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this vote will decide about the future of this invention:
this can be added to the game
28%
 28%  [ 2 ]
it needs some changes but it is a good invention
28%
 28%  [ 2 ]
i will post the needed changes here
0%
 0%  [ 0 ]
no good try another one
42%
 42%  [ 3 ]
Total Votes : 7

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tec_server
Technology Bot
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Joined: 04 Nov 2002
Posts: 1746

 Post Posted: Wed Mar 05, 2008 10:06 pm    Post subject: sas
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sas (class 3 ship)


sas (short for "shield and sword")

what do the sas?

the sas creates 10 holo-cruiser but at the same time all dreadnaughts loose 100 lp and all cruiser 20. (and that for every sas which get active) at the main tests the scientist found out that plasma fire effects a anomaly in the energy network which makes any ship imun against plasma fire.

story why the humans have holo and why the network work so?

i am not very creative so... humans found one of the first e-ray worlds and found there the tech but the tech needs to much energy so they find a way to connect the reactors of all ships but this connection damage the ships which are connected with the sas.


attack/life: 0/100
manpower: 350

researchtime: 2 d
buildingtime: 16 h


human-technology
needed research:
fanatic warfare

battle details:fights
(battle engine syntax: f)
creates 10 holo cruisers in your own fleet in class 3
battlemessage: "sas get active"
(battle engine syntax: create,self,10,3,holo cruiser,sas get active,n)
modifies AP/LP by 0/-100 of all dreadnoughts in your own fleet in class 3
battlemessage: "sas take the needed energy ... ships"
(battle engine syntax: mod,self,all,3,dreadnought,+,0,-100,sas take the needed energy)
modifies AP/LP by 0/-20 of all cruisers in your own fleet in class 3
battlemessage: "sas take the needed energy"
(battle engine syntax: mod,self,all,3,cruiser,+,0,-20,sas take the needed energy,n)
trigger_kill it disables the abilities of all plasma gunship
battlemessage: "plasma fire cause a energy network error"
(battle engine syntax: trigger_kill@disable,plasma gunship,plasma fire cause a energy network error)
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Holy KNight
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 Post Posted: Thu Mar 06, 2008 4:24 am    Post subject:
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lol i like the story jus fine...the ship tho im a little confused, could u give an example?
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MicroJak
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 Post Posted: Thu Mar 06, 2008 5:01 pm    Post subject:
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It's too confusing!!! And I just don't think there is a need for it.


battlemessage: "sas get active"
No Need.

battlemessage: "sas take the needed energy ... ships"
No Need.

battlemessage: "sas take the needed energy"
No Need.

battlemessage: "plasma fire cause a energy network error"
No Need.

modifies AP/LP by 0/-20 of all cruisers in your own fleet in class 3
But not the enemies class three?

I'm probably wrong but.. I think you should try something else.
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linux666
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 Post Posted: Thu Mar 06, 2008 5:10 pm    Post subject:
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i think it's a good ship, well thought, except for the mp...350 is way too much for what it does...the holo cruisers it creates have 1lp right? and besides that it's a defensive ship, wich is good, but not but not for that mp, let's not forget it takes 100lp of the dreads and 20 of cruisers, and the dreads are still vulnerable to evaps...personally, i like to compare all ships with the plasma gunship, why?... cause it can destroy a c3, no matter how much lp it has, and it costs only 92mp!!
i whould say around 100mp...think it's reasonable...
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guest
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 Post Posted: Thu Mar 06, 2008 8:52 pm    Post subject:
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it´s from me...

okay i try a exampel:

Yours:
10 Cruiser
2 SaS
2 Dreads

Enemy:
15 Gunships
15 Cruiser

your cruiser destroy a gunships
enemy gunships kills a cruiser
---your SaS get active---
ALL of yours cruiser lose 20 LP
ALL of yours Dreads loose 100 LP
10 Holo cruiser created
and the gunship can not hurt you anymore
--------
enemy cruiser against a holo cruiser
your cruiser against a cruiser
enemy gunship try to shot a dread but fail
your dread destroy a gunship#
enemy cruiser fires on dread(400 LP - 100 = 300 LP)
your secend SaS get active (dread - 100LP)
enemy fires on on dread (200LP - 100 =100)
your Cruiser destroy a cruiser
enemy cruiser destroy your dread

Why so much MP?

Add this ship to a class 3 fleet against a class 3 fleet and you will get points if you meet a Swank with gunships he can not hurt you anymore and a typical anti class 3 fleet with gunships also. (problem are dominators)

If the nanites or e-ray use this ship they could make a awesome spam in class 3 (under normal conditions 5 SaS are suicide for your cruiser and dreads btw. i forget the Warcruiser) so i thought better give it more mp.

and i must not say what happens if this ship get active against class 1 and class 2 and class 3 your dreads loose 300 LP for one SaS ... but you get 30 Targets in class 3 which could take fire for you.

@linux
Holo cruiser take also the fire from evaps (evap fire is random) so they help against them too.

the best countermeasur are the Shock-wave-cruiser.
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ilofuyci
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 Post Posted: Thu Mar 06, 2008 9:39 pm    Post subject:
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One of the biggest obstacles to the humans is the gunship. They can have fleets of dreads, and warcruisers, and those are heavily armored, and expensive, but gunships will just splatter all of this.

So this is a good move at protecting against that weakness. Unless you bring c1 and c2, and go up against gunships, like a standard swank attack.

But I think this is original, and needed, and for what it does, it feels balanced. Maybe give it a cannon, so if the enemy has no gunships, it will at least shoot something. Send this to 100/100.

But I like it.
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Senor
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 Post Posted: Thu Mar 06, 2008 9:47 pm    Post subject:
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i kind of like the originality, but i say no.
because
1. it does too much for one ship. simpler is better.
2. 3 of its 4 abilities affect only specific ships (i don't want ships that are against ONE certain ship). that's a no-no for me. the only c3 ships that you can't combine with this one are the mycolloid ones. so its backfire effect works against just cruisers and dreads, but if you combine it with any other c3 combo you get a great defense against plasma gunships + huge amount of decoys without the backfire effect.

the only effect that i really like is the decoy generation, but humans can use cluster cruisers for that.

so...no
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guest
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 Post Posted: Fri Mar 07, 2008 2:46 am    Post subject:
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Senor wrote:

the only effect that i really like is the decoy generation, but humans can use cluster cruisers for that.


But they are SD - you can forget them to proetct your fleet against several fleets so no real help against Evaps and gunships.

The main problem is that there are is no syntax which let loose all ships in your fleet -20% from beginning LP. (20 % that you can not use more then 4 without high risk or 5 with sporator support)

What would you say if i add ALL class 3 ship and all loose every SaS 20%?
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Holy KNight
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 Post Posted: Fri Mar 07, 2008 4:27 am    Post subject:
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wow all this...all over my head, no idea...in all my years playn this game ive never understood the huge complexity of ships like this, i think it should b a littl more simpler for players who arnt honor students in math...
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zenachi
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 Post Posted: Fri Mar 07, 2008 4:50 am    Post subject:
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I agree with Senor... if you're Nanite and you build a bunch of these ships with cyclops and apollos, you get a swank with extra decoys against cruisers and evaporators, and invulnerable against plasma gunships. And no penalties...

It would be cool if it could, say stop the inter-class firing, ex. it'll prevent your dreads from firing into the enemy c1 and c2, but it also stops the plasma gunships from firing into your c3. But that's not possible.
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Nuten Spesh L
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 Post Posted: Fri Mar 07, 2008 5:23 am    Post subject:
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In general, I like it.
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ilofuyci
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 Post Posted: Sat Mar 08, 2008 3:30 am    Post subject:
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zenachi wrote:
I agree with Senor... if you're Nanite and you build a bunch of these ships with cyclops and apollos, you get a swank with extra decoys against cruisers and evaporators, and invulnerable against plasma gunships. And no penalties...

It would be cool if it could, say stop the inter-class firing, ex. it'll prevent your dreads from firing into the enemy c1 and c2, but it also stops the plasma gunships from firing into your c3. But that's not possible.


That's why this isn't invulnerable against gunships. If you have class one or two, and the enemy only has them in class 3, you're still hosed.
And if all your c3 ships get weakened somewhat, any that get destroyed will not be reconstructed. That's a huge penalty.

I see this as a good ship, maybe with some adjustments, because it would encourage use of the Dreadnaught and the Warcruiser.

Yes, it's somewhat specific as to when you are using it, but pretty much every ship is. Used right, it can help, but only when it's needed. Otherwise, it's expensive. So you have to decide if it's worth it or not.
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Senor
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 Post Posted: Sat Mar 08, 2008 10:15 am    Post subject:
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the point is...this ship will never be accepted because it is too specific and has serious potential balance issues. it's a good attempt though. try and redesign it and try to make it as simple as possible.
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zenachi
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 Post Posted: Sat Mar 08, 2008 9:19 pm    Post subject:

ilofuyci wrote:
Yes, it's somewhat specific as to when you are using it, but pretty much every ship is. Used right, it can help, but only when it's needed. Otherwise, it's expensive. So you have to decide if it's worth it or not.


The thing is... it's TOO specific in regards to the penalties, which only really affect the humans. If we implement your -20% idea as opposed to the specific -100/-20 lp for the dreads/cruisers, then it'll be slightly more balanced.
However, in conjunction with a nanite swank, the 10 extra holo-cruisers will practically negate that penalty, since they provide 10 decoys per SAS.

I say remove the holo-cruiser production, change it to -20% lp penalty, and then it'll be balanced...
The thing is, it does too much in it's current form
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