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this vote will decide about the future of this invention: |
this can be added to the game |
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55% |
[ 5 ] |
it needs some changes but it is a good invention |
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11% |
[ 1 ] |
i will post the needed changes here |
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0% |
[ 0 ] |
no good try another one |
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33% |
[ 3 ] |
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Total Votes : 9 |
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Author |
Message |
tec_server Technology Bot

Joined: 04 Nov 2002 Posts: 1746
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Posted: Thu May 18, 2006 10:31 pm Post subject: tromod carrier |
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tromod carrier (class 3 ship)
this ship has a defence system which calls out pre-disassembled trokia to defend or attack its target. when in battle it will release 75 trokia modules to attack. some of the trokia modules are defective and destroy 1 of your own ships. this ship is not reconstructable.
attack/life: 0/125
manpower: 185
researchtime: 2 d 12 h
buildingtime: 13 h
nanite-technology
needed research:
nano technology
battle details:fights
(battle engine syntax: f)
creates 100 troika modules in your own fleet in class 3
battlemessage: "tromod carrier ... ships"
(battle engine syntax: create,self,100,3,troika module,tromod carrier)
reduces LP to 0 of 1 ship of any ship-type in your own fleet in the same class but some ships are immune against destruction
battlemessage: "defective troika module shoots down ... ships"
(battle engine syntax: destroy,self,1,this,all,defective troika module shoots down)
if this ship is reconstructed it self destructs!
battlemessage: "instability makes tromod carrier explode"
(battle engine syntax: trigger_rec@sd,instability makes tromod carrier explode,n) |
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Noxus Vice Admiral


Joined: 20 Apr 2006 Posts: 493 Location: Michigan, USA
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Posted: Thu May 18, 2006 10:34 pm Post subject: |
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son of a beach... i forgot to change something in the discription.. its suppose to be 100 troika modules.. o well
so anyway this is my 4th and it took me a while to think about it and make it more balanced, and i think it is pretty much balanced as much as i can get it to be...
i hope you guys like it!  _________________ -==Frag the Weak, Hurdle the Dead.==- |
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Rubens Admiral

Joined: 20 Apr 2003 Posts: 1422
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Posted: Fri May 19, 2006 12:23 am Post subject: |
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is too powerfull...and the syntax says 100 modules if they really are 75 its quite good.
I think this is a perfect idea...i would add it but not like this...it has been bad maden.
Anyway just let it be 0/100 and it cant be reconstructable.
Also adding this ship will mean deleting cluster crusero |
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Noxus Vice Admiral


Joined: 20 Apr 2006 Posts: 493 Location: Michigan, USA
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Posted: Fri May 19, 2006 1:24 am Post subject: |
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the cluster cruiser is a big waste of cr.ap... also i thought this ship was pretty well even when i made it...
100 troika modules has a attack power of 400ap.. so thats about 4 cruisers..
4 cruisers destroyed= 240mp
1 ship in your fleet destroyed= 60 to 120mp
plus this ship if destroyed = 185
so you could lose from 245 to 305 points... assuming worst case scenario..
best case would be you gaining 180 points..
i have thought long and hard on this one and come to find out that this would be pretty good against class 2 and alright against class 1.. but its not the best against class 3... if you use this right then you can make points and if you sc.rew up then you loss
i think this is one of my better ships.. and im proud of it _________________ -==Frag the Weak, Hurdle the Dead.==- |
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DavAlan Admiral

Joined: 24 Aug 2004 Posts: 778 Location: Palo Alto, California
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Posted: Fri May 19, 2006 2:06 am Post subject: Hmm... |
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Keep in mind that troika modules are C2 so if this goes off in a c3 vs c3 or c4 battle the modules will never fight at all.
This is only going to work if it battles c1 or c2. _________________ "Destruction leads to a very rough road
But it also breeds creation
And earthquakes are to a girl's guitar
They are just another good vibration
And tidal waves couldn't save the world
From Californication"
Red Hot Chili Peppers - Californication
https://www.youtube.com/watch?v=YlUKcNNmywk
___________________________________
https://www.facebook.com/david.brass.524 |
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Noxus Vice Admiral


Joined: 20 Apr 2006 Posts: 493 Location: Michigan, USA
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Posted: Fri May 19, 2006 3:31 am Post subject: |
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hmmm... you might have a point.. but the syntax says that the modules will go in the class 3.. i know i made it but i modified and i think it should work.. we should ask admin... maybe he can clear things up and see if the modules are created in "class 3" and will proceed to fight...
i think it should work  _________________ -==Frag the Weak, Hurdle the Dead.==- |
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DavAlan Admiral

Joined: 24 Aug 2004 Posts: 778 Location: Palo Alto, California
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Posted: Fri May 19, 2006 4:13 am Post subject: |
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Noxus wrote: | hmmm... you might have a point.. but the syntax says that the modules will go in the class 3.. i know i made it but i modified and i think it should work.. we should ask admin... maybe he can clear things up and see if the modules are created in "class 3" and will proceed to fight...
i think it should work  |
Battle syntax can only put ships into a fleet...not into a class...the class they go into when put into a fleet depends on the class they are.
You would have to redefine the troika module as c3 (not gonna happen) or invent a c3 troika module (would replace the cluster used in the nanite cluster cruiser).
BTW-cluster cruisers work great if you stack so, they DO NOT battle c1 or c2 1st. And each one inflicts 1 damage to a c3 so, combined with standard cruisers you can render a large number of c3 unreconstructable.
Probably the best nanite c3 counter to the plasma gunship and the effects of the major reconstructor  _________________ "Destruction leads to a very rough road
But it also breeds creation
And earthquakes are to a girl's guitar
They are just another good vibration
And tidal waves couldn't save the world
From Californication"
Red Hot Chili Peppers - Californication
https://www.youtube.com/watch?v=YlUKcNNmywk
___________________________________
https://www.facebook.com/david.brass.524 |
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Renee Davis 1st Rear Admiral

Joined: 22 Jul 2005 Posts: 298 Location: Lautem, Timor Leste - Lautem District
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Posted: Fri May 19, 2006 4:41 am Post subject: |
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I really cant see the balance in this one as even if it was possible to release the equivelent of 100 battle drones into your c3. LOL your real c3 would be almost untouchable (even by c1 / c2 ) unless they have 4 shock-wave cruisers for every 1 of these; that is only if the drones are 1/1 and myc or nanite would be SOL trying to counter this except with the same.
Make those drones 4/4 and there would be NO COUNTER by any race whatsoever  _________________
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Noxus Vice Admiral


Joined: 20 Apr 2006 Posts: 493 Location: Michigan, USA
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Posted: Fri May 19, 2006 11:43 am Post subject: |
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wow.. there is a counter though... that would be 2 cruisers could take out... thats 120mp taking out 185mp..
also theres the plasmagunship which would destroy this whether or not there was a c3 vs c3 battle..
also you could make counter-ships.. just use a couple of credits, what do you think those are for?  _________________ -==Frag the Weak, Hurdle the Dead.==- |
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Renee Davis 1st Rear Admiral

Joined: 22 Jul 2005 Posts: 298 Location: Lautem, Timor Leste - Lautem District
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Posted: Fri May 19, 2006 1:00 pm Post subject: |
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Noxus wrote: | wow.. there is a counter though... that would be 2 cruisers could take out... thats 120mp taking out 185mp..
also theres the plasmagunship which would destroy this whether or not there was a c3 vs c3 battle..
also you could make counter-ships.. just use a couple of credits, what do you think those are for?  |
LOL you could not hit those things with 100 decoys present for each one.
The presence of decoys is what makes he cluster cruiser so effective the ap of the decoys is quite trivial.
Besides I got better use for my credits than inventions like this
The only way a plasma gunship would be able to take that out would be an indirect battle with c1 or c2 which would leave nanite and human with NO COUNTER and the other races with only an indirect counter.
This is really a very bad idea for a c3. _________________
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Bloodmagic Commander


Joined: 12 May 2006 Posts: 80
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Posted: Fri May 19, 2006 4:58 pm Post subject: |
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no
no
no
stick with normal troikas
there is little, to no use for this...
im not saing its bad, but please
this is a dead invention.
it has very little tactical value...even with some of the changes to the game ive noticed, i fail to see its use.
so
no |
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omalicat 1st Rear Admiral

Joined: 10 Jun 2006 Posts: 253 Location: on my fleet tender, belgium
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Posted: Mon Jun 26, 2006 5:34 pm Post subject: |
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change de idea a little bit |
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