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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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100% |
[ 9 ] |
it needs some changes but it is a good invention |
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0% |
[ 0 ] |
i will post the needed changes here |
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0% |
[ 0 ] |
no good try another one |
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0% |
[ 0 ] |
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Total Votes : 9 |
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tec_server Technology Bot
Joined: 04 Nov 2002 Posts: 1746
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Posted: Wed Oct 20, 2004 12:23 pm Post subject: |
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tw probe (probe)
this probe has a speed of 10 warp. you can lock 1 fleet at this probe. with this probe you can send your fleet with warp 10 in 1 direction. when the probe reached his target, you can destroy the probe and the fleet stays at the reached coords.
during the time the probe is flying, you can destroy the probe, the fleet will stay at the coords where the fleet is when the probe will be destroyed.
only 1 tw probe can be active at the same time!
scanradius: 0
speed: warp 10
researchtime: 1 d
needed research:
improved field theories
battle details:
battle engine syntax:
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Dutchbatter Admiral
Joined: 19 Dec 2003 Posts: 848 Location: Hardenberg, the Netherlands
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Posted: Wed Oct 20, 2004 12:25 pm Post subject: |
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What you guys think about this?
A new sort of TW. You can fly double speed to someone, but you have to come back with normal speed.
This works fine when you have to help an ally player and his TW is destroyed.
But for quick attacks it is fine too.
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Metody I The Evil Admiral
Joined: 26 Dec 2002 Posts: 1243 Location: Bulgaria
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Posted: Wed Oct 20, 2004 12:32 pm Post subject: |
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Yeah, I like the idea... But to make it balanced, the TW probe should function a bit different:
1.) You send it somewhere, it's speed should be less, maybe 7 or even 5
2.) When you send a fleet to the coords of the probe, they fly with Warp10 and automatically destroy the probe
3.) It doesn't work with the scrambling probe
4.) It's presence should be known to the player who you send it to - since it can't be destroyed, at least he can know about it
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Dutchbatter Admiral
Joined: 19 Dec 2003 Posts: 848 Location: Hardenberg, the Netherlands
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Posted: Wed Oct 20, 2004 1:57 pm Post subject: |
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The problem with your changes are.
If you send the probe with warp 5 mabey with 10 and when it reach the coords. You can fly with warp 10 to it, from the base? Or ally's bases?
But if we set this, there is no time benefit anymore, this because, you need double time. Time to send the probe and the time to fly with your fleet.
Now we can fly warp 5. If we have to fly 2 times warp 10, we still fly with warp 5 (the same time you need to get there).
But the player can see the probe as hyperjump or as incoming, just like a fleet. The planet will see it in his sensors.
And with scrambling, when the TW probe is in the range of an active scramble, you can not send your fleet through the warp network of the probe. But if you are in the tw network, than the scrambler has no funtion anymore.
________________________
-- Hell Spawned Angel --
[ This Message was edited by: Dutchbatter on 2004-10-20 15:02 ] |
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Metody I The Evil Admiral
Joined: 26 Dec 2002 Posts: 1243 Location: Bulgaria
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Posted: Wed Oct 20, 2004 5:05 pm Post subject: |
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Dammit, I'd used the lightbulb smiley on both messages
Anywho, in case of the changed probe, there won't be a limit to them, e.g. you can have more than one of them in the same time, thus providing a maximum of 3 TW's in outer space
I think that it can be used not only from your base, but also from any other place in the TWnetwork, also maybe allies can use it?
I was thinking that it must be like the MTWG of sort, which is even slower than a MS. There are a few advantages to it - unlike the MTWG it can't be destroyed (unless the scrambler destroys it), it doesn't cost 1500, it's not only a privilegue to the CoW... So maybe a few draw-backs are in order to make it balanceed... The only major disadvantage compared to the MTWG is, that, er, the probe is not mobile
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blackmagic Admiral
Joined: 12 Feb 2003 Posts: 1157 Location: GP
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Posted: Thu Oct 21, 2004 5:39 am Post subject: |
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unlike everybody else....i can see a prob with this. You say a fleet will go faster with a probe there. In that case easily exploited. People can build up to three probes. That means that you send out two probes. one at your base and another at your target. while the fleet is in flight toward the target you can send the other probe to your base. That way you have a way to travel back home at a faster speed.
Now try it with 3 probes. All you need it probe data from someone else and then you can end of hitting 2 people and jump home at superfast speed. The only way to solve this is to make this probe only work when sending your fleet from base or only being able to build 1 of these probes. Otherwise i like this idea.
_________________ From the deepest depths of the Galaxy, a new
power is born.
Trained assassins ....Who strike down all who
oppose.
MASTERHUNTERS
~Blackmagic of Shadowball~
The Leader of the Best Alliance EVER!!! |
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Metody I The Evil Admiral
Joined: 26 Dec 2002 Posts: 1243 Location: Bulgaria
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Posted: Thu Oct 21, 2004 8:37 am Post subject: |
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Quote: | When you send a fleet to the coords of the probe, they fly with Warp10 and automatically destroy the probe |
thusly, when u send a fleet to probe1, the probe is destroyed, and you can't fly neither to base, nor to probe2
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"Unity creates power"
Khan Kubrat to his 5 sons |
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Dutchbatter Admiral
Joined: 19 Dec 2003 Posts: 848 Location: Hardenberg, the Netherlands
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Posted: Thu Oct 21, 2004 9:33 am Post subject: |
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As i say, you can use 1 at the same time. And you can only use the TW of your own base or fo a pre warp planet where your production center is.
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kever 1st Rear Admiral
Joined: 18 Feb 2003 Posts: 308 Location: Finland
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Posted: Thu Oct 21, 2004 11:08 am Post subject: |
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But lol... wouldn't this make the twg kinda not usefull? I mean lol with this you could attack a player whos very far away and you dont have any allies near, without risking anything. And besides I dont like the idea of super fast fleets flying around the space lol. |
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Metody I The Evil Admiral
Joined: 26 Dec 2002 Posts: 1243 Location: Bulgaria
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Posted: Thu Oct 21, 2004 12:05 pm Post subject: |
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Let's resume:
Quote: | with this you could attack a player whos very far away and you dont have any allies near, without risking anything |
Without risking anything??? With NO allies' TWG near, your fleet is like 20+ hours from base and you DON'T risk ANYTHING?! The further the player, the riskier it gets, I mean, if it takes 10 hours to arrive there with TWG, it takes 30 hours (if speed = 15) or 20 (speed = 10) to get back, and if further? You're practically stranded in space...
Remember, once u launched a fleet, the probe is DESTROYED.
Quote: | super fast fleets flying around the space |
ONE superfast fleet flying ONE WAY in space... and besides,since the probe is VISIBLE...
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Khan Kubrat to his 5 sons |
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Dutchbatter Admiral
Joined: 19 Dec 2003 Posts: 848 Location: Hardenberg, the Netherlands
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Posted: Fri Oct 29, 2004 12:29 pm Post subject: |
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And, will this probe be added admin?
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promethius2 Admiral
Joined: 02 Jun 2004 Posts: 1842 Location: Éire
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Posted: Fri Oct 29, 2004 9:15 pm Post subject: |
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Add this. |
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Skyfreak Admiral
Joined: 30 Aug 2003 Posts: 816
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Posted: Sat Oct 30, 2004 7:19 pm Post subject: |
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kewl invention
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Dutchbatter Admiral
Joined: 19 Dec 2003 Posts: 848 Location: Hardenberg, the Netherlands
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Posted: Sun Oct 31, 2004 12:02 pm Post subject: |
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When an answer of the admin?
What kind of use it has to invent some ships while i don't receive a answer?
But i understand it is impossible to answer every invention.
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admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
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Posted: Tue Jul 26, 2005 3:08 pm Post subject: |
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sorry, but this probe is not needed,
we have the mobile TWG |
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