Just wanted to make some suggestions about game modes.
Naturally we'd have your story mode.
There should also be a "free" mode. From what I understand the story mode is basically a timed gamed. Where you're trying to outrun a threat. A free mode would allow players to just enjoy the game without that threat.
Basically the idea of a more traditional Roguelike style. Where you basically progress through a game where the difficulty slowly increases (as in Roguelikes where you going to deeper levels).
Instead of the uber-threat time limit, you could implement a new survival method of "fuel". Basically this would work similar to a hunger system that you see in most Roguelikes. You start with a full tank and slowly use it up as you travel. During your adventure you need fuel to keep going. Taking out enemies would give you a chance of finding some, and there could be "bases" that you could buy fuel at. There could also be ship equipment that help with fuel management.
This would function much like starvation in Roguelikes. If you're out of fuel you might get a set number of moves while running on fumes and then you're stranded, getting a game over. Unless maybe there's an item implemented for an emergency pickup or somesuch (would be rare and costly).
I think this game mode would add a great deal of value for many players looking to relax and enjoy the game without the rushed feel of the imminent threat chasing them. There'd still be plenty of chances to die, but it wouldn't be because you didn't run away fast enough.
[Suggestion] Game modes
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Re: [Suggestion] Game modes
The normal game mode isn't timed but you are always being chased by the "evil empire". During the Onlive demo a 30 minute timer was put in place in order to end the game, provided the big boss didn't get you first. There is a video out there of someone beating the boss and getting a sector or two further before the timer ran out. After that point they buffed the boss to "really" make him unbeatable. Its also important to note that the boss that was in the demo is NOT going to be the final boss in the game (or the ending is at least not going to be after only two sectors)
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Re: [Suggestion] Game modes
How about a game mode where you play as one of the rebel ships? You could be a hired bounty hunter whose task is to hunt down the Kestrel before it completes its mission. As a rebel, you won't know exactly where the Kestrel is, only that they are somewhere in the current sector. Being a bounty hunter, your ship is not as limited with travel options versus the Kestrel, which means you can easily catch up if you know where they are, but be careful! Any visit you make means the Kestrel progresses further to the end. Just like with the main story mode with the Kestrel, there are certain actions that would give the Kestrel's position away (like allowing a rebel scout ship to escape), allowing you to close the distance.
You could also have a couple of tricks up your ship's exhaust port, wherein you can spend scrap not only on upgrades, but also to hire external parties to help locate the Kestrel, maybe slow her down, or requisition assistance from the rebel fleet.
Thus, this game mode takes on a "Battleship" like mentality, where you're trying to predict where the Kestrel is in as few moves as possible. Additionally, as a rebel ship, you'll have your own set of unique encounters versus the Federation (loyalists? What is the name of the group that the rebels are fighting against?), who will be doing their best to protect the Kestrel on its daring mission and trying to slow your pursuit down!
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How about another game mode where you play as the primary strike team serving the Emperor of one of the alien races, who is taking advantage of the chaos to establish his race's superiority over the other aliens? Your goal would be to clear the way for your Empire's might to capture the Rebel-controlled HQ. Clear out the sector of threats so your ships can pass through. Be warned though, leave too many threats behind for the fleet to deal with, and you may not have enough forces to tackle the strong Rebel defenses at the final HQ! The fleet travels as fast as you allow them to, so this game mode would be nicer for the "completionists" who enjoy exploring everywhere! Don't take too long though, or the Rebels will build stronger and stronger end-of-level defenses to deal with the Imperial fleet!
You could also have a couple of tricks up your ship's exhaust port, wherein you can spend scrap not only on upgrades, but also to hire external parties to help locate the Kestrel, maybe slow her down, or requisition assistance from the rebel fleet.
Thus, this game mode takes on a "Battleship" like mentality, where you're trying to predict where the Kestrel is in as few moves as possible. Additionally, as a rebel ship, you'll have your own set of unique encounters versus the Federation (loyalists? What is the name of the group that the rebels are fighting against?), who will be doing their best to protect the Kestrel on its daring mission and trying to slow your pursuit down!
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How about another game mode where you play as the primary strike team serving the Emperor of one of the alien races, who is taking advantage of the chaos to establish his race's superiority over the other aliens? Your goal would be to clear the way for your Empire's might to capture the Rebel-controlled HQ. Clear out the sector of threats so your ships can pass through. Be warned though, leave too many threats behind for the fleet to deal with, and you may not have enough forces to tackle the strong Rebel defenses at the final HQ! The fleet travels as fast as you allow them to, so this game mode would be nicer for the "completionists" who enjoy exploring everywhere! Don't take too long though, or the Rebels will build stronger and stronger end-of-level defenses to deal with the Imperial fleet!
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Re: [Suggestion] Game modes
I know it's not "timed" per se. But the whole "evil empire chasing you" thing is basically a timer of sorts. It forces you to rush and stay ahead of them.Snake Plissken wrote:The normal game mode isn't timed but you are always being chased by the "evil empire".
I'm just suggesting a mode where the players could focus more on just enjoying exploring and building up their ship and having fun with the game, rather than feeling like they always have to keep moving.
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Re: [Suggestion] Game modes
I really rather like that idea, would be a nice twist being the hunter rather than the hunted. Would also make for some dramatic moments when you catch up to the Kestrel. Will you be able to disable/destroy her before she equips her FTL drive? Plus there's the dilema of whether you spend time upgrading your own ship to take her on as this will give her the chance to upgrade too.Darthcaboose wrote:How about a game mode where you play as one of the rebel ships?
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Re: [Suggestion] Game modes
Methinks that Caboose might be onto something here. I wouldn't mind seeing something like that post release.

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Re: [Suggestion] Game modes
Love the whole "be the bad guy" thing.