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Bilerator 1st Rear Admiral

Joined: 10 Jan 2002 Posts: 203 Location: Germany
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Posted: Sun May 19, 2002 10:46 pm Post subject: |
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Hobbit you have to understand : RJSm1th comes from Washington, so my suggestion is :
RJSm1th = George W. Bush jun.
So he has his own staff to work for him, and finding out some new ships, that could be useful for a space attack against Russians, too. Spacetrace is a program of the National Security Agency ( NSA ) to find out the most effective methods to exterminate the evil ones ^^ |
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RJSm1th 1st Lieutenant

Joined: 18 May 2002 Posts: 46 Location: Washington- USA
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Posted: Sun May 19, 2002 11:04 pm Post subject: |
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Quote: |
On 2002-05-19 23:46, Bilerator wrote:
Hobbit you have to understand : RJSm1th comes from Washington, so my suggestion is :
RJSm1th = George W. Bush jun.
So he has his own staff to work for him, and finding out some new ships, that could be useful for a space attack against Russians, too. Spacetrace is a program of the National Security Agency ( NSA ) to find out the most effective methods to exterminate the evil ones ^^
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Wrong Washington, I ma in the state not the District. I live on the West coast not the East. but interisting thought there... wonder if the "Big Brother" society watches over us here...Grin
Also "Smith" is the most common last name in the US, closly followed by Jones. First names starting with "R", out number all others here too, by a good margin.
[ This Message was edited by: RJSm1th on 2002-05-20 00:09 ] |
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RJSm1th 1st Lieutenant

Joined: 18 May 2002 Posts: 46 Location: Washington- USA
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Posted: Tue May 21, 2002 2:30 am Post subject: |
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Got another one after goin over the post for manpower. What if there were some ships that had no big MP cost no Combat ability and nearly no defence, but...
With a total # restricted to 1 ro 2 of a given ship and no more than 4 such ships, but will allow some additional, no manpower, combat craft to be constructed. This craft must be present in the fleet to have the extra craft and possibly be special targeted by certin high cost craft. To add the additional craft you must be able to build them already, or maybe not...
examples:
Bulk Freighter
The presance of this ship allowes an additional 5 Fighters (Cl:1), 2 Destroyer(Cl:2), and 1 WarCruiser(Cl:3)
Class 4:
attack/life: 0/1
manpower: 5
researchtime: 1D
buildingtime: 2D
needed research:
Leadership
Loss of this ship in combat =2X value of the added ships which are also lost at this time, yes you loose those points too.
Super Tanker
The presance of this ship allowes an additional 15 Fighters (Cl:1), 7 Intercepters (Cl:1), 1 Commando Fighter (Cl:1)
Class 4:
attack/life: 0/1
manpower: 5
researchtime: 1D
buildingtime: 2D
needed research:
Leadership
Loss of this ship in combat =2X value of the added ships which are also lost at this time, yes you loose those points too.
Freighter
The presance of this smaller ship allowes an additional 3 Fighters (Cl:1), 1 Destroyer(Cl:2).
Class 3:
attack/life: 0/1
manpower: 5
researchtime: 1D
buildingtime: 2D
needed research:
Leadership
Loss of this ship in combat =2X value of the added ships which are also lost at this time, yes you loose those points too.
Luxury Liner
The presance of this ship allowes an additional 10 intercepters (Cl:1), 2 Shield Generator(Cl:2), and 1 shock-wave-cruiser(Cl:3)
Class 4:
attack/life: 0/1
manpower: 5
researchtime: 1D
buildingtime: 2D
needed research:
Leadership
Loss of this ship in combat =2X value of the added ships which are also lost at this time, yes you loose those points too.
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Bilerator 1st Rear Admiral

Joined: 10 Jan 2002 Posts: 203 Location: Germany
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Posted: Tue May 21, 2002 4:54 pm Post subject: |
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Hmm, the third class ship, "Freighter", is too weak I think. It would die immediately. The others are quite interesting, though a much too long building time .. |
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RJSm1th 1st Lieutenant

Joined: 18 May 2002 Posts: 46 Location: Washington- USA
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Posted: Wed May 22, 2002 12:13 am Post subject: |
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Not if the ADDITIONAL ships come with that build time for free, and that submision was a "first draft."
obvious work is needed. The Weakling ship (Bulk Freighter, Lux Liner, Etc...) is the only one that costs against your MP's the added ships are FREEBIES. For that reason I think the long build times are justified, however... It's just a draft so far.
So How would you "Buff it up?". This is an open floor here. Tell me about some ships you think would improve the play of the game.
[ This Message was edited by: RJSm1th on 2002-05-22 01:19 ] |
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Bilerator 1st Rear Admiral

Joined: 10 Jan 2002 Posts: 203 Location: Germany
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Posted: Wed May 22, 2002 4:38 pm Post subject: |
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hmm okay, building time might be short enough .. but the "Freighter" is really too weak, because you can't defend it .. |
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revenge 2nd Rear Admiral

Joined: 28 Feb 2002 Posts: 160
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Posted: Thu May 23, 2002 12:42 pm Post subject: |
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that are cool ships  |
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RJSm1th 1st Lieutenant

Joined: 18 May 2002 Posts: 46 Location: Washington- USA
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Posted: Sun May 26, 2002 1:07 am Post subject: |
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New Probe Type.
Fast Probe.
we will strip out most of the detection equipment in favor of the drive unit. Very fast but very small scan radius. if the probe were sent to 10/10/10 I could expect data from
9,9 10,9 11,9
9,10 10,10 11,10 z=9
9,11 10,11 11,11
9,9 10,9 11,9
9,10 10,10 11,10 z=10
9,11 10,11 11,11
9,9 10,9 11,9
9,10 10,10 11,10 z=11
9,11 10,11 11,11
speed: 20
Scanradius: 2 sector(own and all neighboring sectors)
Researchtime: 12H
Build Time: 6H
Needed Reasearch:
Gravity
This probe functions as a normal probe it just has a smaller scan radius and faster travel speed. Posibily this could be a mod for all existing probes instead of a new probe, in such it would add 2 hrs to build time of the normal probe which would do it's normal type scan but at the limited radius and gaining the fast travel speed.
[ This Message was edited by: RJSm1th on 2002-05-31 23:17 ] |
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RJSm1th 1st Lieutenant

Joined: 18 May 2002 Posts: 46 Location: Washington- USA
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Posted: Sun May 26, 2002 2:14 am Post subject: |
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New Ship type:
ECM Fighter
Single purpose fighter. ECM (Electronic Counter Measures) Fighter is intended to raise the LP of all Class 1 and Class 2 ships by 1 LP. This is achieved by masking some of the electronic signales emitted by thease ships and producing false signals in other places.
attack/life: 1/3
manpower: 3
researchtime: 8 h
buildingtime: 10 h
needed research:
EMP tech.
If this ship is incorperated then the next ship should become available too.
ECCM Fighter
Single purpose fighter. ECM (Electronic Counter-Counter Measures) Fighter is intended to raise fleet combat or nutralise the effects of an ECM Fighter. This is achieved by decoading the electronic signales emitted by these ships and producing clearer signals for the fleet. If no ECM fighters are present in opposing fleet it will raise attack points by 1, not cumulitave with any other bonuses (exception: Commando fighter will still boost fighters)
attack/life: 1/5
manpower: 4
researchtime: 2 h
buildingtime: 8 h
needed research:
ECM Fighter.
[ This Message was edited by: RJSm1th on 2002-06-01 23:58 ] |
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Dougster 1st Rear Admiral

Joined: 14 Apr 2002 Posts: 251
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Posted: Sun May 26, 2002 5:41 am Post subject: |
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How abouta newb helper ship "Godfather" class 3 0/100 mp 200. A large ship that emits a pulse that can destroy 500 class 1 ships then self destructs. Can only be used in the first two weeks of playing.
Or Battleship Class 4 500/500 mp 320 |
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admin Board Admin


Joined: 09 Jan 2002 Posts: 2938
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Posted: Fri May 31, 2002 8:38 pm Post subject: |
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resumeƩ:
1. about the "Transwarp Corridor Stabiliser":
this would make the fleet movement too fast - we balanced the movement, so you can play spacetrace even if you are a working person, so the fleets have to move slowly. so we will not follow this path
2. a probe that exceeds all lifepoints of the alliance has unpredictable consequences don't you think so?
3. i think a probe that reveals the exact composition of a fleet is boring. don't you like the thrill of not knowing?
4. the best ideas are the "Stinger" and a Ship like the "Crystal Cruiser".
we Can build ships like this. They have to be balanced and should be useful (not only against one ship like the shield generator) but they can also have more functions (like the disable ship for example).
the "ECM Fighter" is a nice option too - but it must be very expensive (hmm ...dificult)
the ships with a total # restricted - sounds very dificult to implement, so try more to use the possibilities of the current ships like evolving, jamming, clone, steal (pirate) morph, eject other ships or projectiles, modifying waves, ...
RjSmith: can you explain the "Fast Probe. " more detailed - i didn't get it
a "newb helper" is a good idea, but maybe not really needed. do you think the newbies have a hard time?
so we really apprechiate your work here ... go on
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RJSm1th 1st Lieutenant

Joined: 18 May 2002 Posts: 46 Location: Washington- USA
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Posted: Fri May 31, 2002 11:02 pm Post subject: |
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do newbies need help?
Possibly but a better configuration of the classes may help more.
All military ships should be able to deliver damage of 1 or better. (at warp 1 or even 3 X speed of sound a pound of bodly waste could cause lots of damage to a ship.)
All class of all ships should be destroyable by not more than double (round factions up) thier own class average damage. (if there are 10 types of class 1 ship and 8 do 1 point of damage and 1 does 3 points and one does 35 out of class damage. the average should be the 9 ships in class, or 1.22 average doubled 2.44 or rounded to 3 points max life points for a class 1 ship) this should be standard accross the classes. PS that class 1 that causes damage in class 2 battle would be averaged there for deliverable damage but would be restricted to the 3 LP's of class 1 max. else why make it class 1 in the first place.
Note the above is just ramling thoughts and opinions and may be disreguarded as you wish. |
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RJSm1th 1st Lieutenant

Joined: 18 May 2002 Posts: 46 Location: Washington- USA
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Posted: Fri May 31, 2002 11:33 pm Post subject: |
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Quote: | 2. a probe that exceeds all lifepoints of the alliance has unpredictable consequences don't you think so? |
My error, I ment to say the points for each ship in the fleet would be raised by one (1) life point a 1/1 fighter would be a 1/2 fighter, and more importantly a 10/10 destroyer would now be a 10/11 destroyer and the 40 shield generators you have tagging along now saves the ship from the ship trading battles. |
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admin Board Admin


Joined: 09 Jan 2002 Posts: 2938
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Posted: Sat Jun 01, 2002 12:39 am Post subject: |
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thats it, you se: a 10/11 destroyer is nearly double like the normal 10/10 dest. because you need two shots to destroy it. (there is not much difference between a 10/11 DD and a 10/20 DD. a probe that does this much advantage is far too strong. there is no way to balance that.
lets mor think of ships like this :
Quote: | evolving, jamming, clone, steal (pirate) morph, eject other ships or projectiles, modifying waves, ... |
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Dougster 1st Rear Admiral

Joined: 14 Apr 2002 Posts: 251
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Posted: Sat Jun 01, 2002 7:13 am Post subject: |
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I actually think there is enough ships already, (I still have many to try out).But I do think some sort of newb helper ship that could help counter double attacks till they got the hang of it would be a good thing.
As to all military vehicles having firepower, it could get too complicated. Infantry killing battleships, jeeps destroying cruisers etc. etc. jmho  |
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RJSm1th 1st Lieutenant

Joined: 18 May 2002 Posts: 46 Location: Washington- USA
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Posted: Sat Jun 01, 2002 9:59 pm Post subject: |
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Mil ships cause damage.
yes but how many geeps are needed to destroy that BA? with a ship with over several hunderad LP's and each "geep" inflicting only 1 point each you would need lots of them to stop the BA.
The point of the life points boost is to give an advantage, but if the combat drone were available boosting attack points by 1 this could be countered and also if no SG's are present a Shock wave cruiser becomes that much more dangerious (1 point to 30 ships)
what if a mini wave ship in class 2 could damage 15 ships for 1 point and a micro wave ship in class 1 could damage 5 ships for 1 point but cost as many MP's as 5 or 6 ships.
and finally a ShockWave Dreadnaught in Class 4 damaging 60 ships for 1 point. |
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RJSm1th 1st Lieutenant

Joined: 18 May 2002 Posts: 46 Location: Washington- USA
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Posted: Sat Jun 01, 2002 10:34 pm Post subject: |
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Quote: | evolving, jamming, clone, steal (pirate) morph, eject other ships or projectiles, modifying waves, ... |
as to using this as our frame work, many of them are racial specific and would defete the pourpose of racily specific weapons should others be able to use them too. (eject ships is mostly nanite, Steal/Morph is human, cloning you get the idea...)a Ninite that could capture enemy ships would violate the Human specilty. Why play a human when a nanite could do it too?
As I must stick with one race for the durration of a game session I am not able to try out some of these other ship modles yet. It is also for this reason my suggested ship desings are restricted to Nanite and General for now.
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RJSm1th 1st Lieutenant

Joined: 18 May 2002 Posts: 46 Location: Washington- USA
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Posted: Sun Jun 02, 2002 3:31 am Post subject: |
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New Ship type:
Collective Fighter
Single use fighter. This fighter will do one of 2 things it will,
1) Engage in combat as a 1/1 fighter (after combat as a fighter it self destructs)
2) Assymble with 7 other "Collective Fighters" and become a Class 2 10/10 Collective Destroyer. (once merged it will remaine merged for the next combat.)
attack/life: 1/1 or Merge.
manpower: 1
researchtime: 6 h
buildingtime: 10 h
needed research:
Nano Technology
Collective Destroyer (NOT BUILDABLE)
Single use Destroyer. This destroyer will do one of 3 things it will,
1) Engage in combat as a 10/10 destroyer (after combat as a destroyer it converts to a standard destroyer)
2) Assymble with 7 other "Collective Destroyers" and become a Class 3 100/100 Collective Cruiser. (once merged it will remaine merged for next combat.)
3) Scatter, the 8 componet ships will each break down into Class 1 Collective Fighters for the next combat.
attack/life: 10/10 or Merge or Scatter.
manpower: 8
researchtime: N/A
buildingtime: N/A
needed research:
Collective Fighter - Automatic
Collective Cruiser (NOT BUILDABLE)
Single use Cruiser. This Cruiser will do one of 3 things it will,
1) Engage in combat as a 100/100 Cruiser (after combat as a Cruiser it converts to a standard Cruiser)
2) Assymble with 7 other "Collective Cruisers" and become a Class 4 100/100 Collective Dreadnaught. (once merged it will remaine merged for next combat.)
3) Scatter, the 8 componet ships will each break down into Class 2 Collective Destroyers for the next combat.
attack/life: 100/100 or Merge or Scatter.
manpower: 64
researchtime: N/A
buildingtime: N/A
needed research:
Collective Fighter - Automatic
Collective Dreadnaught (NOT BUILDABLE)
Single use Dreadnaught. This Dreadnaught will do one of 5 things it will,
1) Engage in combat as a 1000/1000 Dreadnaught (after combat as a Dreadnaught it converts to 512 Collective Fighters for the next battle)
2) Self Destruct taking all of the engaging ship(s) with it. (If atacked by Class 1 it would destroy 1000 Class 1 if attacked by Class 2 DD's it would destroy 100 DD's and so on, if attacked by a mother ship or a Building it would destroy it.)
3) Scatter, the 8 componet ships will each break down into Class 3 Collective Cruisers for the next combat.
4) Scatter, the 64 Sub-componet Destroyers will each break down into Class 2 Collective Destroyers for the next combat.
5) Scatter, the 512 Sub-Componet Fighters will each break down into Class 1 Collective Fighters for the next combat.
attack/life: 1000/1000 or Scatter, or Self Destruct.
manpower: 512
researchtime: N/A
buildingtime: N/A
needed research:
Collective Fighter - Automatic
If at any stage there are not enough componets to form the next level ship than that option would not be available. (6 Collective Fighters can not form a Collective Destroyer)
[ This Message was edited by: RJSm1th on 2002-06-02 04:35 ]
[ This Message was edited by: RJSm1th on 2002-06-02 04:38 ] |
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RJSm1th 1st Lieutenant

Joined: 18 May 2002 Posts: 46 Location: Washington- USA
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Posted: Sun Jun 02, 2002 6:02 am Post subject: |
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Clone Fighter (Nanite)
the Clone fighter enters battle as a 1/2 fighter if it survives battle it will split into 2 Clone fighters 1/2 for the next battle not to excede the max MP's.
attack/life: 1/2
manpower: 1
researchtime: 1 D
buildingtime: 1 D
needed research:
Troika
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admin Board Admin


Joined: 09 Jan 2002 Posts: 2938
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Posted: Sun Jun 02, 2002 9:46 am Post subject: |
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i like the ideas of ships, that get better (or more) after battle. but i am afraid, ther is too much cheating possible.
(for Ex. this: you always take a fleet of an ally with a mothership with you . each time after battle, you fight against this ship of your friend an your fleet is refreshed without you have to fly to your base)
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but i like that Fast Probe: as an investigation probe it is neat.
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