Suggestions from a new player.
Posted: Thu Feb 18, 2016 2:59 pm
I just got this game a few days ago, but I'm having a lot of fun with it. I really like the whole space-station 13 combined with guns of icarus gameplay it has, is there any way to donate?
Anyhow, here's a few things from the top of my head that would help the game in my opinion. There are in no particular order and just the order I'm thinking of them in. Keep in mind this is from a player with under 10 hours on the game, so my evaluations might be off. Sorry!
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>>> A better submarine editor
From experience, adding modding support and customisation is an easy way to help your game. One of my major gripes with the DayZ standalone is that they relegated private and modded servers for so long. I appreciate that the current editor is fully functional, but making it a bit cleaner would definitely foster a new side of the community interested in user made ships.
>>> Mechanic changes
At the moment, mechanic is a bit useless until there's a breach. Engineer sets up the engine, security guard watches for traitors/mans the guns, the Captain captains, but the mechanic is just a third wheel until something needs fixed.
One idea that comes to mind to help this is make equipment like deconstructors, sonar etc take damage as well, both through water and collision damage but perhaps through imperfect engine starting, extreme changes in pressure etc.
One additional idea is that various pressure gauges and important figures are available for the mechanic in a special part of the sub not easily reachable from the Bridge, to encourage mechanic/captain cooperation.
>>> Traitor changes
I said this in another thread, but a really simple change that would help a lot, at least with games I'm in is changing the traitor objectives. Instead of 'Kill player X' make it 'Kill player X and survive' or 'Kill player X and escape'. It's too easy to just steal a harpoon gun and gun someone up, or even overload the reactor.
>>> Permission changes
In addition to the traitor changes, there also needs work done on the access of different jobs in the submarine. At the moment, it's mainly the bridge that is not all-access as well as cabins, but I think this should be changed to include other areas. The engine room should only be openable by Engineers, the Captain and possibly mechanics. I would relegate this idea until later however, as with the low population of the game right now it would just add extra problems to understaffed subs.
>>> Wiki updating
Firstly, I understand this isn't something a developer should be doing, but it's more a plea to other players. The wiki is pretty barren right now and it would help new players like me, who come to a new game that they don't know how to play and instinctively look up the wiki. I'm more than happy to contribute however I simply don't know the game well enough at this point to give accurate information.
It doesn't even need to be a fully fledged page on an item and it's uses, even just a simple page with a short guide for each job and their roles/uses/responsibilities would be enough to help new players exponentially.
>>> Railgun overhaul
I'm not a big fan of the guns, honestly. The loading system, the supercap system, the railgun shell system I all really like, but the railgun combat seems too close quarters for me. It doesn't reward a captain spotting an enemy on sonar, because there's no way to use that information to help you fight it.
However, instead of making the railguns longer range, which would be overpowered in terms of the enemies as well as helping navigation, I support outside viewing with railguns to be removed, and replaced with a sonar interface that shows the trajectory of a shell, on a closer up level than the navigation sonar. This will both make it easier to hit far away enemies but also harder to combat close quarters ones, as you would still have to use sonar.
>>> Miscellaneous ideas.
Torpedoes? Unaimable, long range, high damage projectiles shot from a specialized room in the sub. Would require remade subs.
Removal of all but one harpoon gun and a special, break to use case containing a pistol with a single magazine in the bridge
Emergency bulkhead close button? Unsure of effect on balance however
More things to do with the engine -- After setup engine is mostly useless to tinker with, perhaps energy allocation that can prioritize ballast control, engine output? Add another level of skill to engineer role.
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==========================================
Any criticism and thoughts are welcome.
Anyhow, here's a few things from the top of my head that would help the game in my opinion. There are in no particular order and just the order I'm thinking of them in. Keep in mind this is from a player with under 10 hours on the game, so my evaluations might be off. Sorry!
==========================================
==========================================
>>> A better submarine editor
From experience, adding modding support and customisation is an easy way to help your game. One of my major gripes with the DayZ standalone is that they relegated private and modded servers for so long. I appreciate that the current editor is fully functional, but making it a bit cleaner would definitely foster a new side of the community interested in user made ships.
>>> Mechanic changes
At the moment, mechanic is a bit useless until there's a breach. Engineer sets up the engine, security guard watches for traitors/mans the guns, the Captain captains, but the mechanic is just a third wheel until something needs fixed.
One idea that comes to mind to help this is make equipment like deconstructors, sonar etc take damage as well, both through water and collision damage but perhaps through imperfect engine starting, extreme changes in pressure etc.
One additional idea is that various pressure gauges and important figures are available for the mechanic in a special part of the sub not easily reachable from the Bridge, to encourage mechanic/captain cooperation.
>>> Traitor changes
I said this in another thread, but a really simple change that would help a lot, at least with games I'm in is changing the traitor objectives. Instead of 'Kill player X' make it 'Kill player X and survive' or 'Kill player X and escape'. It's too easy to just steal a harpoon gun and gun someone up, or even overload the reactor.
>>> Permission changes
In addition to the traitor changes, there also needs work done on the access of different jobs in the submarine. At the moment, it's mainly the bridge that is not all-access as well as cabins, but I think this should be changed to include other areas. The engine room should only be openable by Engineers, the Captain and possibly mechanics. I would relegate this idea until later however, as with the low population of the game right now it would just add extra problems to understaffed subs.
>>> Wiki updating
Firstly, I understand this isn't something a developer should be doing, but it's more a plea to other players. The wiki is pretty barren right now and it would help new players like me, who come to a new game that they don't know how to play and instinctively look up the wiki. I'm more than happy to contribute however I simply don't know the game well enough at this point to give accurate information.
It doesn't even need to be a fully fledged page on an item and it's uses, even just a simple page with a short guide for each job and their roles/uses/responsibilities would be enough to help new players exponentially.
>>> Railgun overhaul
I'm not a big fan of the guns, honestly. The loading system, the supercap system, the railgun shell system I all really like, but the railgun combat seems too close quarters for me. It doesn't reward a captain spotting an enemy on sonar, because there's no way to use that information to help you fight it.
However, instead of making the railguns longer range, which would be overpowered in terms of the enemies as well as helping navigation, I support outside viewing with railguns to be removed, and replaced with a sonar interface that shows the trajectory of a shell, on a closer up level than the navigation sonar. This will both make it easier to hit far away enemies but also harder to combat close quarters ones, as you would still have to use sonar.
>>> Miscellaneous ideas.
Torpedoes? Unaimable, long range, high damage projectiles shot from a specialized room in the sub. Would require remade subs.
Removal of all but one harpoon gun and a special, break to use case containing a pistol with a single magazine in the bridge
Emergency bulkhead close button? Unsure of effect on balance however
More things to do with the engine -- After setup engine is mostly useless to tinker with, perhaps energy allocation that can prioritize ballast control, engine output? Add another level of skill to engineer role.
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Any criticism and thoughts are welcome.