So, everyone really, really likes to suggest “new” features for Cosmoteer. And honestly, that’s fine. The game is young, and has many many directions to go. However, despite what everyone wants, what about all the things we don’t want? I’m about to present three keys features which need to be kept the same, and which should be considered key pillars in the game’s design. Also, to some moders, try to also look at some of these pillars in your mods. If your mod doesn’t seem to suit one or more of these pilars, it probably isn’t in the theme of Cosmoteer. Anywho, lets go!
Minimal RNG:
Cosmoteer is very lucky because it lacks a feature many games love to include. RNG or Random Number Generators are commonly employed in games to keep the games interesting, with factors such as random crits or misses. However, RNG can be a disadvantage, as it can make players feel disadvantaged or cheated when the RNG doesn’t play out in favour of them. Cosmoteer’s only major RNg factors are bullet spread, which is a respectable additions. Aside from this, most gameplay is skill and design based. No random crits for your bullets, no random misses to save you from sheer luck. I would prefer Cosmoteer to keep this minimal RNG style as a standard feature.
Unique, non interchangeable weaponry.
Another key pillar of Cosmoteer is the fact all weapons are unique in some way. A lot of games will have their weapons very freely placeable, which means there is less forward planing involved when building, and also means there is less of a connection with said weapons. Cosmoteer, on the other hand, has many widely different weapons, ramging from tiny lazer blasters to massive mile long railguns. But the thing is, no weapon can simply be slotted in to replace a previous weapon. Missiles are a good example. First off, missiles have their doors on the sides, meaning players will have to design ships with corridors to the sides of said missile launchers. No other weapon will fit this door layout, meaning that you have to choose to have missile launchers. This is what makes Cosmoteer stand out from other games.
2D design and mechanics:
Many new members will rush to the suggestion section of the forum, to suggest ships should have multiple layers. However, Cosmoteer is designed to be a 2D game. Not only in graphics, but in design and mechanics. All weapons, machinery and tiles are ballenced and designed around the fact that they exist in a 2D plane with 2D physics. This not pnly makes the game have a much more involved battle style, the game is able to run much faster than 3D games with the same level of combat mechanics. The 2D design of Cosmoteer should not ever be reconscidered.
On that same note, roof mounted weaponry should also be only reserved to modding. All stock weapons should be side mounted, as that means the game does not have to be rebalanced.
Anyway, I thought I would drop in for a bit, my break from Cosmoteer isn’t over yet, I’ll be away for another week or so. Latter!