šŸš€ New spacecraft family (poll)

I agree that two ā€œnormalā€ weapons on one ship may be too powerful. Indeed, Iā€™ve said so myself in the past. But if switching between two is too powerful, then firing both at the same time would be very much so.

In any case, balancing the strength of things is something that can be done post-addition - I think the real things to keep an eye on with these suggestions is if anything is fundamentally problematic, regardless of the ā€œnumbersā€ that can be tweaked (like the environmental resistance).

Iā€™m not sure about a ship with a permanent buffed satellite for its gimmick. Given that any ship can mount a satellite, I am not sure if it would really feel like a distinct enough perk - it also runs the risk of being overcomplex for some players. I donā€™t personally find it overcomplex, but keep in mind a significant portion of the playerbase didnā€™t even know to use automatic fire, back when that was a thing.

2 Likes

True. Though I really want to see a ship that interacts with satellites in an interesting way, this is just my thoughts on how it could work. Plus, I feel it opens a ton of variety with satellite-affecting ships: the permanently mounted satellite (like a single, powerful satellite) could be contrasted with a ā€œcarrierā€ type build that could carry multiple satellites that die out faster but have increased firerate or something as an advantage, like some swarm type build. I do get where youā€™re coming from, a ship based on satellites can seem bland, but if they had more variety to them theyā€™d definitely be an interesting way of playing in their own right. The game does throw a ton of satellites at you on higher difficulties, might as well let the player make use of it. As for complexity, in practice itā€™d just be like overdrive but with satellites though I do get your point lol.

As for the dual weapons, itā€™s just very unappealing to me personally but I do agree it could be tweaked into being balanced. The only thing that stuck out to me was that one weapon was fixed, while the other could be changed, so if you had the same weapon itā€™d just be a worse bomber. Itā€™s just so ā€œbeen there done thatā€ to me when the bombers exist, though I suppose they can be fun. It still strikes me as a very linear way to do things: surely a ship could do more than just primary weapons.

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Iā€™ve closed the poll because (a) there have been reports of alt accounts skewing the result and (b) the discussion below has produced more interesting/viable alternatives , making the current selections outdated.

There will most likely be a second poll with updated options in the future (which will also be stricter in who is allowed to vote).

I will also look into if/how any of these suggestions could be retrofitted in one of the three existing families (in conjunction with About the current state of spacecraft in the game , which sadly I havenā€™t had a chance to fully look into yet)

22 Likes

I kind of agree, although Iā€™m not sure exactly what that would look like. It does feel a bit weird though - a ship that specialises on the part of the ship thatā€™s not part of the ship, lol. But Iā€™m sure there would be something cool that could be done with it. Maybe an engineer/carrier ship that actually manufactures a satellite for use once every so often.

I read it more like ā€œIf you had anything but the same weapon it would just be a better bomberā€ but thereā€™s still an inherent issue there. Thatā€™s why I donā€™t think it should be able to fire both at once, but thatā€™s just my two cents.

Primary weapons are no small part of this game (or the genre, really), and they are one of the few ā€œbuilt inā€ parts of the ship, so I understand why they end up with such a strong focus and it feels pretty reasonable to me. Youā€™re right, though - variety is spice. Iā€™d love to see something different, down the line if not with the Raven. Itā€™s just challenging to make that balanced in a game that is literally about shooting for most of the playtime.

I mean, thatā€™s understandable - itā€™s a big read.
My two most important takeaways from it were the max power for mullers only thing, and mountable hardpoints. But there were a few interesting things in there, and a lot of time went into it, so itā€™s definitely worth a good look. Overdrive is a complicated discussion, whenever it comes up.

Will this be in the same topic, or will it get a new one? Asking just because Iā€™m worried Iā€™ll miss it, like I often do with these things, aha.

This is an exciting thought, even if it doesnā€™t eventuate into something tangible.

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Yeah, something like that, to contrast with an ā€œarchitectā€ variant that focuses on one super-satellite

Yeah, but it does get really dull when all of it is based on the same 10+max power progression. Of course, balancing it is no small feat but itā€™d be more interesting than the same thing but on two cannons, different weapons or not. Still though, I get your point

Yeah, two of the three suggestions were proposed as balance features for H&Cā€™s and Mullers to set them apart. Even if these specific suggestions arenā€™t implemented, it would be nice to see some changes done to them to make them properly take their roles as starter ship and main-all rounder ships respectively. In my opinion the H&Cā€™s should have their max power removed, and the Mullers be given environmental resistance (since itā€™d be best to have their special ability be as passive as possible so as to be an upgrade but still retain its identity: they are the OG Chicken Invaders ships after all). Alternatively, Overdrive could just be removed from the H&Cā€™s, though thisā€™d probably need some tweaking

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Well, in my perspective, a spacecraft with Environment Resistance feature is very great. However, i think it needs some works on it to make VF, or Raven, become balancing and interesting.

Remember that Environment Resistance in my work doesnā€™t mean that the spacecraft can fully ignore the effect of environments on missions. Instead, it can:

  1. Hot Environment: Doesnā€™t overheat as fast as normal spacecrafts. For example: A normal spacecraft cost 10/5 secs to overheat (Normal/Hot); A Raven spacecraft cost 10/8 or 10/7 secs to overheat (Normal/Hot).

  2. Massive Environment: Still have an effect on the Raven spacecraft, but much less. To give you a better look, a Raven spacecraft can move in Massive Environment as fast as a H&C or Muller one which has 3 Maneuvering Jet.

  3. Frozen Environment: Everyone know that we use the spacecraft and move around to clean the frozen fog. With Raven spacecrafts, they can clean better. For example: The radius of frozen fog being wiped out with Raven spacecrafts is from 1,5x to 2x bigger than normal spacecrafts.

  4. Electric Environment: As what iA said, the spacecraft can ignore the lightning only once. Kinda underpower. In my opinion, it should be 3 times. When you get struck by a lightning, you lose one shield. CAUTION: Ignore the lightning 3 times, not ignore 3 bullets from enemies. Bonus: iA should make a visual effect to see how many electric shields are left if the player join a mission with Electric Environment.

Thatā€™s my suggestion. If itā€™s a success, i hope @InterAction_studios will base on this idea to bring Raven into the game. Hope everyone enjoy and voting for Environment Resistance feature. Feel free to give a feedback. Thank you for reading.

15 Likes

I chose environmental resistance by wrong and now Iā€™m stuck
With that for shame all of my life

So, when do you make a new poll ?

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When he finishes rethinking the possibilities, studying pros and cons of the new behavious.

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Personally, I really like the dual weapons and the environmental resistance for this new ship model. Maybe this is a bit off topic but I would like that when it is included in the game a ā€œtutorial missionā€:

  • The first wave is an ordinary one.
  • The second wave has an alien container to show the places available to put the satellites.
  • The third wave will teach you power level 10 (to see the way the bullets are fired).
  • The fourth wave will teach you level 20 power (to see the way the bullets are fired).
  • The fifth wave be the boss and give you keys.

This ā€œtutorial missionā€ would only give you keys for the first time you complete it to see if you like how this model is played or not, there may also be these tutorials for the other ships.

It should be way more than just 5 waves. Level 10 and 20 arenā€™t the only important ones btw.

1 Like

hmm, should there be a bubble speech to guide?

I chose Charge/Discharge (Iā€™ll call it Burst for now).

Dual weapons kinda weird. A mixture of weapons is cool but the heat management is something.

Enviromental resistance: I would like to see four different spacecraft family, each has their own elemental resistance and drawbacks.

Also, the burst mode could become somewhat like these ideas by Pidgey.

4 Likes

my suggestion: disable mounting satellites on this family, make max power pylons 10 + 10, fire your main weapon with left click, secondary weapon with right click like a satellite, it would make absolver usable

maybe even 20 + 10 on the most expensive of them, secondary would be max 10 and basically a satellite so kinda balanced

rude.

4 Likes

Is this topic useful anymore?

why did you reply it then, it will automatically lock after 14 days

okay.