Mercurysteam's Hangout

BARRACKS => Suggestions => Topic started by: lightoflife3 on February 10, 2020, 12:43:39 AM

Title: ideas to improve spacelords
Post by: lightoflife3 on February 10, 2020, 12:43:39 AM
1) Campaigns and Map Design
2) Well-Rounded Variety
3) NPC Stats and Match Difficulty
4) Reward and Construction Mechanics
5) Talents and Talent Panels
6) MOD System
7) In-Game Currency
8) Match Scores and Standard Grouping
9) Playable Characters and Weapons
10) Main Menu Group Settings
11) Character Selection
Recommended Sections and Sub-sections: 1a, 2, 3a, 5b, 6 and 9b


1) Campaigns and Map Design
2) Well-Rounded Variety: When gameplay viability centers around a minority of characters and loadouts, then balancing and replayability issues develop more easily for varied styles of play, because when most characters and loadouts are sub-optimal for most missions or antagonist encounters, then choice becomes irrelevant for players that prioritize mission success over gameplay variety, which can be the case for players that don't want to risk lowering their MMR as it could mean entering ELO hell in solo-queue. This ties in to new campaigns and game modes: by creating new missions that subvert popular player choices and by altering antagonist encounters to be an optional game mode, players may be more inclined to try out new and different characters and loadouts. In addition to the idea of antagonist matches becoming an optional game mode, I think antagonists should have more time time to pick a character and raiders should have less

3) NPC Stats and Match Difficulty
4) Reward and Construction Mechanics
5) Talents and Talent Panels:
6) MOD System: The mod system is too random, like the old talent system where you had to spend talent points and hope to get the talents you wanted, it feels like a repeat of that mistake, plus you have to keep track of another currency. The only thing I like about is how it's currency is earned (from kills), besides that I think it should be either seriously reworked or scrapped for a new modification system: maybe basic weapon features, like affiliation, treasure hunter and bounty hunter should also multiply kill points; maybe how many kill points players are rewarded should take into account more factors to kills: the difficulty rating of the enemy NPCs or players, instakill or gradual death, shot difficulty, range, CQC finisher or thrown off the ledge, etc.. In conclusion, the design of the MOD system goes against simplicity and it would be more enjoyable if the costs to using it were significantly reduced (the cost for extractions) or if mods could be installed and uninstalled from already constructed weapons and be stored in a mod bank, where you could re-install mods into any weapon you like, be they pre-construction or post-construction, but add a kill point cost to installing, reinstalling and removing mods from weapons
7) In-Game Currency: There are too many in-game currencies. Besides premium currency, I think other currencies should be removed and have their uses (whatever they could be bought on) absorbed by better currencies, unless both how a currency is earned and spent has distinguishability and necessity. E.g. what makes Kill points, Premium Currency and Status Points distinguishable from each other is how their currency is earned and how they can be spent, meanwhile gold and affiliation are earned the same way (by playing matches), just spendable on different things

8) Match Scores and Standard Grouping: I think match difficulty should play a larger part in our scores, maybe how we are scored for match difficulty should either be by the average players win rate or the match score for the corresponding match difficulty. Furthermore, I think we should also be scored by our win rate and highest score for a mission relative to our highest scores in other missions. Also think kill assists, teammate saves and objective accomplishments should also be factors accounted for in our scores

9) Playable Characters and Weapons
10) Main Menu Group Settings:

11) Mission Character Selection Menu: When at the character selection menu at the start of missions, their should be a option that randomly selects a character for you. This feature should include a setting that can add or remove characters from the random selection process; the default for this feature should pick characters that fit the mission, and exclude characters of the same faction (like a role lock system)[/list][/list]
Title: Re: Ideas to improve Spacelords
Post by: SegaSlash on February 12, 2020, 08:01:12 PM
These are actually really good ideas to improve missions in getting rewards and more.   Thanks a lot for putting these ideas and I hope the devs consider this so we get a way better Spacelords in the future.
Title: Re: Ideas to improve Spacelords
Post by: lightoflife3 on February 15, 2020, 06:23:32 AM
Thank you. I hope these ideas catch on to the developers soon.
Title: Re: Ideas to improve Spacelords
Post by: Lehi on February 15, 2020, 09:30:06 PM
Dislike.
I rather want them concentrate on QA and development of the game. They are short in staff.

Or maybe its time to move on to another pvp game. Bleeding edge is out and currently in beta xbox and pc. Matching is very fast even though the beta costs people.
Title: Re: Ideas to improve Spacelords
Post by: lightoflife3 on February 15, 2020, 10:19:51 PM
Spacelords won't be able to expand their staff or improve QA without new content that adds to it's replayability. When it becomes more replayable, players will invest more time and energy into the game, which means their more likely to invest in their micro transactions and purchase character and weapon skins, or emotes. Replayability is a long term investment that keeps the momentum of it's playerbase, which is important if your an online multiplayer game.
Title: Re: Ideas to improve Spacelords
Post by: SegaSlash on February 17, 2020, 02:57:21 AM
Spacelords won't be able to expand their staff or improve QA without new content that adds to it's replayability. When it becomes more replayable, players will invest more time and energy into the game, which means their more likely to invest in their micro transactions and purchase character and weapon skins, or emotes. Replayability is a long term investment that keeps the momentum of it's playerbase, which is important if your an online multiplayer game.

It looks like we have the same mind, I agree with you in all that you mentioned.
Title: Re: Ideas to improve Spacelords
Post by: lightoflife3 on February 17, 2020, 07:16:12 AM
THANKS!
Title: Re: ideas to improve spacelords
Post by: lightoflife3 on February 22, 2020, 12:24:33 AM
I'm not sure if this is the final version of the post, but I know most of it is finished OUO
Title: Re: ideas to improve spacelords
Post by: lightoflife3 on April 18, 2020, 07:13:22 PM
Hey Mercury Steam did you see the first post? I've tried to contact you multiple times to get these ideas out! I sent a link to discord, I sent this to developer profiles here and I even repeated these actions with a link to a Spanish translation of the link, though I'm pretty sure the translation was off. Anyway, please read these ideas, I spent a few weeks putting this list together and finishing it.
Title: Re: ideas to improve spacelords
Post by: Archérus on April 21, 2020, 10:30:02 AM
Just think about it 2 min . Mercury steam havent anwsered to anyone in the last 3 weeks , they are just not on the forum anymore. Be patient and wait for them to  comeback that all . Spamming and translating your post in different language will not change anything . It is a complicate  time because of the COVID-19 be comprehensive with them.
Title: Re: ideas to improve spacelords
Post by: lightoflife3 on April 21, 2020, 07:12:42 PM
Just think about it 2 min . Mercury steam havent anwsered to anyone in the last 3 weeks , they are just not on the forum anymore. Be patient and wait for them to  comeback that all . Spamming and translating your post in different language will not change anything . It is a complicate  time because of the COVID-19 be comprehensive with them.

I stopped trying about a month ago. I quit the Spacelords discord too, because I think one of the rules is that you can't repost messages or something and I just wanted to say ask in the suggestions tab when the next big update is coming.
Title: Re: ideas to improve spacelords
Post by: Righteous Flame on May 05, 2020, 07:58:43 PM
Just think about it 2 min . Mercury steam havent anwsered to anyone in the last 3 weeks , they are just not on the forum anymore. Be patient and wait for them to  comeback that all . Spamming and translating your post in different language will not change anything . It is a complicate  time because of the COVID-19 be comprehensive with them.

or possibly, given that the Xbox servers are largely non-functional, they've finally thrown in the towel.

I know I have.
Title: Re: ideas to improve spacelords
Post by: lightoflife3 on May 24, 2020, 05:00:01 AM
Just think about it 2 min . Mercury steam havent anwsered to anyone in the last 3 weeks , they are just not on the forum anymore. Be patient and wait for them to  comeback that all . Spamming and translating your post in different language will not change anything . It is a complicate  time because of the COVID-19 be comprehensive with them.

or possibly, given that the Xbox servers are largely non-functional, they've finally thrown in the towel.

I know I have.
I don't see Spacelords future going anywhere: I quit about half a month ago, because it ran out of new content for levels and characters, features like MMR needed tune ups and bugs like Shae's shot delays weren't being fixed. Spacelords isn't a AAA game and it probably doesn't have large investors funding it, and with no news updates on any large, future projects in development, such as a new campaign, Spacelords gameplay and campaigns have become a stale experience that I don't want to go back to.