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emp pulser
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SpaceTrace Forum Forum Index » New Technology Inventions » emp pulser
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this vote will decide about the future of this invention:
this can be added to the game
38%
 38%  [ 5 ]
it needs some changes but it is a good invention
46%
 46%  [ 6 ]
i will post the needed changes here
0%
 0%  [ 0 ]
no good try another one
15%
 15%  [ 2 ]
Total Votes : 13

Author Message
tec_server
Technology Bot
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Joined: 04 Nov 2002
Posts: 1746

 Post Posted: Thu Mar 06, 2003 5:33 pm    Post subject:
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emp pulser (class 2 ship)

the emp pulser is a small destroyer like ship, when it is destroyed it gives off a large pulse effectively jamming 2 enimy class 2 ships.


attack/life: 12/10
manpower: 13

researchtime: 1 d
buildingtime: 12 h


kazuuula-technology
needed research:
emp technology

battle details:fights
(battle engine syntax: f)
trigger_destroy it jams 2 ships in the enemy fleet in the class it fights with and you get back the initiative
(battle engine syntax: trigger_destroy@jam,enemy,2,this)
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BlackBaron
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Joined: 25 Jan 2003
Posts: 107
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 Post Posted: Thu Mar 06, 2003 6:45 pm    Post subject:
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I wander if the MP is balanced.
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LordBK
2nd Lieutenant
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Joined: 28 Feb 2003
Posts: 17

 Post Posted: Thu Mar 06, 2003 7:27 pm    Post subject:
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its not. the mp is too low.
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MasterNeil
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Joined: 02 Mar 2003
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 Post Posted: Thu Mar 06, 2003 7:30 pm    Post subject:
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I calculated it and I agreed with the calculation I got of 13, it does have to be destroyed to go into affect, so if it isn't then it's just a 12/10 for 13 mp, which isn't that great. But if the people think the mp should be increased maybe 15, it isn't that much more, but I don't think it needs much more.
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Luis Abhorash
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Joined: 22 Jan 2003
Posts: 678
Location: Venezuela!

 Post Posted: Thu Mar 06, 2003 7:56 pm    Post subject:
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YOU really use the calculator!!!
it's TOTALLY damaged!
try doing a doomstar and use the calcultor...
you will see it cost like 250 of MP
cya
/oh, I almost forgot/ I must cost like 30 MP? maybe more...

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Luis Abhorash del Clan Dragon Sangriento
"El azote de los vivos"
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Commander Cody
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Joined: 16 Feb 2003
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 Post Posted: Thu Mar 06, 2003 8:14 pm    Post subject:
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Why does it need 12 ap??
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Luis Abhorash
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Joined: 22 Jan 2003
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 Post Posted: Thu Mar 06, 2003 8:22 pm    Post subject:
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Sounds nicer than 10?
LoooooooooooooooooooooooooooooooooooooooooL
cya

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Luis Abhorash del Clan Dragon Sangriento
"El azote de los vivos"
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MasterNeil
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Joined: 02 Mar 2003
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 Post Posted: Wed Mar 12, 2003 9:05 pm    Post subject:
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I still think its pretty balanced, it dosn't really need any more mp for what it does because it has to be destroyed
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Ran Borune
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Joined: 16 Dec 2002
Posts: 8
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 Post Posted: Thu Mar 13, 2003 1:24 am    Post subject:
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are you kidding????
Even if it jams after being destroyed, it still counts...... look at the retraitor.... it only destroys if it's jammed... and for the same 8 mp is 10/6, that is, eagle snack!!!!!!!!!

Remember.... every ship has to have a drawback.

AND 12/10???????? what were you thinking????.

do this... make it 2/10 as the eagle, but with the trigger. it may cost 8 mp maybe???

Quote:
it does have to be destroyed to go into affect


trust me.... most of the time, it WILL get destroyed, so, with this you are making 2 enemy ships unable to fight!!!!!

Think about it.

Regards
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LordBK
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Joined: 28 Feb 2003
Posts: 17

 Post Posted: Thu Mar 13, 2003 1:41 am    Post subject:

3 ships unable to fight anything worthy if you consider the one attacking this ship plus the ones jammed (the one attacking this one gains 13 points for you team, but wastes an attack on this ship, plus causes 2 of its own ships to be jammed by killing it, thats a waste if I saw one).
The calculator bases only on AP/LP. So if it calculates 13 MP for 12/10 ship thats great. But then, if it gets destroyed, which it almost certainly will if it comes up in battle, seeing as how the standard attack ships of its class have the same AP as its LP, then it will jam 2 ships. So its 13 MP, plus jamming two ships. Buck up the MP, or lower the AP. Much lower.
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