Author Topic: ideas to improve spacelords  (Read 323 times)

lightoflife3

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ideas to improve spacelords
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 and Alternate Grouping

    1) Campaigns and Map Design
    • 1a) New Campaigns: One of the top things Spacelords needs right now is more campaigns: I feel that many players, including most of my online friends that played spacelords aren't playing it anymore, because it doesn't have enough mission variety. There have been 17 missions total for the past 2 years and if the spacelords developers want to maintain there playerbase and continue growing, I think they need to make more missions, especially ones suited for both unpopular and new characters and weapons. Perhaps these missions could include more interactive environmental mechanics e.g. the flowers in 'Double Agent,' and new enemy types, like fighting against local NPC's and bosses, maybe a melee martial arts local boss, or new elite types! Which reminds me, I have yet to see a fifth council officer elite
    • 1b) Non-Linear Objectives: Players should be able to progress through mission objectives by more than one means e.g. in 'The Beast's Lair,' in the first stage against General Marmalade, raiders mainly damage him by using the pig to shoot at his primary weak spot, but he can also take damage by being shot at in certain eyes; in 'Mind Over Matter,' when the fifth council is invulnerable, raiders can deactivate it by either overloading the antenna and pulling the levers at the moment the Fifth Council walks in front of them or by defeating a certain number of target enemies e.g. regular enemies, elites, miners and drones; in 'A Fistful of Sand,' Antagonists can win alternatively by killing the second protector, etc.
    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 or different characters and loadouts. In addition to antagonist matches becoming an optional game mode, I think the trigger timer that goes off when an antagonist surprisingly appears should be removed in this game mode and instead just add a little more time for antagonists and a little less for raiders

    3) NPC Stats and Match Difficulty
    • 3a) NPC Mechanics: The growth rate of enemy NPC's DPS, health and other dynamic attributes progress too quickly with increased match difficulty; I think they should progress more slowly, but in exchange add procedurally generated traits, like talents, weapon variants, weapon features and augmented faction characteristics. E.g. resistances to critical damage, toxin or push effects (Assault elites should not have that last one); auto-reload or over-reload; giving elites more powerful aleph abilities with side effects, or even aleph overload abilities. Trait additions must be restricted to only a few variances for every faction and NPC type (especially if new enemy types or factions are added) in order for them to be factorable and manageable for raider strategies. Doing this will still keep enemies relatively dangerous, but also more varied and interesting with increased match difficulty. Additional traits should be available for all NPC types, engineers, looters, elites (officers, assault, sniper); rocket launcher and shotgun troopers; drones, miners, etc.
    • 3b) Antagonist Match Balancing: Their seems to be a shortage of antagonists, here are a few ideas to make the antagonist system better: An online friend named, Rican, along with his online friend, opinionated that ‘at least 15 NPCs should spawn at a time in antagonist matches,’ though whether this minimum value should be adjusted for map size and match difficulty is speculative. Players could be more incentivized to play as antagonists if they were offered increased rewards and or if match conditions were better for them, like more tactical spawn points or a new more useful interface
    • 3c) Antagonist Match Mechanics: What if antagonists could not only send remote commands to NPCs, but also save and spend a special resource to summon regular, special or elite enemies, give enemies temporary buffs or create environmental effects. For reference, the ‘Veil Demon’ in the videogame ‘Breach.’ Whatever the solution, the average balance of raiders to antagonists should be 4 to 1
    4) Reward and Construction Mechanics
    • 4a) Level-Up Rewards: Level-ups are generally boring, 2K gold and occasionally some prestige points are very under-stimulating regular level-up rewards; I'm not saying all level-ups should be complete game changers, like the forge skill level-ups, but they should definitely be more influential and interesting. They shouldn't be something obtainable through playing matches or purchasable with mercury points, because then they have no uniqueness and the time invested in progressing through the game feels cheaper, they should have a long-lasting impact on player choices and permanently affect how the player views both gameplay   and meta-mechanics
    • 4b) Match Rewards: I think the daily rewards system should be scrapped, except for the accumulation pot, because it both ignores key factors of match success, like match difficulty, dictating what fixed set of rewards you can earn beforehand, and doesn’t reward us based on those key factors. The daily rewards system doesn’t contrast with what players should be rewarded, which is important, because this in turn makes the game better reflect the effort players put into matches. Furthermore, I think this system should be replaced with a daily system that multiplies rewards by what you earn after matches, with each succeeding match multiplying rewards a little less until the multiplier reaches 1. In conclusion, the daily rewards system should be scrapped, a match rewards multiplier should be added and match rewards should be scalar and relative to their difficulty
    • 4c) Blueprints: Considering how more weapons, characters, and forge skill levels are added to the game, which makes weapon construction more expensive; and blueprint rewards are random and only construct a specific weapon: I believe weapon blueprints can become a more viable regular reward for missions in the near future, if players have both a chance to earn blueprints in abundance from any mission and if the reward system can be properly balanced for frequent blueprint rewards
    • 4d) Currency Utility & Enhanceable Match Rewards: Currency could be spent to improve match rewards before matches start, as a way to further competitive aspects of play and increase morale. These reward modifications could include things like increasing the chances of getting blueprints or multiple blueprints, the chance of blueprints being rare; multiplied rewards, the chance to get blueprints for a certain character, etc.
    • 4f) Talent Construction: The 'cheap' weapon construction option discourages consistent play, because each construction occupies a construction slot, and can take days to finish. 'Shortcuts' aren't really necessary, skipping one talent tier doesn't matter if fast constructions can reach the same tier at a much faster rate. I think you only really need fast construction and cheap construction, or better yet, replace the options with a more dynamic choice system: all constructions start out with sorta long construction time (not as long as cheap construction though), but you can spend a limited set amount to accelerate the rate of construction time, further time acceleration costs premium currency
    • 4g) Weapon construction: This is way too expensive at max forge skill and the MOD system only adds more pressure when you invest kill points into MODs, MODs into weapon constructions and weapon constructions into construction slots. Weapon parts don't seem to be a necessary crafting element for weapon construction: they don't do anything unique and their rewarded from missions just like gold and talent points are, and in the current meta. If weapon parts were to still be in the construction system they should be rewarded more sparingly or be usable in more ways than one, like being tradable for gold, talent points, kill points, prestige points or something that can only be exchanged with weapon parts. In the end, unless weapon parts can serve as an engaging component to weapon construction, then they shouldn't exist
    • 4h) Summary: The amount of resources and time invested in some single constructions with the addition of fixed small match rewards makes it repelling to construct most things, as the commitment can be too great; currently rare weapons cost 45K Gold, top tier Talents cost 36K Talent Points using the 'Fast' option at 1.5 days, and both construction times for top tier Talents using the 'Cheap' option and rare weapons take 6 days. I think the solution would be to reduce the cost and time of constructions for all forge skill levels and alter the reward system to give progressively better rewards based on match difficulty

    5) Talents and Talent Panels:

    5a) The Problems with Talents: Functionally, most talents are either not viable or only work in certain situations; some talents can have two copies with one being common and the other being rare. The labeling of talent rarity is unnecessary, because their is nothing rare about them if anyone can obtain them at any time with enough talent points and gold. Also I think talent rarity was a design that was meant for the previous talent system, that gave you random talents, so this design element doesn't effectively apply to talents

    5b) Reworking Talents: Pre-existing talents should be altered and new talents should be added to compliment different or similar playstyles, create new ones and make all talents balanced, viable, tactical and feel more impactful to players. I also think there should be more character talents linked to their ability, they seem infrequent; maybe add some talents for grappling or something associated with grappling e.g. Loaht's 'heavyweight;'

    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. Though I kinda like how you can earn currency from each kill, maybe a kill point multiplier should be added to features like affiliation, treasure hunter or bounty hunter; also how many kill points players earn from kills should not only be based on the type of enemy they kill, but by the type of kill and it's difficulty e.g. instakill or gradual death, shot difficulty, range, CQC finisher or thrown off the ledge, etc.. Side note, there is currently no page in the quick guide about damage types

    7)In-Game Currency: I think in-game currencies, besides the premium currency, should either be exchangeable for one another or be unified into a single currency system

    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 be added to scoring

    9) Playable Characters and Weapons
    • 9a) New Characters: The next playable character for Spacelords should  either be a local or a fifth council member, because their is a disproportion between the number of characters in each faction. Furthermore, whoever they may be, should supplement character balances in the current roster and if possible, be a direct counter to the most popular character and the adverse to the least popular in the current meta
    • 9b) Weapon Dynamic Abilities: An interesting character element I really like that both Aneksa and Valeria share is that their character ability is altered by what weapon they equip. I think all characters would be a lot more interesting if each of their weapons had a different effect on their ability
    • 9c) Character and Weapon Demos: Weapon control cards don't explain how weapons work very well, some like a few of Ayana Kwena's weapons have identical descriptors; and considering how weapon constructions become radically more costly and take longer with forge skill increases; I think players should be able to access a fast-loading test chamber where players can test out a character from their character page and try out demos for their weapons
    10) Main Menu Group Settings
    • 10a) Raider-Antagonist Main Menu Grouping: There have been a few times where my online friends wished they could form groups with an antagonist. Another idea, from a disclosed online friend, suggested that 'players should be able to form 5 player groups and rotate between antagonist to raider from match to match.' Their should probably be settings for this system, so that players that don't want to change their position in the group (antagonist/raider) can lock them in place. This idea would be useful as these groups wouldn't have to wait for matchmaking to start a match. However, if players manage to form 5 player groups, I think it is more probable that they will scheme and plan missions where the antagonist of the group remains docile for the duration of the match or give enemy NPCs inefficient commands; so that the raiders can artificially bump-up their scores and vice versa. So while in this 5 player grouping, there should be countermeasures that prevent farming for highscores or other mission reward, like random player team formation at the main menu, like in matchmaking, or deactivate the players ability to raise their highscore in missions and access their accumulation pot and daily rewards; or maybe 5 player groups could be scored in matches with an alternate system that scores players based on activity and competitiveness, so as to not cheat the system
    • 10b) Leadership: Whenever I form a team at the main menu, I can't hand over my group leadership to other teammates unless I leave the team, but there is still no direct way to pass on my leadership. Or what if there didn't need to be a team leader at all?
    • 10c) Role Settings: Teammates who aren't the leader have little power: They can't invite other players to the team or vote on what missions to play next; they should at the very least be able to vote on what missions the leader picks out; send request to the leader to kick players from the team or invite players to the team. Perhaps their could be team leader settings that give teammates permission to kick other players off the team or invite new players

    The best way I can classify mission mechanics is by their impact on mission progression and their relatedness to aleph:

    • The first system mainly divides mission mechanics by their impact on mission progression
      • Progressive Mission Mechanics: Necessary to progress through the mission e.g. at the start of 'The Mouse and the Snake' raiders have to pull all the levers down in order to enter to the next stage of the mission
        • Linear mission progression mechanics: mission objectives can only be accomplished by a single means e.g. in ‘A Weapon From The Past,’ raiders need aleph to progress through all stages
        • Non-linear mission progression mechanics: can be accomplished by more than one means. For example, in 'The Beast's Lair,' players can choose between shooting at some of General Marmalade's Eyes or using the pig to shoot at his primary weak spot, and in 'Mind Over Matter,' when the fifth council is invulnerable, raiders can choose between either overloading the antenna and pulling the levers at the moment the Fifth Council walks in front of the electrocution or by defeating designated target enemies. Based on the mission or mission stage, antagonists can win matches through other means besides killing raiders e.g. in the final stage of ‘No Reservations,’ the antagonist can win by preventing aleph refuels to the engine until it runs out
      • Non-Progressive Mission Mechanics: don’t progress the mission further, but based on the mission or mission stage and whether your playing as a raider or an antagonist can either obstruct or help player objectives e.g. turrets on ‘A Low Blow’

    • The second system divides mechanics by their relatedness to aleph
      • Aleph-based mechanics
      • Aleph: how far it can be thrown, how fast it explodes, where it spawns, how much of an impact it has on characters, etc.
      • Aleph Storages: what can contain aleph, but also what it can be extracted from e.g. elites, wardog looters, etc.
      • Aleph-based Systems: can be fueled with aleph e.g. elite abilities, engines, roots (Double Agent), antennas (Mind Over Matter), the pig (The Beast's Lair), extractors (Short Fuse), etc.
    • Non-Aleph mechanics include anything that doesn't require aleph to function or exist: turrets, canisters and artillery tanks (Short Fuse), barriers (A low Blow), flowers (Double Agent, first stage), terminals, etc.

    *In some cases aleph can be either necessary or unnecessary to progress through missions based on the mission and it's stages e.g. in the first stage of 'Enemy Within,' aleph randomly spawns around the map, though it has no direct impact on the objective at that stage, in the next stage it can be used to overload the creature. Which makes it worth obtaining in the first stage of the mission, besides the fact full aleph stacks can enhance character properties[/list]
    « Last Edit: Today at 06:53:26 AM by lightoflife3 »

    SegaSlash

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    Re: Ideas to improve Spacelords
    Reply #1 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.

    lightoflife3

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    Re: Ideas to improve Spacelords
    Reply #2 on: February 15, 2020, 06:23:32 AM
    Thank you. I hope these ideas catch on to the developers soon.

    Lehi

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    Re: Ideas to improve Spacelords
    Reply #3 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.

    lightoflife3

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    Re: Ideas to improve Spacelords
    Reply #4 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.

    SegaSlash

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    Re: Ideas to improve Spacelords
    Reply #5 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.

    lightoflife3

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    Re: Ideas to improve Spacelords
    Reply #6 on: February 17, 2020, 07:16:12 AM
    THANKS!

    lightoflife3

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    Re: ideas to improve spacelords
    Reply #7 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