Loadout Design
Originally posted by GrandpaTrout
I think Joco's point is that a slow involved process may be soon feel more annoying than fun. It might be the best long term (meaning when someone else codes it) solution would be have a GUI that lets the player choose the loadout and gives lots of data and feedback so it is easy to see the choices being made are smart. After selecting is done the actual parts are swapped by drone. This two step process is how cargo loading is done now.
If weapons are able to over heat a ship, or power is limited, or anything is limited, then the player will want a GUI and not have to swap and test.
What he said.
I am not totally anti drone. But the player needs to have all the detail on the load out he/she is chosing BEOFRE intiating a drop based swapping system.
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That being said, Grandpatrouts long term solution sounds ideal. It also sounds like a lot of work though...
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- GrandpaTrout
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- King of Space
We need the higher damage/effectiveness gear to have some higher requirements, otherwise it is just a straight progression. Sword +1, +2, +3, +4 etc. Instead of a player saying - To take down cap ships I want beams, cause they go through shields, but they use a ton of power, so I better purchase the corvette with the bigger reactor and thinner armor. I think well constructed/balanced subsystems are the highest priority. The first pass at loadout (the one I code) will not use GUI or drones, so the systems will be everything.
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Although, ideally I would rather not have the player making frequent loadout changes. The idea doesn't really strike me. I view the whole 'loadout' progress as more of a simple refitting process that you do maybe a handful of times throughout your game. Don't forget the little secret I revealed to you. I never once used the loadout in the original I-war. I just fought my battles with the weapons I had (did I just loosely quote someone..?).
Also, with our whole shift to 'wingmen' supporting the player, do we really need this old I-war2 style super-hero loadout? As I play now, if I want to take out a cap ship, I don't load up beam weapons. I take 4 wingmen with me. And missiles.
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Granted, Freelancer does have the level progression system, but when compared to techs at the same level, all ships have a whole slew of options that are all balanced against one another. Personally I think Freelancer could have done without the level progression, but that's just me!
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- GrandpaTrout
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- King of Space
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