Modding concept ideas

There are 51 replies in this Thread. The last Post () by Michael.

  • The biggest strength of this community was to introduce new modding concepts and even perfecting existing ones (including the steps neccessary to create them).


    Ever concept starts with an idea. So this is the birthplace for new FL features. Post your ideas in this thread.... we will pick out ideas that we think to be able to realize and discuss a possible concept in a new thread.


    So in short:
    You (player or modder) have an idea and write it to this thread. We modders can read these ideas and if we have just the slightest idea how to turn that idea into real we open a "concept" thread where we can discuss that topic and create a working concept/feature.

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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • My age old ''idea'' (more of a daydream) - Player built, Destructible Jumpgates (Buy a part, haul it & mount with a Heavy Lifter :P)

    Assumption is the mother of all fuckups.


    Being a Cynic isn't that bad. Either I'm right or I am pleasantly surprised.



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  • a more realistic death. Say a 3-5 minutes delay between death and respawning. even greater if it can be done in certain systems only. The current die, respawn, die, respawn routine makes no sense in RP and massfights.


    Rank + Codename: Captain Blade
    Wing: Dragon Wing
    Organization + Leader: DragonCorps - DC_Hägar

  • Multiple ship ownership by one character - ability to toggle between craft provided they are docked at the same station and are owned by the same player. This feature might come alongside the limitation of MP player accounts to one character. This would enhance realism and solve the problem of people using F1 to unfairly leap into or avoid RP situations.


    Pilotable capital ships that can be docked with by players flying freighters or fighters, player battleships capable of spawning NPC fighters, capship cruise engines with superior performance to standard ones, and AI-controlled turrets mounted onto player-flown capships that automatically fire upon hostile contacts that are within range. For the last of these, accuracy could hinge upon the quality of a purchased, mountable piece of equipment - like some kind of computer. Not owning one of these computers would disable the feature and force players to direct and fire their turrets manually. Perhaps a player could also opt to toggle between the two by being granted manual control over turrets whenever he or she switches to Turret View. The idea may also be useful for and applicable to freighters, transports, and fighters that have turrets.


    Dynamic changes to NPC faction patrol routes and their frequency to reflect their interactions with players - because when thousands of NPCs die on the server the factions hit hardest shouldn't be able to simply shrug off their losses. Perhaps this could even expand to changing of certain bases' ownership.


    In multiplayer, a character selection prompt to choose one of the established RPs on the server. This could automatically adjust the player's rep and lock their standings with a handful of the factions to prevent abandonment of role (on CF, for instance, this manifests as everyone either being neutral or having a pro-police rep to minimize the number of NPC attacks on them and maximize the number of conveniently-placed stations to dock with). Matching player RP with NPC faction standings would add realism.


    A starting character editor built-in to the game for OpenSP for those who would like to customize their singleplayer experience with FL. Modified fields may include: Faction - to determine character appearance, starter location, and rep hack to reflect that affiliation; Starter Ship - a choice limited to vanilla Light Fighters, Heavy Fighters, and Freighters; Starting Credits - an amount of the player's choice; Explored Universe - yes or no, a choice that toggles between standard blank map and a complete set of maps with all objects found and all stations listed as docked; and perhaps a number of other more trivial (also modded) game settings.


    Space stations and docking rings that "remember" being shot by a player... and will deny them access to dock (even if his or her rep checks out) until a fine/bribe is paid.

    24/7 SWAT CF veteran from sometime before 1.6 up into 1.82. Lots of memories!
    Built 88 chars between DC, BD, UAC,
    STC, and freelancers. Ashes to ashes, alas? D:

  • Stock Market will be nice too. The market can plummet certain shares if a base was attacked or destroyed.


    Rank + Codename: Captain Blade
    Wing: Dragon Wing
    Organization + Leader: DragonCorps - DC_Hägar

  • cargo enhancers

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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Trade prices that reflect the actions of players. Bases that sell a lot of a commodity increase their price as demand is high and eventually run out of the comodity to sell. Bases that buy, reducing their price as demand is satisfied. Bases that don't get any trade changing their price to attract trade.


    Ammo, bots & bats not being limited to a set amount but take up cargo space. Thus making cargo space a critical part of any fighter.


    Clan bases that clans can stock with weapons, ammo and equipment. Possible also stock pile commodities to be sold when prices are higher. Make these bases destroyable. Add NPCs and Weapons platforms that can be hired/purchased to help defend the base. Sensor systems that can detect system invaders and notify players. Also have some commodity or equipment (H-fuel or bots/bats) which can be stocked on the base that will power the bases shield, so a well stocked base can endure a long attack and it would take an enemy multiple attacks to take down plus a blockade to stop it being restocked. Very slow engines so the base can be moved and invaders would have to find it before attacking (these can be very slow). Ore processing facilities so clans can bring in one commodity and process it into a different, high priced commodity. (Oops, getting carried away, had better stop now)

    Lt-Cornel Ancalagon the Black



    The early bird might get the worm
    but
    The second mouse gets the cheese

  • The ability to rent npc ships to do cargo run ether to defend you or to help in transport.


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    are a great annoyance to those of us who do.

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  • The possibility to create "missions" for Mercs to kill a certain player, for police to raid a Pirate Clan System and for e.g. kill 10 of these clan members or possibly destroy their base, for pirates same maybe even get rewarded for taxing 15 players (altho I have no idea how that would work; it would need some kind of very improved "pay-tax-system"), for smugglers to carry BMGs from A to Z and get additionaly paid for their service...



    Fleet Captain Spiky / WL

  • many good ideas
    keep it going

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    cfmoddblogo.png5904.png5904.png
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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • A mining ship, good cargo hold, strong armour but weak offensive capabilities and poor handling. This ship has a special weapon that does a small amount of damage in a large area, just enough damage to turn space dust in to commodities but no use as an offensive weapon. Couple this with a few good mining areas with hostile NPCs so that the mining ship would require a fighter escort to survive.


    Some sort of EMP device (possible a mine with a 1 second fuse) that, when activated, disrupts all scanners within range. So a craft that is being pursude has a chance to disrupt scanner and escape. Obviously best used in nebular where visibility is reduced. Target lock would also need to be lost (as happens when you enter a trade lane).


    Jump gates/trade lanes that are hositle to you, will not let you use them. Possibly limit this to JG/TLs that can shoot at you (ie have some kind of friend or foe system).


    Special missions where the reward is (unique and desirable) equipment rather than pay.


    Equipment that when purhased is mounted and cannot be unmounted. When buying a new ship it is either automatically mounted on the new ship or is sold with the old ship. So if players want this equipment they must get it themselves rather than being able to get it from a store.


    Special radiation shielding (or a variant on the armour upgrade) coupled with JH/JG is areas of extremely high radiation (high rad systems, areas in systems or JH/JG very near to suns). These JH/JG being the only way to access special systems, trade routes, etc.

    Lt-Cornel Ancalagon the Black



    The early bird might get the worm
    but
    The second mouse gets the cheese

  • Allow MP players to trade ships (like the current equipment/money trade, but with ships)

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  • Player mountable strategic mines. These are mines that do not track, they sit in place for a certain amount of time preferably 10-20-30 minutes, and explode if touched. This will make us think twice before invading or using too much trade-lanes to places we don't know how many enemies are. I'm interested in more such features that will make the players use their heads and add more strategy and tactics to the gameplay.


    Rank + Codename: Captain Blade
    Wing: Dragon Wing
    Organization + Leader: DragonCorps - DC_Hägar

  • well as i read about what CCP is developing i think why not to have an interaction between forums and in game on FL as well. Dunno yet what and how but would keep the interest if not only in game stuff is done ;)

  • Expanding upon Blade's idea of strategic playing, perhaps an explosive device a fighter can use as a weapon to self-destruct and kill all targets within a certain area of effect. This would be a clever tool in mass PvP or ambushes.

    24/7 SWAT CF veteran from sometime before 1.6 up into 1.82. Lots of memories!
    Built 88 chars between DC, BD, UAC,
    STC, and freelancers. Ashes to ashes, alas? D:

  • Quote

    Originally posted by Drakon
    Expanding upon Blade's idea of strategic playing, perhaps an explosive device a fighter can use as a weapon to self-destruct and kill all targets within a certain area of effect. This would be a clever tool in mass PvP or ambushes.


    Only if deaths aren't light as they are now. If your dead char is unrespawn-able for some period of time then you will need to plan and think your actions. Otherwise people will go to mass fights and blow themselves all the time :) Their should be a trade-off an equilibrium.


    Rank + Codename: Captain Blade
    Wing: Dragon Wing
    Organization + Leader: DragonCorps - DC_Hägar