Suggestions for Captain Class

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Mud
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Suggestions for Captain Class

Post by Mud » Sun Feb 07, 2016 10:00 pm

I've Captained my WD for around 30 hours now. I've had a fairly regular crew.

I've heard a fair bit about the Captain role being useless etc. I disagree. My crew listen to my decisions and I ask for their suggestions. Otherwise my word is final although acts of intuition are allowed in emergencies.

So far we've managed to build a ship that one shot the Cutlass gun boss and now I have his gun as my main.

Have about 250k credits and the game is great!

My suggestions for captain:

More screens. A captain should have screens that other players can 'tab' information to. So the science officer can 'tab' the Virus progress to the captains screen, he can 'tab' him the current Program availability. The pilot can mark points of interest on the captains's battle map. Which should be a holographic representation of the battlefield, or a 2D screen depending on the ship tech.

There needs to be a diplomacy/trade element. Passing vendors, ore/mineral trading, escorting diplomats or trade delegations on board. Maybe running security detail for a delivery?

Negotiating with hostile enemies or neutral enemies. They could give star-charts to instanced 'hide-outs' or interesting planets with higher % of good loot.

Bosses should be more interesting. Maybe add in a couple of other 'friendly' ships fighting enemy frigates/drones for background and make an epic battle.

The Captain should have reputation in different systems that affect trade, diplomacy and missions.

There needs to be some more 'mini-games' that add to the challenge of the game. Like having to fix broken electrical/pipes on the ship during battle (engineer/science) or having to repair mechanical failures on the gun turrets (weapons). There should also be door-locks like in FTL. Ship security is terrible. As a Captain I'd prefer to lock down the ship during boardings and have the ability to jettison airlocks in the same tactical manner as FTL.

Also the number of crew per ship needs to increase. 5 stations is fine but you need at least one auxiliary player for ship security, repairs or just general assistance.

The sectors could be larger, I saw a post about having more to do in a sector and multiple points of interest. That could be cool, I remember in FTL you could warp into a system where a pirate was chasing a civilian and you could choose to help one or the other. Neat moral mini-games like that would be cool!

Or touching back on reputation, you could be hired to escort a trade carrier. But you could then turn-coat and rob it.

My crew and I have gotten good at capturing other ships. It would be nice to be able to delegate a new captain and open up 4 more game slots for that second ship. Friends could build their own multiplayer convoy. We had the two ships but ended up blowing the new one up for scrap.

Anyway, great game, great community and I'm really looking forward to seeing where it goes!
"Jump in, rotate turrets to target, unleash opening salvo and close with the Cutlass. Science, make them fish in a barrel, Weapons, shoot the fish" - Captain Mud

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Bishop
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Re: Suggestions for Captain Class

Post by Bishop » Mon Feb 08, 2016 6:51 pm

Right on point Captain Class about mini-games.

In the past versions (don't remember when it was fixed) there was a bug with the elevators on some planets. It made the elevator stop in-between two floors :D. So a player was always left "guarding" the ship while the away team was on the planet - in case the away team got stuck on the elevator, he had to go on a rescue mission to push the "call" button or just jump out of the sector (we called it "the emergency beam" :D). Loved that ... how the crew was forced to co-op on away missions! (It was a pain in the "u know where" when you were playing solo and there was no rescue team :P. Restarting the game was the only solution).

So ... more things like this yea!!! Problems to solve not just shoot the bots.
Bishop "Pinhead" Archer
Sky is the limit .... Don't limit yourself!

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tjblackhawk
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Re: Suggestions for Captain Class

Post by tjblackhawk » Mon Feb 08, 2016 9:24 pm

Mud wrote:So far we've managed to build a ship that one shot the Cutlass gun boss and now I have his gun as my main.
What was your load out?
Mud wrote:More screens. A captain should have screens that other players can 'tab' information to. So the science officer can 'tab' the Virus progress to the captains screen, he can 'tab' him the current Program availability. The pilot can mark points of interest on the captains's battle map. Which should be a holographic representation of the battlefield, or a 2D screen depending on the ship tech.
While this idea would be helpful for captains who spend most of their time in the chair, it would be wasted and a little redundant for captains who are constantly on the move and rely on voice chat for their communication. It's certainly a nice idea, I'm just thinking of the school styles of play for the captain...might divide them even more.
Mud wrote:There needs to be a diplomacy/trade element. Passing vendors, ore/mineral trading, escorting diplomats or trade delegations on board. Maybe running security detail for a delivery?

Negotiating with hostile enemies or neutral enemies. They could give star-charts to instanced 'hide-outs' or interesting planets with higher % of good loot.
Mud wrote:The Captain should have reputation in different systems that affect trade, diplomacy and missions.
I seem to recall on OLD dev log where they showed a preliminary negotiations system. They've also mentioned things like an intimidation factor, which would be higher if you were carrying a nuke on board. Definitely eager to see how they implement such systems.

Mud wrote:Bosses should be more interesting. Maybe add in a couple of other 'friendly' ships fighting enemy frigates/drones for background and make an epic battle.
...I just see this as a programming nightmare. I like being the only ship out there, however having a few slightly more scripted battles (i.e. as part of a mission) it would be cool to have some friendly ships fighting along side you. If this were to happen though, I think the captain should be able to tell those allies what to target in a similar manner as targets are chosen for the ship turrets. Phase drones and death seekers are really the only enemies that show up in groups now, and at low chaos levels x<4, those enemies are pretty fun to fight. But I think I might be missing the point of your post...
Mud wrote:There needs to be some more 'mini-games' that add to the challenge of the game. Like having to fix broken electrical/pipes on the ship during battle (engineer/science) or having to repair mechanical failures on the gun turrets (weapons). There should also be door-locks like in FTL. Ship security is terrible. As a Captain I'd prefer to lock down the ship during boardings and have the ability to jettison airlocks in the same tactical manner as FTL.
I made a similar suggestion over a year ago, and the dev's basically shot it down. See it here: http://forums.pulsarthegame.com/viewtop ... 7501#p7501
Mud wrote:Also the number of crew per ship needs to increase. 5 stations is fine but you need at least one auxiliary player for ship security, repairs or just general assistance.
This I believe has also been shot down, the 5 man crew is what their goal has been from the start and it doesn't seem likely to change. Also, for those of us captains who prefer to be on the move already fill in where/as needed.
Mud wrote:The sectors could be larger, I saw a post about having more to do in a sector and multiple points of interest. That could be cool, I remember in FTL you could warp into a system where a pirate was chasing a civilian and you could choose to help one or the other. Neat moral mini-games like that would be cool!
I agree it would be nice to have more things to do in a single sector, and have them spread out. For instance, jump in kill a drone, then fly to a small asteroid mining station that's 15km away and do some looting. I'm sure as the game develops, missions will get more complex thus adding moral decisions for the captain.

Mud wrote:My crew and I have gotten good at capturing other ships. It would be nice to be able to delegate a new captain and open up 4 more game slots for that second ship. Friends could build their own multiplayer convoy. We had the two ships but ended up blowing the new one up for scrap.
Again, I think this has been shot down by the dev's. Also the only way (sticking to fewest game engine changes or avoiding a total overhaul) to have 2 ships be able to be operational at the same time would require that there jumps be synced. It just sounds like a head ache to me, and seems like it would fit better with a different game.


Anyway, overall good post I enjoyed the read. In the meantime have fun blowing up drones! :)
"Never give up! Never surrender!"

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Mud
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Re: Suggestions for Captain Class

Post by Mud » Tue Feb 09, 2016 2:47 pm

tjblackhawk wrote:
Mud wrote:So far we've managed to build a ship that one shot the Cutlass gun boss and now I have his gun as my main.
What was your load out?
Mud wrote:More screens. A captain should have screens that other players can 'tab' information to. So the science officer can 'tab' the Virus progress to the captains screen, he can 'tab' him the current Program availability. The pilot can mark points of interest on the captains's battle map. Which should be a holographic representation of the battlefield, or a 2D screen depending on the ship tech.
While this idea would be helpful for captains who spend most of their time in the chair, it would be wasted and a little redundant for captains who are constantly on the move and rely on voice chat for their communication. It's certainly a nice idea, I'm just thinking of the school styles of play for the captain...might divide them even more.
Mud wrote:There needs to be a diplomacy/trade element. Passing vendors, ore/mineral trading, escorting diplomats or trade delegations on board. Maybe running security detail for a delivery?

Negotiating with hostile enemies or neutral enemies. They could give star-charts to instanced 'hide-outs' or interesting planets with higher % of good loot.
Mud wrote:The Captain should have reputation in different systems that affect trade, diplomacy and missions.
I seem to recall on OLD dev log where they showed a preliminary negotiations system. They've also mentioned things like an intimidation factor, which would be higher if you were carrying a nuke on board. Definitely eager to see how they implement such systems.

Mud wrote:Bosses should be more interesting. Maybe add in a couple of other 'friendly' ships fighting enemy frigates/drones for background and make an epic battle.
...I just see this as a programming nightmare. I like being the only ship out there, however having a few slightly more scripted battles (i.e. as part of a mission) it would be cool to have some friendly ships fighting along side you. If this were to happen though, I think the captain should be able to tell those allies what to target in a similar manner as targets are chosen for the ship turrets. Phase drones and death seekers are really the only enemies that show up in groups now, and at low chaos levels x<4, those enemies are pretty fun to fight. But I think I might be missing the point of your post...
Mud wrote:There needs to be some more 'mini-games' that add to the challenge of the game. Like having to fix broken electrical/pipes on the ship during battle (engineer/science) or having to repair mechanical failures on the gun turrets (weapons). There should also be door-locks like in FTL. Ship security is terrible. As a Captain I'd prefer to lock down the ship during boardings and have the ability to jettison airlocks in the same tactical manner as FTL.
I made a similar suggestion over a year ago, and the dev's basically shot it down. See it here: http://forums.pulsarthegame.com/viewtop ... 7501#p7501
Mud wrote:Also the number of crew per ship needs to increase. 5 stations is fine but you need at least one auxiliary player for ship security, repairs or just general assistance.
This I believe has also been shot down, the 5 man crew is what their goal has been from the start and it doesn't seem likely to change. Also, for those of us captains who prefer to be on the move already fill in where/as needed.
Mud wrote:The sectors could be larger, I saw a post about having more to do in a sector and multiple points of interest. That could be cool, I remember in FTL you could warp into a system where a pirate was chasing a civilian and you could choose to help one or the other. Neat moral mini-games like that would be cool!
I agree it would be nice to have more things to do in a single sector, and have them spread out. For instance, jump in kill a drone, then fly to a small asteroid mining station that's 15km away and do some looting. I'm sure as the game develops, missions will get more complex thus adding moral decisions for the captain.

Mud wrote:My crew and I have gotten good at capturing other ships. It would be nice to be able to delegate a new captain and open up 4 more game slots for that second ship. Friends could build their own multiplayer convoy. We had the two ships but ended up blowing the new one up for scrap.
Again, I think this has been shot down by the dev's. Also the only way (sticking to fewest game engine changes or avoiding a total overhaul) to have 2 ships be able to be operational at the same time would require that there jumps be synced. It just sounds like a head ache to me, and seems like it would fit better with a different game.


Anyway, overall good post I enjoyed the read. In the meantime have fun blowing up drones! :)
Our load out right before was the standard main gun, a 250~dmg railgun and WD missiles. Shields are around 2500~ and Hull at around 1500~ (not at home now so can't check exactly but something like this). All talents maxed.

Yeah I get most of my information from communication from the team but sometimes I'd like to monitor something. So asking Engineering to report core temps when it gets above 85% and just leave it on my screen otherwise because maybe I need to coordinate the weapons and engineering better. Just for example.

I sit in the captains chair 90% of the time during battle, other times I either find the best viewport/window or jump on a turret to get 'eyes in the sky'. Other than that the only reason I leave my chair is to look over the shoulder of my science or engineer (bridge station) just to monitor the situation. Especially with new crew. I found an engineer who would switch off O2 and forget to turn it back on so I'd monitor it. Ended up kicking him because he was a troll player/non-serious

I just see this as a programming nightmare
Not at all, I'm a developer myself and if it's just background stuff and the success/failure depends on your ship destorying/being destroyed then the rest is just scripting.

Yeah the mini-games would be nice but I can play without them :)

I get the challenge with the crew limit but it just makes the whole 'capturing' part less fun.
"Jump in, rotate turrets to target, unleash opening salvo and close with the Cutlass. Science, make them fish in a barrel, Weapons, shoot the fish" - Captain Mud

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Re: Suggestions for Captain Class

Post by GwaziMagnum » Sun Feb 21, 2016 10:49 am

Mud wrote:More screens. A captain should have screens that other players can 'tab' information to. So the science officer can 'tab' the Virus progress to the captains screen, he can 'tab' him the current Program availability. The pilot can mark points of interest on the captains's battle map. Which should be a holographic representation of the battlefield, or a 2D screen depending on the ship tech.
The Bridge already has the majority of information the Captain could ask for, what little isn't included can be resolved through voice chat.
Mud wrote:There needs to be a diplomacy/trade element. Passing vendors, ore/mineral trading, escorting diplomats or trade delegations on board. Maybe running security detail for a delivery?
Passing Vendors
I agree, some systems that have random friendly ships (or one with an enemy that you need to rescue) that you can trade with would be a nice surprise and add some variety.
Though for balance sake I'd reduce the number of pre-determined stores on the Galaxy Map.

Ore/Mineral Trading
The Trading aspect, which would apply to the Captain is the same as normal trading. The rest of the process? Getting a ship in position, mining manually? That would likely be up to everyone who wasn't the Captain to handle. It's a great idea, but I don't see this helping the Captain get more to do.

Escort Diplomats
More Quest variance is always nice. Thankfully, Leafy Dev's seems to be adding more and more quests each update seeing how I keep discovering new ones that just weren't there before. So I imagine sooner or later we'll reach these sort of quests too.

Security
Maybe. But note this basically means following a route set by the NPC. Where plotting issues can screw you over (what if the AI decides it wants to go into Infected Space. Or Chaos rises, Infected shows up during the fact and the quest route never alters?). Plus your entire quest is reliant on an AI ship surviving... And seeing how AI fly ships in the game currently? I wouldn't hold my breath. :/
Mud wrote:Negotiating with hostile enemies or neutral enemies. They could give star-charts to instanced 'hide-outs' or interesting planets with higher % of good loot.
This would be nice.
But you'd need a whole new persuasion system if you want to take hostile enemies and turn them friendly. And take great effort to make sure people can't just abuse it.
Mud wrote:Bosses should be more interesting. Maybe add in a couple of other 'friendly' ships fighting enemy frigates/drones for background and make an epic battle.
Great idea, but one needs to keep in mind the demand that will put on the system if not set to Low.
I already get friends who have some issues running the game at times, the equivalent of a "Populated PULSAR" mod would not help their computer run the game in the slightest.
Mud wrote:The Captain should have reputation in different systems that affect trade, diplomacy and missions.
There's already a reputation system in the works. :P
The specifics as to what it's supposed to effect and do though I'm not sure.
Mud wrote:There needs to be some more 'mini-games' that add to the challenge of the game. Like having to fix broken electrical/pipes on the ship during battle (engineer/science) or having to repair mechanical failures on the gun turrets (weapons).
Like with the mining, this is something I can see giving the rest of the crew stuff to do. But not the Captain. How is the Captain gaining any use from the other classes having mini-games to do?
Mud wrote:There should also be door-locks like in FTL. Ship security is terrible. As a Captain I'd prefer to lock down the ship during boardings and have the ability to jettison airlocks in the same tactical manner as FTL.
A friend of mine suggested this back before PULSAR even got it's first Alpha Build.
And the Dev's had to turn it down.
Mud wrote:Also the number of crew per ship needs to increase. 5 stations is fine but you need at least one auxiliary player for ship security, repairs or just general assistance.
A common request, and also one commonly turned down.
The game was designed for 5 people, and the Dev's seem to want to keep to that vision.

And honestly? I agree with them.
Because to add more players you've got two options as to how.

1) Make new Classes
2) Make Back-Ups/Supports

The issue with the former being they now need to design whole new classes, which isn't just as easy as making a few new abilities. But now the entire ship design, crew dynamic etc. needs to be altered immensely to make sure all of the roles work together well.

The issue with the latter being those extra players just won't have much to do. Maybe when everyone's brand new, and getting hurt constantly they'll have stuff to run around and repair but that's basically it. They have no unique function to feel valued or involved, and once the main 5 get more competent at their stations the need for a general errands player would get smaller and smaller.

Granted, with the latter you could argue "But the option should still be there!", but that argument can apply to any idea.
And the other issue is that when it's a feature Developers put in, it's seen under the lens of having a solid function/purpose. If it's just a gimmick, people will disregard it as such, and start to complain more effort wasn't put into it.

But then you got modding.
That's where any idea is free to go wild, does it fit the game well. No, but fuck it it's fun!
Is it that well balanced? No, but more people is fun!

Granted, PULSAR never reached their Modding Milestone so PULSAR won't be mod-friendly.
But that doesn't mean it's not still moddable, there are other cases of games not mod-friendly still getting amazing mods for it.
Mud wrote:The sectors could be larger, I saw a post about having more to do in a sector and multiple points of interest. That could be cool[/quote[

The demand mentioned earlier would still be an issue. Though in this case I'd imagine not to as big a degree.
But it would help to make the Galaxy feel larger, since if there's more to do per system, we take longer to jump and therefore the map feels much larger, and then suddenly the map isn't as easy to just speed across.
Mud wrote:I remember in FTL you could warp into a system where a pirate was chasing a civilian and you could choose to help one or the other. Neat moral mini-games like that would be cool!
Basically more quests/dialogue?
Quests definitely seem to be something that Leafy Games are still adding.
While dialogue I imagine would come once the quest types expand.
Mud wrote:Or touching back on reputation, you could be hired to escort a trade carrier. But you could then turn-coat and rob it.
Wouldn't be that hard to add on. :P
Just don't make them immune to your own weapons, and have their deaths have a relation penalty.
It'd be the same system as baiting trade ships with a distress beacon.
Mud wrote:My crew and I have gotten good at capturing other ships. It would be nice to be able to delegate a new captain and open up 4 more game slots for that second ship. Friends could build their own multiplayer convoy. We had the two ships but ended up blowing the new one up for scrap.!
Like said above with the Squad Size, commonly requested and commonly turned down.
The Dev's have a different vision in mind, and it would also involve re-doing a lot of the game.

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