tradeoffs for playstyle would be fun. Unique leather armor set that makes you take only 1 damage from bullets but all melee hits are criticals, a more extreme version of the vanilla set. Just my thoughts on the matter.
Well I can tell you in these type of game not every one will PvP, I personally won't I like the more star trek type adventure than multiplayer but that being said I can see why you wouldnt want that what can we do to compromise and make it far for both camps
Yes, the one of the advantagea that a procedural game has to offer is the massive amount of potential new content to explore. Giving players a reason to explore is huge.
And that exactly why gaining more health thought challenges would be both recording and interesting, I want to be a colander and boldly go where no man has gone, and more health would help
I guess that's just play style differences. I'd rather progress by accumulating items or sets that provide me with more options. The longer I play, the more I explore, the more I can cater and alter my equipment to test out different ways of approaching challenges in the game.
yes but my exemple was only here to show you what i mean. the equipped stuff can be very different from both side, but if each side has the ability to have it and choose it they are on the equal line. Melignus says it, its just about playstyle. Not about : Hey i'm here for longer than you, bow before me. I understand that pve players may not get it, but it can have big consequences for pvp.
I'm not a massive fan of the stamina idea, guns have the ranged advantage and need either ammo or energy as a counterbalance, melee seems just fine as it is. As for sprinting and a default dash, I think this should be an upgrade as it's a really useful technique at the moment, if everyone had it by default it'd just be one less useful skill to find and differentiate yourself from other players. I do like the idea of some player chosen weapon customisation, having some limited control over weapon mods would be great and would allow for fine tuning for playstyle, in addition to (boosting the same stat) or alongside (boosting an unaffected stat) whatever (already planned?) game generated stat mods might apply to weapons. One of the things I think most hack'n'slash games have missed out on with randomly generated/player crafted stat mods to weapons is that the effects rarely overlap, I've never played a game where all of the potential generated mods were also selectable by the player to put in a socket/upgrade slot etc.
As a person who has PvP in other games I really do understand what your saying but let take Ferraris for example max health is around 500 and there's different amoral to ho with different play styles all with their pros and cons. I understand that it's not like that brother. Were civilized apexs here