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Suggestions for sort-off endgame : Faction Guardians 
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Joined: Sun Aug 30, 2015 7:48 am
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As you progress through the game, your ship becomes stronger. Strong to the point where your ship is pretty much impossible to beat with the current default faction ships. This is where you plow through the faction and destroy even it's greatest ships and stations with ease, putting an end to said faction in an anti climatic end as there is no ramp up in difficulty.

My suggestion to fix this is giving the factions a "guardian". This guardian(s) can come in different forms depending on each faction ranging from but not limited to Capital ships, HQs and Elite fleets. They will appear from a wormhole that would appear in one of their sectors when a faction has only 3-5 squares remaining on the map. These guardians should be a challenge even against 2-3 8000p ships*. Whether there should be a warning when these guardians come is up for you to decide as I don't know which is better. If smart enough, you might be able to lure guardians together which might make some flashy battles.

*You can ignore this and change the difficulty to however you see fit. Personally, it should be literally hard to beat these guardians as they are forever gone if they are defeated, leaving the factions defenceless and accept their fate. It should be hard to the point where even the game's best players should be having problems. (Looking at you, Camo5)

Suggested guardians for each faction
Faction 2 (Farmers) may be slow but they have a decent arsenal at their disposal for some decent medium to medium-large ships. I personally feel that big battleships aren't their type but they can have a giant hq which reflects their large stations.
•A decent sized fleet made with battle cruisers (4000p-6000p) or a GIANT heavily armed station which produces such ships.

Faction 3 (Reds) tend to be fragile so their strength comes in numbers rather than huge capital ships.
•A huge fleet of ships
•A mothership that makes ships like no tomorrow

Faction 4 (Tinkrells) , infamous and rightfully so. These guys are so ridiculous that even I feel that it's overkill to give these guys a guardian. But to be fair, this faction should have at least have a guardian just for the sake of it.
•A huge rail gun of doom (can only turn, not move) that is somewhat fragile. (To at least make it defeatable, I'm sorry)
•2 or 3 smaller but more mobile guns of doom. (The community has made some terrifying agents for this faction)

Faction 6 (Borg) , not really interesting and personally considered "plain" due to its very small arsenal. I don't have the brightest or creative ideas for this factions but it's better than nothing.
•A capital ship. A huge "master cube" that would probably help them expand quickly or act as a drone hq.

Faction 7 (Flies) don't need a guardian, personally. It doesn't really fit them.

Faction 8 (Terrans) are the most balanced and have a very big aresenal to play with. They are also decently armoured which allows for some amazing elite fleets or a capital ship.
•A fleet of various elite ships (5000p-8000p) or a Giant heavily armed station that produces them.
•A moving unescorted capital ship which spawns fighters and bombers (200p-350p) meant to go against the toughest enemies somewhat all by itself and will shred anyone dumb enough to go against it alone. (12000p-20000p)

Faction 10 (Outcasts) , a faction with no clear lore or style. It's just a faction with "corrupted" ships and random player made ships in one faction. For the sake of a relevant guardian, I will give it one. "The source" is a super being that has the power to corrupt ships and tries to do so to all ships to end war (ridiculously overused story, I know) and has managed to recruit other ships for it's cause.
•"The source" is considered to be a solo capital ship (9500p-15000p) like the Terran's and Sentinel's but cannot beat these two at all, alone. Instead, it uses its ability to open wormholes every few mins (5mins-15mins) that spawn corrupted in your territory randomly. A warning will be given and tells where the wormhole will open and will give you a certain amount of time to reach there to surprise them when they warp from the wormhole. If you do not reach the area in time, that box will be dominated and all stations will deactivate. (They will also spread, duh) The source may not be the strongest but due to your 8000p limit you will still need a decent fleet to go against it on equal terms.

Faction 11 (Crystalline) are some ridiculous hard hitters and are able to take some in return. Which makes for some interesting battles against a capital ship from its faction.
•A fleet of elite ships (6500p-8000p) or a Giant unarmed and tanky crystal that produces the ships and is heavily protected by them.
•A crystal mothership (11000p-15000p) that is heavily armed and spawns elite ships (6500p-7000p) to spread and guard it.

Faction 12 (Bees) are quite unique, wielding the most powerful thrusters and spinal beams ingame, the worker are seen trying to spread their colony aggressively, mercilessly against anyone who dares touch their home. The workers do all the dirty work while the queen sits back and watches her colony expand. There's a reason why nobody wants to anger her to the point where she leaves her throne...
•The queen has been angered by her ever shrinking colony. She has decided to do the work herself. She is a mothership (12000p-16000p) escorted by her personal elite bodyguards (4000p-6000p). She is with numerous shields and the most deadliest sting to split most ships with ease, she moves unrealisticly fast for a large mothership which also comes with a different behaviour. The queen will constantly move around the map occupying each sector she passes, as you will be able to see from the map, all bee occupied sectors will instantly have buildings.

Faction 13 (Aggresive plants) are too much of a nuisance to even give them a guardian. It's bad enough to stop their never ending plants down to the very last seed.

Faction 14 (Sentinels) , I consider them to be the ancients of the game. Thus allowing me to give them legends for ships.
•Legends said that it was defeated in a temporary truce with most of the factions to get rid of it due to it's nearly unstoppable power. It was last seen in literally small pieces never to fight again. But it has returned after years of secretly regenerating back to its almost original state. Some factions had made mothership or capital ships in hopes to counter if it were to come back again. Will they be able to stand up against it?
THE Guardian has appeared to defend its ever shrinking faction to stop it's extinction. It's a solo capital ship (16000p-22000p) with ridiculous armor and its decent number of nukes and obliterators will destroy any large ship that dares go against it, so get a balance between size and numbers. Ruining the balance between these two factors will be your end.

Extra information
It's not necessary but for the sake of "balance" I will state which guardian will beat which without any escorts.
The Guardian>Terran Capital Ship>Crystalline Mothership>The Source>The Queen>Master Cube>Red Mothership
PS: This does not mean one guardian is better than the other, most of these guardians are equally matched if you combined their personal bodyguards and unique abilities together.
Example: The Guardian>Terran Capital ship, The Guardian=Terran Capital ship + Fighter Escorts


Thank you for taking the time to listen to the ridiculous ideas of a student who just brainstormed for 2 hours in his bed when he should be sleeping. Don't want to sound arrogant but can this be pinned so that this can be at least recognised to be implemented in the game for the years to come? I would appreciate it.

Suggestion by KubeRoot
Super guardians: once all guardians are defeated an explosion is set off in the middle of the map: the area is cleaned and a single wormhole appears that can be used to summon a super guardian. Once summoned, the area is tightly surrounded by regenerating rocks, thus creating a climatic arena of a limited (but still moderately big) size in which you have to fight the ultimate enemy. Also, maybe allow people to re-summon other guardians from the central wormhole after this occurs. That would definitely give a sense of accomplishment and an indication of when you finally fully finish the game.


Last edited by Cums on Fri Sep 04, 2015 7:28 pm, edited 6 times in total.



Mon Aug 31, 2015 9:37 am
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Joined: Wed Jul 22, 2015 3:35 pm
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Seems like a really good idea. I also think they should get some nice entry animation. Also, super guardians: once all guardians are defeated an explosion is set off in the middle of the map: the area is cleaned and a single wormhole appears that can be used to summon a super guardian. Once summoned, the area is tightly surrounded by regenerating rocks, thus creating a climatic arena of a limited (but still moderately big) size in which you have to fight the ultimate enemy. Also, maybe allow people to re-summon other guardians from the central wormhole after this occurs. That would definitely give a sense of accomplishment and an indication of when you finally fully finish the game.

PS: Don't say sorry to the devs and don't tell them that they "can change it". They can change and choose whatever they want, no need for that, and in that case it sounds somewhat weird.


Fri Sep 04, 2015 1:01 pm
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A Super guardian? Never thought of that for very end-game.. Its a pretty sweet idea but maybe giving it the power to summon other guardians again might be a bit overkill. (Especially after knowing how hard I made them) I dont think the Super Guardian should have the ability to summon other factions at all as giving the guardian it's own faction would be better IMO.


Fri Sep 04, 2015 7:22 pm
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(I thinks that, what he suggested is that, once you have defeated the Sup Guardian, you can summon any other to fight against in the middle)

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Sat Sep 05, 2015 5:32 am
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You missed one, the sentinels are actually faction 15. There is a faction 14 and 16 that aren't yet implemented into the game

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Sat Sep 05, 2015 8:12 am
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What about Faction 1!?

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Sat Sep 05, 2015 9:30 am
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There is no faction 1, because in reality, it's faction 8

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Sat Sep 05, 2015 11:06 am
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