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  #21  
Old 06-28-2012, 01:55 PM
Bluddy Bluddy is offline
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If we're talking about modifying stuff, I'm going to mention another complaint I have: for all the flexibility this system has in terms of what I can do with my current components, I don't have the flexibility to outfit my ship with the types of slots I want. There's one path to follow in ship upgrades, and considering how dynamic the system is in general, it seems like it could be a missed opportunity. I would love to have a system with command points invested into heavy/medium/light slots and determining your weight and defense accordingly, or instead invested into racial skills.

Alternatively, you could buy ships with various configurations of heavy/medium/light slots based on your command level.
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  #22  
Old 06-28-2012, 03:05 PM
Valgor Valgor is offline
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Quote:
Originally Posted by Bluddy View Post
Alternatively, you could buy ships with various configurations of heavy/medium/light slots based on your command level.
Would the player be able to buy a different configuration anytime they wanted to, or would the game present them with a predetermined selection of configurations each time they achieve
a command-up?
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  #23  
Old 06-28-2012, 03:10 PM
Bluddy Bluddy is offline
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Quote:
Originally Posted by Valgor View Post
Would the player be able to buy a different configuration anytime they wanted to, or would the game present them with a predetermined selection of configurations each time they achieve
a command-up?
I'm not entirely sure. The natural option is to allow the player to change ships as many times as they want. The problem with that for me is that the player loses a sense of the restrictions they have to deal with and what they need to advance, which is so critical in an ARPG. It also increases the shuffling of components between ships.

So my preferred solution would be to allow buying/switching to a new ship when you level your command, and between sectors. It makes a little less sense from a narrative perspective, but not swapping ships at will means that you have harder constraints to deal with and I think that's a good thing.
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  #24  
Old 06-28-2012, 03:10 PM
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RoboAV RoboAV is offline
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Quote:
Originally Posted by Valgor View Post
Would the player be able to buy a different configuration anytime they wanted to, or would the game present them with a predetermined selection of configurations each time they achieve
a command-up?
A branching skill tree of ship types?
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  #25  
Old 06-28-2012, 03:14 PM
Bluddy Bluddy is offline
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Originally Posted by RoboAV View Post
A branching skill tree of ship types?
If you're going to branch, how many branches will you have? There are only 3 choices of slots. If you allow a branch with an extra heavy, medium and light at each point, then you've essentially reached the first option I listed where you invest command points to upgrade specific slot types, and I would venture to say that could compete with race-specific skill investment as well.
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  #26  
Old 06-28-2012, 03:20 PM
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RoboAV RoboAV is offline
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Quote:
Originally Posted by Bluddy View Post
If you're going to branch, how many branches will you have? There are only 3 choices of slots. If you allow a branch with an extra heavy, medium and light at each point, then you've essentially reached the first option I listed where you invest command points to upgrade specific slot types, and I would venture to say that could compete with race-specific skill investment as well.
All of the branches. No, your suggestion makes more sense and is likely easier to impelement. As well, giving more freedom to make my Shepp- er, I mean my ship.
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