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Hello
We want to discuss new feature with community
We want to implement a different "ship classes", seems like this feature is capable to make gameplay much more interesting.
Currently you can build single ultra super multifunctional ship with all available modules on board and it will be effective in all situations. Of course, such approach have its own benefits, we are also like to play with single multifunctional ship, however, if the game will require to use several different ships in various situations, it should be much more interesting.
For example, currently there is almost no difference between cargo freighter and battleship. Both ships have large size and a lot of cargo space. Will be better if it will be two different ships.
Also, many popular space games based on idea that user wants to gain reputation and credits to obtain new, bigger ships with better characteristics and new design.
Without such aspect, in CC you may just attach a bunch of modules to your ship and the game will became boring quite soon, so the idea of ship classes should be very good.
However, there is a question, how to combine concept of classes with the concept of fully customizable ships which built from modules?
Turned out that freedom of ship editor of CC is not very suitable for concept of ship classes and "I want to earn enough credits in order to buy this huge battleship!"
But we have an idea:
Each command module will have its class.
And each command module as special limit, so far let's call it "module units"
For example, we have a command module of class "miner mk1", it has 200 module units.
Each module has its price of "module units", and also each module has its type, such as:
Storage for ore
Mining equipment
Engines
Weapons
etc.
For example, small storage for ore costs 10 units
Weapons 20 units
Mining laser 20 units
etc.
Each command module can attach to himself only limited amount of modules (sum of its units should be less than 200), after that, ship will be unable to attach any additional module.
Also, each class of command module will have different multiplayers for various types of modules. For example, miner mk1 is capable to attach weapon, however price multiplayer for weapon will be x5, it means that he should pay 100 units for weapon, instead of 20.
However multiplayer for mining lasers and storages for ore is x1, so price for mining lasers will be much lower.
Besides that, some modules will be unique for some classes, for example mining lasers only for miner classes. Or miners will have bonuses for effectivity of mining lasers, while other classes will be able to use mining lasers only at 10% of its full effectivity.
As result we will have a different ship classes, but you are still have a space for creativity, so you can decide "Should I attach weapon to my mining ship or will be better to attach additional containers instead? Or more engines? Or additional mining lasers? Or only 1 laser and a lot of counters?", also you may decide which exactly cargo containers you want and where exactly you want to place them on the ship.
So, we have a complex situation. On the one side, we don’t want to remove a creativity of ship editor.
On the other side, we want to make game and “feel of progression” more interesting.
Of course, there will be command modules for ship classes “mothership”, “freighter” etc, for a big ships, but they should have some other limitations, such as weaker weapons.
Also, of course will be possible to add late-game super command module with very high limits or without limits at all.
What do you think about it? And feel free to express any ideas about classes and how to implement it better.
You may talk here or directly in Discord chat
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