Thanks, hello and wow
Posted: Tue Jan 17, 2012 12:53 pm
You need a thank you and hello thread. It seems weird saying hello in the suggestion box.....
Foremost, wow. Oolite really looks good and rocks these days.
I played oolite a little about 3 years ago, it was good and different and there were loads of new OXPs, that made "Elite" do everything I wished it could have done when I was a kid. However, the current addition, with its glowing bits and soundscapes and The recent sets of retextures and soundscapes is so awesome. Playing it is becoming a RL problem now!!!!
The only thing I can compare this sudden change in oolite to was the time a Car mechanic changed the gender of my 40 year old car (he fiddled with the engine and upped the horse power so much that it made the roof come off when I drove home). He made a gentle fey thing a beast.
I also think I get the otherside of oolite now; you play something then make something better.
I made a couple of my ships (my favourite is the the werewolf and its changing HUD) looking rustier and more used (no one else will want that).
Then I thought what would make oolite cooler, what's missing? Clearly some mates - but MORPGing is a no go - so I read in numerous discussion threads
So how about crew on our ships - I loved the Capt BERF sounds for different crew - what about - if as well as talking differently and adding more sounds they did something?
Navigators that reduces jump times (subtract from time stamp) or uses less fuel for a jump (add back a small amount of fuel after you come out of hyperspace)?
Engineers keep your ship going longer (the first time your last energy bar reaches zero they top it back up, or they auto repair a single system once until you next dock)?
What about a pilot that improves handling (Improves handling and perhaps reduces damage dealt by a dockable object - a must for new Jameson)?
A gunner that improves shooting (increases cooling rate on guns or increased their damage)?
I guess they could be hired as equipment that lasts till the next time you dock then you hire them again (that screen is rather busy these days) or taken on as passengers (would use up space working a passage to a destination where they change ship). Either way I feel these guys should come and go and probably be independent of the tech level of planet - maybe more dependent on system type - Anarchists are good gunners, commies good engineers etc.
Just a suggestion for an already really kicking game.
Foremost, wow. Oolite really looks good and rocks these days.
I played oolite a little about 3 years ago, it was good and different and there were loads of new OXPs, that made "Elite" do everything I wished it could have done when I was a kid. However, the current addition, with its glowing bits and soundscapes and The recent sets of retextures and soundscapes is so awesome. Playing it is becoming a RL problem now!!!!
The only thing I can compare this sudden change in oolite to was the time a Car mechanic changed the gender of my 40 year old car (he fiddled with the engine and upped the horse power so much that it made the roof come off when I drove home). He made a gentle fey thing a beast.
I also think I get the otherside of oolite now; you play something then make something better.
I made a couple of my ships (my favourite is the the werewolf and its changing HUD) looking rustier and more used (no one else will want that).
Then I thought what would make oolite cooler, what's missing? Clearly some mates - but MORPGing is a no go - so I read in numerous discussion threads
So how about crew on our ships - I loved the Capt BERF sounds for different crew - what about - if as well as talking differently and adding more sounds they did something?
Navigators that reduces jump times (subtract from time stamp) or uses less fuel for a jump (add back a small amount of fuel after you come out of hyperspace)?
Engineers keep your ship going longer (the first time your last energy bar reaches zero they top it back up, or they auto repair a single system once until you next dock)?
What about a pilot that improves handling (Improves handling and perhaps reduces damage dealt by a dockable object - a must for new Jameson)?
A gunner that improves shooting (increases cooling rate on guns or increased their damage)?
I guess they could be hired as equipment that lasts till the next time you dock then you hire them again (that screen is rather busy these days) or taken on as passengers (would use up space working a passage to a destination where they change ship). Either way I feel these guys should come and go and probably be independent of the tech level of planet - maybe more dependent on system type - Anarchists are good gunners, commies good engineers etc.
Just a suggestion for an already really kicking game.