a few different suggestions,
first a monster hunt mode (idk if anyone has suggested this yet) could be sort of like campaign but with a funding system based on kills?
second beasts of war, taming and breeding various wildlife for fighting in the normal campaign, acting like small ships or crew members based on breed or size
and third, chimera systems. using biological blocks on ships for different kinds of weapons, maybe for repairs or defense? or fully biological units controlled by riders/ clockwork?
Air Lord, Engineering Corps
Holy crap! The monster hunt idea sounds like it could be really awesome if Zarkonnen really ran with it.
The concept could be made into it's own full campaign expansion where the goal is to track/destroy all special enemies (like krakens) with completley new dynamics to accompany it:
Here's my ideas for how the systems would be different:
A unique funding system
Fleet cost + bounty(if win) - repairs&failure fee(if defeated).
This system would reward players for good design/strategy and create some interesting dynamics and loss conditions: for example if you run out of funds before you hunt the last enemy it's game over.
one man, one fleet
You don't own any nation, and only have you and your fleet to worry about.
Nations can like/dislike you now that you are just a random guy
The nation system could be replaced with hunting friendly/hostile nations that can have a simple method to like/dislike you. Where hunting in hostile nations will make the local guard try to intercept you while hunting friendly nations will let you use their shipyards but can become hostile if you become a nuisance.
The war continues in the background
The nations will invade each other like normal which you can take advantage of. (for example: waiting for a friendly nation to invade one that doesn't like you or wait for the thing your hunting to get out of the hostile nation.)
New part system
Now that you aren't the head of an entire nation you need to scavenge/buy parts instead of have them assembled for you on a silver platter. Each city assembles different categories of ship parts for you to buy, or pirate.
Read this before saying it can't be done
Some of these require huge changes to the current game systems to allow this to happen which is why I said "expansion" at the top. I feel like creating a gamemode like this would just be freakin' awesome and well worth the time to make at some point in the future for a whole new way to play Airships: Conquer the Skies.
The first steps towards implementing this idea are already in place: upcoming monsters and a working campaign/combat system, we would just need to add different victory conditions, give all nation control to the AI, add way more monsters, call that v1.00 and go from there.
never thought about adding politics and nations into it (that sounds awesome)
though I was thinking more of a one on one campaign against the monsters, with an increasing monster response against your pushing into their land, players could utilize bait and hook systems to lure monsters into battles or hunt down "hives"and either capture (forcing the species in that area into breeding programs, this would further agitate the entire ecosystem causing more attacks on player land) or burn the hives.
love the funding system idea, was thinking of funding coming from kills or destroying caves(or whatever) these monsters use as breeding grounds
how about different modifiers for the mode, so players can choose if they want to fight in the wilderness (simpler game play, but no one to help you) or within the war zone (help from nations that like you, but trespass and murder ensues)?
Here's a screenshot of a similar funding system used in another game (Cryptark) to great effect:
using the "bounty" from defeated monsters would aid in a system that rewards strategy more than numbers, but a "ramping up" system(bigger, badder monsters and more of them) instead of weakening based on territory loss would be needed to prevent snowballing
maybe a system that boosts the costs and length of repairs the farther you are from other fleets/ friendly cities could help in making combat in the endgame more balanced between the monsters and the player?
I think you could set it up where you can snowball weaker enemies for low bounties, but there will always be really tough monsters that require you to commit almost everything.
would his be like splitting species into different "nations"? maybe a system could be incorporated so the environment shows reactions (this wouldn't have to be very complicated, just when the krakens food source is killed they become more aggressive, and when the krakens are killed their food source becomes more aggressive and plentiful) this could add to strategy and a nice cause and consequence would add another kind of strategy (would you rather fight swarms of little angry things or a few big angry things?)
In his last update he showed a guy riding a dragon, referring it as:"dragon rider", IMO that doesn't sound good, this game is about strategically building the best ships and command them in combat, just adding an unit is a cheap game mechanic.
Confirm or deny from zark, maybe?
"Considered for a future expansion maybe"
I think that would just about sum up his reply.