Kavik_Kang

Kavik_Kang

Joined Member # 3160460
79 Posts 1,160 Replies 9,468 Reputation

It's not as simple as just letting ships pick what their weapons and devices will be. The ships in an arcade game like SC are VERY simple. There is very little too them. Weapons, devices, speed, acceleration, turn rate, and health... that's it. That's a ship. With ship designs this simple, you can't just change a weapon or device on a ship to anything you want. Think of a ship design in this game as 3 primary components. The ship, th

68 Replies 113,514 Views

I agree that the humor should be more intelligent and clever than slapstick and silly... but at the same time I fully support dropping a 16-Ton anvil on a character at some point during the story. Hahahaha!!!

135 Replies 144,988 Views

I am getting a blank screen when I try to get into the vault, maybe it's just a temporary thing or something. I'll try again later. I actually like the 2D version of the girl better than the 3D version...

135 Replies 144,988 Views

It's all about the point system and choosing a lineup of ships. That's what the game is. If you take away the BPV system you literally have nothing. The BPV system is SVC simulation design work, one of the only savant simulation designers to ever live. It is unfathomably deep because that is his special talent. It is difficult to see on paper, but as with all SVC systems it is deceptively deep and intricate... even though it appears to be almost nothing a

68 Replies 113,514 Views

I see these ideas as more potential passive abilities to give individual ships that have a problem with a ship on the map edge. There are probably only half-a-dozen or so of this ships that have a big problem with this, and between the Dan'Nath already having a prox torp that can reach the edge, and the "HyperWarp Skip" the Scyrve could have... now your Taunt could fix another ship with that problem. A fourth ship could have Maanvis's "shrinking bubble" that begins "c

89 Replies 102,373 Views

Cosmic Rift and Infantry... now that is some serious Subspace loyalty! You really are a fan of these games to have actually bothered playing Infantry, haha:-) I am hoping that modders add at least base defense, capture the flag, and space hockey. I would help with that if anyone wanted to do it, especially space hockey.

63 Replies 73,972 Views

That's what I am talking about, Dill. Stand-off tactics still exist. I don't really see what your point is. There is no decision to be made here about whether or not "speed is life" and that is how the game will be made. That is a fact. A law of physics. It cannot be changed. You must work with it, because the game will work that way whether you want it too or not. I am only providing knowledge of how to make the game work, based on how

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It would certainly be in keeping with the quality of design I have come to expect of their industry:-) Doesn't mean they have to do it that way. Like I said, they are probably only a few ships away from making it work for real. It can be done through the weapons/devices if they don't have the resources to do passive abilities for the ships. The timer really is kind of embarrassing "band aid and string" bad.

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It isn't a problem that needs to be addressed that way, though. The map is already in good shape assuming it is the right size, more than half of the ships probably do not have a problem with a ship on the map edge. The ones that do have a problem with it can easily be altered so that they have a way of dealing with it. Health does not regenerate, making this actually very easy to eliminate in this scenario. The Scyrve "inter system warp" I suggested fixes more p

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I am doing that as much as possible. It might be partly an ingrained habit from the SFB staff. I am accustomed to making the source of ideas and concepts known, people "slipping things past" the designer and into the game had been a problem with this cooperative method of game design in its infancy. So always revealing source material is pretty well programmed into me, to allow the designer to decide if they want that in their game. Or maybe they want to use the genera

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Well, if you really don't want to understand how it works I could just sit silently with over 40 years worth of relevant knowledge and watch the usual computer game industry method of "blindly blundering forward through trial and error, praying that things work out well in the end". 98% of the time they don't work out well in the end, and for some reason that is some kind of mystery. But, sure, if you'd rather do this the modern game industry way I can just shut up and

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Well, like I mentioned. In the case of this torpedo thing I was pointing out in Subspace it wouldn't proximity detonate if it is on target for a direct hit. This gives the weapon a more dynamic feel to the player, if your aim is dead on you do extra damage. It can have a "screen shake/sound" to go with it, like a critical hit does in a game like Path of Exile. This also helps to balance the powerful Dan Noth. It's proximity damage can be weaker now, while

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It worked very differently in Subspace, it has a feel too it that primitive "exploding into bullets" version doesn't have. It would be a mistake to ignore all that was learned from SFB and Subspace in making the supermelee, although starting over from scratch and re-inventing the wheel is certainly a tradition in the computer game industry:-)

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Oh, and for that Dan Noth "proximity torpedo", assuming that is what that weapon is, Subspace had a very cool way of making that work. In Subspace the "Photon Torpedo" of that game could achieve a "direct hit" where it did not detonate at the detection range and instead went all the way in for a +50% damage direct hit. They did this by the approach vector of the weapon, if it is on target for a direct hit it doesn't prox detonate and instead goes in for an extra damage direct

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A timer really isn't a good solution, the overall game suffers greatly. This type of game is more that the sum of it's parts. It has a quality too it that other games don't have, because it is so deep and there is so much actually going on that the player's sense is there even though they are many years away from understanding what exactly that is if they were to begin studying it. This "timer" is just a way of fixing a "mysterious problem" that is not unders

89 Replies 102,373 Views

It can be very easily solved with a passive ability for each ship. About half the ships already don't have a problem with this. The ones that do can have their passive ability address dealing with a ship at the map edge, the ones that don't need this can just get a passive ability that fits with their theme. Like the HyperWarp Skip you could give the Scyrve, or the proximity torpedo the Dan Noth already has, it is really easy to come up with unique ways for different

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After thinking about this for a while, maybe the idea that people were talking about in another thread is exactly what is needed here. A third "passive ability" for all or most ships. Maybe the Dan Noth doesn't get a passive ability, because it's proximity torpedo weapon can deal with a fast ship at the edge of the map, and it has that awesome repel that is worth 2 abilities on it's own. Any ship that has a problem with a fast ship staying at the map edge gets a

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Continuing the tournament example, in that arena players new too the tournament would often complain that they felt "boxed in" by the fairly small size of the tournament map in that game. Klingons and Andromedans, the really fast ships that fight in a stand-off style, would have a hard time with this at first thinking it gave them a big disadvantage. Really, they were losing the advantage they were accustomed to having:-) The classic way of describing the tournament map wa

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Actually there is a lot of SFB influence in SC, but I am not really talking about SFB. I am talking about the "Laws of 2D ACM" that govern how the space combat part of SC works. Simple using a timer, or fuel, or an "exploding football" will work as a "band-aids and string" means of dealing with this problem, and is exactly how other game companies would deal with it. I am just letting the devs know how to fix the problem in a "real" way if they choose to do it that way.

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It's not that it is based on SFB, it's that there is a "2D ACM without gravity" that simply exists in nature. We learned it through SFB, nobody else has every really had a reason to identify and learn it. I am certain that their initial ship designs don't all account for this issue you have brought up, since they don't know how this combat environment works. Almost nobody does. But from my perspective, this is all very simple. Because it is just 1v

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Those are two different things. If you are nimble enough to stay on my sides and there is nothing I can do about it, one of these ships is broken. That shouldn't be possible. Staying out of my range if you are fast enough too is the problem, and that can be fixed through map size and ship design. Of course, if there are 6 different people all insisting that that a ship work a certain way that has nothing to do with this issue... then it can't be fixed. Bu

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[quote who="Hunam_" reply="31" id="3657497"] ^ Oh, look who decided to show up. If they won't put timer on MP battles I'll make it my life's work to make you suffer through hours of single match in melee. [e digicons]}:)[/e] [/quote] This problem can be fixed without a timer. This is really just a matter of the size of the map and design of the ships. There is a reason that this was pretty much the f

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Things like having fuel, or the thing that keeps spinning around my mind like that, the "glowing football that explodes", are "fake" ways of dealing with this problem and make the game seem not as cool. The best way to fix it is through map size and the design of the ships. You might allow one or two matchups where a faster ship might be able to stay at the map edge just to be a jerk just for the freedom of design of having those ships work the way you want them too, or you can go

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Hehe... It seems so simple... but it is almost certainly the most complex thing in all of gaming to understand. This really is entertaining, though:-) "Speed is life." More specifically, "Speed gives you the initiative." A slight speed advantage is useful, but a significant speed advantage gives a ship complete control of the situation. The faster ship will choose when and where exchanges of fire will take place, and there is nothing at all that the slo

89 Replies 102,373 Views