05-28-2021, 01:26 AM
(This post was last modified: 05-28-2021, 02:45 AM by kyle2143. Edited 1 time in total.)
There's a lot of suggestions in here and I really appreciate it, I'm trying to keep up. Right now I'm mostly focusing on fixing bugs and making tweaks to make the the mode is solid and playable.
There's quite a few things that we've planned for it that we just haven't gotten around to coding because we wanted to release for testing and while adding the more niche features is important, we wanted to be sure that the mode was playable and that players were interested. To name a few things we wanted to do: improving pod sensors, adding a new type of teleporter with a GUI on the base ships to support people from there, Adding long range guns on ships that fire from hundreds of tiles away. I should probably write up a detailed design document so that anyone who wants to contribute is on the same page with us.
Currently I think the biggest problem to address I think is the issue of travel times. They are too long have everybody do repeatedly if they are coming from their base to an enemy control point and then dying. We eventually want to make a sort of troop carrier pod, but sooner than that I'd like to make destructible/deployable warp beacons that anyone can deploy and only their teammates warp to it. Being destroyed from enemy pods or overuse without maintenance.
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Specifically, one suggestion I've seen a bunch here in this thread and on discord too is to add a sort of "Squad System" like you might find in a MMO tactical shooter game. I haven't played one of those in a while, so I wanted to get some feedback on my idea before starting down the path. (I only spent like 10 minutes on this so just about everything is up for change except the first point):
- I don't want to "gamify" the system too much for the sake of simplicity, I want things to use existing ss13 mechanics as much as possible.
- let some players spawn as lieutenants via roundstart job selection.
- Lieutenants and the Commander can form their own squad of normal pod-pilots via some sort of computer on their ship.
- The computer gives em a list of all the team members sorted by what squad they're under, if any, click names to move people into/out of their squad. Let em name their squad too, why not?
- Cap squad size it at like 3 -5 not including the squad leader, maybe based on the amount of lieutenants they have, the more lieutenants, the lower the max amount.
- Each officer has a 3rd secure radio frequency for their squad, When moving a player into their squad it adds that officer's squad frequency to their secure frequency list.
- Maaaaybe give a special overlay to your squadmates so they can pick them out easier. idk, this might not be worth the trouble.
- Also keep track of the squads on the pod_wars_team datum for some stats maybe or for handling putting the squad frequency on a player's radio when they respawn with a new one.
There's quite a few things that we've planned for it that we just haven't gotten around to coding because we wanted to release for testing and while adding the more niche features is important, we wanted to be sure that the mode was playable and that players were interested. To name a few things we wanted to do: improving pod sensors, adding a new type of teleporter with a GUI on the base ships to support people from there, Adding long range guns on ships that fire from hundreds of tiles away. I should probably write up a detailed design document so that anyone who wants to contribute is on the same page with us.
Currently I think the biggest problem to address I think is the issue of travel times. They are too long have everybody do repeatedly if they are coming from their base to an enemy control point and then dying. We eventually want to make a sort of troop carrier pod, but sooner than that I'd like to make destructible/deployable warp beacons that anyone can deploy and only their teammates warp to it. Being destroyed from enemy pods or overuse without maintenance.
___________________________________________________________
Specifically, one suggestion I've seen a bunch here in this thread and on discord too is to add a sort of "Squad System" like you might find in a MMO tactical shooter game. I haven't played one of those in a while, so I wanted to get some feedback on my idea before starting down the path. (I only spent like 10 minutes on this so just about everything is up for change except the first point):
- I don't want to "gamify" the system too much for the sake of simplicity, I want things to use existing ss13 mechanics as much as possible.
- let some players spawn as lieutenants via roundstart job selection.
- Lieutenants and the Commander can form their own squad of normal pod-pilots via some sort of computer on their ship.
- The computer gives em a list of all the team members sorted by what squad they're under, if any, click names to move people into/out of their squad. Let em name their squad too, why not?
- Cap squad size it at like 3 -5 not including the squad leader, maybe based on the amount of lieutenants they have, the more lieutenants, the lower the max amount.
- Each officer has a 3rd secure radio frequency for their squad, When moving a player into their squad it adds that officer's squad frequency to their secure frequency list.
- Maaaaybe give a special overlay to your squadmates so they can pick them out easier. idk, this might not be worth the trouble.
- Also keep track of the squads on the pod_wars_team datum for some stats maybe or for handling putting the squad frequency on a player's radio when they respawn with a new one.