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firecracker
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SpaceTrace Forum Forum Index » New Technology Inventions » firecracker
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this vote will decide about the future of this invention:
this can be added to the game
0%
 0%  [ 0 ]
it needs some changes but it is a good invention
50%
 50%  [ 1 ]
i will post the needed changes here
0%
 0%  [ 0 ]
no good try another one
50%
 50%  [ 1 ]
Total Votes : 2

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tec_server
Technology Bot
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Joined: 04 Nov 2002
Posts: 1746

 Post Posted: Tue Jan 24, 2006 9:43 pm    Post subject: firecracker
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firecracker (class 1 ship)

1. releases 10 em torpedoes 0/1 into class 2
1a). each em torpedo jams one class3 ship. (this way cruisers, dreads/similar ships with torpedoe intercept systems will not be effected)
2. self-destructs causing huge emp which jams all class3 ships in class 1 sub-battle.
3. if firecracker attacked by a cyclops it instantly jams it.
3a). if em torpeodo attacked by apollo cruiser, apollo is instantly jammed.


attack/life: 0/50
manpower: 8

researchtime: 1 d
buildingtime: 12 h


e-ray-technology
needed research:
leadership

battle details:fights
(battle engine syntax: f)
creates 10 em torpedo in your own fleet in class 1
(battle engine syntax: create,self,10,1,em torpedo)
battle engine syntax: trigger_0_destroy@
trigger_destroy it jams 1 ship in the enemy fleet in class 3 and you get back the initiative
(battle engine syntax: trigger_destroy@jam,enemy,1,3)
self destructs!
(battle engine syntax: sd)
jams 1000 ships in both fleets in class 3 and you get back the initiative
(battle engine syntax: jam,both,1000,3)
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Sparks
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Joined: 18 Jan 2006
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 Post Posted: Tue Jan 24, 2006 10:13 pm    Post subject:
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Huh tec-server?? it was me who posted it!!

By the way this wasnt quite the ship I asked for. (see Jamming and Swanks, topic). The basic bits are there but not the details and should be 50mp atleast
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mjx1
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 Post Posted: Tue Jan 24, 2006 10:14 pm    Post subject:
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not bad but it shouldnt be class 1 for a start
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Sparks
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 Post Posted: Wed Jan 25, 2006 9:29 am    Post subject:
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How come?? its actually a class 3 ship which battles in class1. Thats why it should have more mp.

I cant seem to get it to only jam the cyclops on cyclops' destroy action.
Need a similar action for the torpedo and apollo.
Also need to find a way to stop cyclops/apollo from its action before it has started. Otherwise only way would be for a reconstruction of destroyed ships.
Anyone know how to do this?
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mjx1
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 Post Posted: Wed Jan 25, 2006 4:44 pm    Post subject:
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it should be class 3 because class 1s dont usually do that sort of things
class 1 things like fighters cheap too build easily destroyed
class 2 more expensive too build and a lot of attack points
class 3 things like cyclopses, plasmas and of cause cruiers
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kamekaze6
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 Post Posted: Wed Jan 25, 2006 5:32 pm    Post subject:
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Its too good too cheap too invulnerable and the torpedos won t work propery(they ll jam what they fight eg c 2) this can never be added



Viva les Swanks!!
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Sparks
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 Post Posted: Wed Jan 25, 2006 6:36 pm    Post subject:
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To mjx1: it supposed to be like holo-fleet cruiser which is a class 4 ship that acts in class 1.

To Kame:

This is the battle syntax for the em torpedo.

(battle engine syntax: f)
jams 1 ship in the enemy fleet in class 3 and you get back the initiative
(battle engine syntax: jam,enemy,1,3)
if this ship is hit it jams 1 ship in the enemy fleet in class 3 and you get back the initiative
(battle engine syntax: trigger_hit@jam,enemy,1,3)
shuffles all ships in your class 2 that still did not fight
(battle engine syntax: shuffle,self,2)
shuffles all ships in the enemy class 3 that still did not fight
(battle engine syntax: shuffle,enemy,3)

As u can see it can only jam class 3 vessels.

If it faces a class 2 fleet it has no effect except for being flack the can be shot (i.e. increases no. of ships therefore helps safeguard otherships).

If it face class 3 then it does hav effect for that battle.

I agree it is too cheap. It should be at least 50.

I dont think that it is that invulnerable since its better effects should only work against a swank fleet. Otherwise its only effect is to have a 0/50 ship in class 1 and 10 0/1 ships in class 2. just there as expensive flack if u loose 50mp when main ship is destroyed. PS 'new reaserch gave torpedos 5mp each so which ever way u can still loose 50 points esp if torp given sd function.
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kamekaze6
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 Post Posted: Wed Jan 25, 2006 7:11 pm    Post subject:
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No way is this ship ever going to be added. 50 lp is too much. Many newbs have tried to add ships and failed (I was one of them), why not try to understand the game before you try to change it
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Connor McCloud
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 Post Posted: Wed Jan 25, 2006 7:49 pm    Post subject:
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kamekaze6 wrote:
No way is this ship ever going to be added. 50 lp is too much. Many newbs have tried to add ships and failed (I was one of them), why not try to understand the game before you try to change it


Nothing else to add on this post
it is completly true

Greetz Connor
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Sparks
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 Post Posted: Thu Jan 26, 2006 1:45 pm    Post subject:
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So what constitues a good ship???

U say I dont understand then tell me whats wrong with it so I can learn rather than just saying 'no'.

Or is it just a popularity contest (i.e. if ur a noob ur ship is not added)

PS Kame make up ur mind first its too cheap then its too expensive.

PPS how long does a noob need to be playing ST before he's not a noob?? -popularity again??
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kamekaze6
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 Post Posted: Thu Jan 26, 2006 2:47 pm    Post subject:
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theres a difference between lp and mp. when i said 50 lp is too much i was refering to the lifepoints.

this ship is too antiswank to be added and it draws fire from other class 1 ship. I would use it even if i never fought swanks just to keep my class 1 safer.

ps: it s pss not pps
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Sparks
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 Post Posted: Thu Jan 26, 2006 5:57 pm    Post subject:
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er... thats the whole point it is supposed to be antiswank (but only against apollos and cyclopses and not necessarily against other ship types) thats why I asked if any one knows how to target just one type of ship.

and Yes it has a dual action as a little bit of protection (not much really) for class 1 and 2. but if u use it no matter what u loose 50mp. You could easily reduce lp thats negotiable but I think it needs a high mp which would invariably be lost.

What I wanted for this ship which the 'request new research' function has not translated well, is a ship which will stop the long range effects of class 3 vessels like the cyclops and apollo. but only in class 1 and 2 sub-battles. They r still free to hit isn class 3.

Oh and it is PPS
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Robert Roy
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 Post Posted: Thu Jan 26, 2006 6:51 pm    Post subject:
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anti swank just use:

1: 60 evaps
2: mass cruisers
3: mass fighters
4: mass destroyers
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Vrictus
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 Post Posted: Thu Jan 26, 2006 7:42 pm    Post subject:
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or just build plasma gunships....

LIKE I KEEP TELLING EVERYONE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!




lol
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mjx1
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 Post Posted: Thu Jan 26, 2006 8:42 pm    Post subject:
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exactly vrictus

bulkheads usually do a nice job too
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Vrictus
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 Post Posted: Thu Jan 26, 2006 9:49 pm    Post subject:
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lol lowvoice

i cant stand all this whinning about swanks

if they were to strong...you wouldnt be able to use them...

btw, did spyder design the apollo?
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Anon De Mouse
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 Post Posted: Fri Jan 27, 2006 2:18 am    Post subject:

Vrictus wrote:
or just build plasma gunships....

LIKE I KEEP TELLING EVERYONE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!




lol


Vrictus the thing is when you do that i just bring my stack clearer in and then fighter/bounty hunter spam it out and you loose points lol ....

There are two main types of fleets in this game the swank and anti-swank ... its harder to use anti-swank but you can get alot more points from it ...
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Vrictus wrote:

just as long as you dont *** out like you did against TO

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