Forums › English Language Forums › General › Suggestions

Search

SK plot improvement

10 replies [Last post]
Sun, 12/22/2013 - 05:01
Dahall's picture
Dahall

So the skylark is finally about to be fixed when a mysterious dark energy destroys it utterly.While the knights' hopes are flattened,the spiral techs manage to create a satellite and send it into orbit.This causes strange floating plots of land to gather up near the planet.Oh noes!!!1! I forgot to mention that the satellite is fitted with a teleporter.Anyways,the land formation is revealed to be another cradle and together they are able to cause an EMP blast which can cause any rescue ships to fail in doing their one job.

The recently fallen R5CU3-BNK3R allows for new quests past the vanguard level.

-Once the new mission prologue is over,players are able to choose three classes that have significant changes to their stats.
-Slightly different gameplay on this new cradle.
-Players can equip special one equipment at the start of any cradle#2 mission(power shield,sword etc).This encourages players to rely on the other players' powers for better co-op.
-teleportation map.
-bigger havens.

Sun, 12/22/2013 - 06:05
#1
Masterreeve's picture
Masterreeve
I make you black, bluue and red all over

I don't even... not to even mention the massive plot holes in this idea (I could poke so many holes into it that my response on the plot alone would probably be twice the length of the original thread), SK is not a class based game. So giving it to post-vanguards only wouldn't even be logical.

You haven't provided any kind of details on the Slightly different gameplay on this new cradle or the three classes that have significant changes to their [knights] stats.. We don't need anymore kthnxbye threads.

teleportation maps as a single statement lacks detail. I have no idea what that means.

Bigger havens filled with what? Just more area? What purpose would all that extra space serve?

Sun, 12/22/2013 - 06:24
#2
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

let's see what we have here, shall we?
first up, we first have to open the core and discover the fate of the alpha squad. then there's your plot. now, as you have seen in the prologue, the Skylark is destroyed already. so we have to re-build it. in the meanwhile, we have the time to build a satellite. not only that, a new planet just appears there! you really think cradle would build itself like that? also, in the prologue, we see all of the Cradle's star system. where is all that stuff to build a planet coming from? asteroids? oh, come on.

this planet would be the repetition of cradle. even if you change everything (weapons, monsters, maps) we would return on the same problems in a year. and in the meanwhile OOO has done its job of creating all this stuff. I would prefer new mechanics to be implemented here than in another cradle just around the corner.

together they are able to cause an EMP blast which can cause any rescue ships to fail in doing their one job.

yes, because surely EMP have the form of purple lasers. and they surely make a ship explode. and surely a non-formed planet can do that. and also there ARE rescue ships. and our satellite is completely unaffected by EMPs.

to the other things:

-Once the new mission prologue is over,players are able to choose three classes that have significant changes to their stats.

what stats? we don't have stats. you mean attack, defense, speed ect? well, one of the main strenghts of SK is (in my opinion) that you can choose whatever playstyle you want without binding yourself to it. freedom to equip. it's a really great thing.

-Slightly different gameplay on this new cradle.

sorry, that's not vague enough. could you be a little less specific?
no, really, what do you mean? and if it's so slight why would OOO implement it?

-Players can equip special one equipment at the start of any cradle#2 mission(power shield,sword etc).This encourages players to rely on the other players' powers for better co-op.

I don't understand the first part, explain please.
as for the other part, we could do it already on what we have. a good team always rely on its members to do the job well. it's those guys that know what to do in a team not to harass the other teammates. we already have that option, nobody uses it. if everyone started getting off the "OP equipment" train and explore things like catalyzer, cutter line, or bombs altoghether, they could see that there already is roleplaying in this game, only it's optional, it depends on the gear you choose, rather than what class you choose when you don't know what the game is. if you master the weapons that we already have, there are many roles you could go in this game. only, everyone chooses the direct damage because it seems straight-up better than, say, use a catalyzer in an efficent way.
I talk about catalyzers but I actually don't own one, as much as I want a Neutralizer.

-teleportation map.

I understand what you mean, and again, I would like this to be implemented on cradle and not on another planet.

-bigger havens.

explain why we would need this, please, cause I don't see a reason.

other thingies:
why we would go to this second cradle? to destroy it? a whole planet?
how would tiers work? and equipment?

Sun, 12/22/2013 - 07:39
#3
Dahall's picture
Dahall
Thanks for making my day!

Thanks for making my day! Thorious.

I'll explain right away.

-Cradle is a planet sized ancient alien super weapon(It MUST be capable of teleporting).
-The two Cradles emit the EMP blast AFTER the satellite signal has been sent(Assume that someone somewhere has control of a second Cradle and took the risk of attacking this one).
-The teleportation simply allows players to choose which part of haven to spawn in and to spawn in the cradle#2.
-The special equipment are: - A shield mod that has three times the protection and larger Area of Effect(other players would have to depend on it in tight situations). - A sword mod that does extra elemental effect depending on the sword equipped. - A bomb mod that tags hostiles(weakens them). -etc.
These mods are going to be similar to the arena ones.
- By bigger havens, I meant that parts of haven should be made one.

Sun, 12/22/2013 - 08:05
#4
Hexzyle's picture
Hexzyle

If the Architect possessed teleportation technology, then the massive, intricate network of cranes, elevators and supply routes in Cradle would not be literally everywhere you look.

Sun, 12/22/2013 - 08:39
#5
Klipik-Forum's picture
Klipik-Forum

"The two Cradles"

WAIT WHAT

Sun, 12/22/2013 - 08:40
#6
Dahall's picture
Dahall
@hexzyle

Those objects you mentioned play absolutely no part in the plot of SK and are merely there for aesthetic purposes.

I also noticed that the Steam inviting is not showing when I go to the depth 0 lobby(the prompting option is ON).

Sun, 12/22/2013 - 09:09
#7
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

-Cradle is a planet sized ancient alien super weapon

back this up please. so I can tear it down.

-The two Cradles emit the EMP blast AFTER the satellite signal has been sent(Assume that someone somewhere has control of a second Cradle and took the risk of attacking this one).

1 with the massive energy source in the center of cradle, you can send thousands of EMP blasts; or, you could simply use the lasers they used to take down the skylark.
2 explain again cause I don't understand.

-The teleportation simply allows players to choose which part of haven to spawn in and to spawn in the cradle#2.

1 again, it's something we need here before creating another planet.
2 if we have teleportation tech, why don't we use it inside cradle to take control of it?

-The special equipment are: - A shield mod that has three times the protection and larger Area of Effect(other players would have to depend on it in tight situations). - A sword mod that does extra elemental effect depending on the sword equipped. - A bomb mod that tags hostiles(weakens them). -etc.
These mods are going to be similar to the arena ones.

we kill things pretty well already, thanks. besides, what arena mods? LD? oh lord no. I know where this is going. no buffs LD style, it will become an unbalanced mess.

- By bigger havens, I meant that parts of haven should be made one.

the parts of heaven are not one because there would be too much to load in a single time. you enjoy small load times? don't make heaven bigger then.

other thingies:
why we would go to this second cradle? to destroy it? a whole planet?
how would tiers work? and equipment?

Sun, 12/22/2013 - 11:05
#8
Hexzyle's picture
Hexzyle

Those objects you mentioned play absolutely no part in the plot of SK and are merely there for aesthetic purposes.

Teleporters have nothing to do with the plot either, they're just something that you assumed existed.
If you're going to invent random technology to attempt to cover the gaping holes in your plot, at least make sure it doesn't tear open holes elsewhere.

Tue, 12/24/2013 - 18:07
#9
Oskvion's picture
Oskvion
Keep in mind that the game

Keep in mind that the game has "Grinchlins" as a part of its Christmas.... Not impressive to have childish novelty stuff like THAT in a game that is supposed to be set on a strange mechanical planet composed of the remnants of other planets/celestial bodies.

Tue, 12/24/2013 - 18:13
#10
Xtweeterx's picture
Xtweeterx
6 words

We're already getting new rank missions

Powered by Drupal, an open source content management system