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vikaree
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SpaceTrace Forum Forum Index » New Technology Inventions » vikaree
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this vote will decide about the future of this invention:
this can be added to the game
100%
 100%  [ 1 ]
it needs some changes but it is a good invention
0%
 0%  [ 0 ]
i will post the needed changes here
0%
 0%  [ 0 ]
no good try another one
0%
 0%  [ 0 ]
Total Votes : 1

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tec_server
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 Post Posted: Sun Dec 30, 2007 6:35 am    Post subject: vikaree
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vikaree (class 1 ship)

(vik-car-e) the vikraree is a well rounded combat ship that is suitable for any battle situation. much like the fighter, destroyer, and cruiser are the strength of a standard fleet. this ship finds itself in between these powerhouses.

the vikaree utilizes an unique power matrix that slowly builds energy and at critical levels a surge of quantum filaments extend out of the ship and damage all enemy ships. the extent of the damage usually depends on the relative size of the ship being attacked. due to the nature of the ship, it can only release the filaments after a spacial disturbance is present at activation. basically, it will have to be attacked to cause such a disturbance. usually this results in the ships destruction. this disturbance is not limited to class 1 ships, but also to any upper class who cause spacial disruptions to this ship, although some are immune to the vikareeĀ“s effects.

it is able to attack all classes with almost proportional damage with fighters, destroyers, and cruisers. this ship was designed by brilliant scientists from many galaxies. the effort increased the flexibility of battle management and hopefully increase the tactical availability of fleet commanders.


the specifications are as follows:
2 ap against class 1 ships
2 ap against class 2 ships
4 ap against class 3 ships
1 trijoulelectric power matrix
1 3.7 gigatesla power engine
super strong nano alloy frame
4 short range sensor array
dual discharge cannons
1 uber toilet with neat dials


attack/life: 0/1
manpower: 2

researchtime: 1 d
buildingtime: 11 h


needed research:
advanced tactics

battle details:if this ship is hit it modifies AP/LP by 0/-2 of 1 ship of any ship-type in the enemy fleet in class 1;2;3
battlemessage: "vilkaree power surge activated ... ships"
(battle engine syntax: trigger_hit@mod,enemy,1,1;2;3,all,+,0,-2,vilkaree power surge activated)
if this ship is hit it modifies AP/LP by 0/-2 of 1 ship of any ship-type in the enemy fleet in class 3
(battle engine syntax: trigger_hit@mod,enemy,1,3,all,+,0,-2)
if this ships LP or AP get multiplied it modifies AP/LP by 0/-2 of 1 ship of any ship-type in the enemy fleet in class 1;2;3
battlemessage: "indirect spacial disturbance activate vikaree ... ships"
(battle engine syntax: trigger_multiply@mod,enemy,1,1;2;3,all,+,0,-2,indirect spacial disturbance activate vikaree)
if this ships LP or AP get multiplied it modifies AP/LP by 0/-2 of 1 ship of any ship-type in the enemy fleet in class 3
(battle engine syntax: trigger_multiply@mod,enemy,1,3,all,+,0,-2)
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blackmagic
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 Post Posted: Sun Dec 30, 2007 6:37 am    Post subject:
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^______^ wonder if this is ok...... hahahahah...... sat here and made it up as i went. I had no idea what i was goin to build. seriously..... i didn't think this over much.. I thought.... urmmm..... 2 ap?? now wat.... attack all classes??.... sure.... LOLssss

But hey didn't turn out too bad. If the ship confuses you ask.... I'm not sure i understand either ^___^ this was just for fun
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Knight of Truth
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 Post Posted: Sun Dec 30, 2007 10:56 am    Post subject:
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So basically, it's a spectre which works against class 2 and 3, but only hits one ship, but only AFTER it's been hit, and as such destroyed, unless it's lp is multiplied?


So, basically, if it's AP or LP is multiplied, it activates, and does some measly damage?
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 Post Posted: Sun Dec 30, 2007 11:45 am    Post subject:
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For thick people like me I would say it is a little on the complicated side, however it goes into a lot of detail about how it works, which is how all inventions should be like.
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blackmagic
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 Post Posted: Sun Dec 30, 2007 6:23 pm    Post subject:
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1 to destroy 1 fighter 1 pt lost
4 to destroy 1 destroyer 0 pt lost
30 to destroy 1 cruiser 0 pt lost
if survives class battle, it will attack again if attacked by ships like the cyclops. But since the trigger is multiply, ship like the dreadnought is immune.
Pretty balanced i would say ^___^ ship only effective in bigger numbers. Could replace fighter escort or mine deployer......

i like being detailed.... makes it more interesting..... I wrote the description for the evaporator ship
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From the deepest depths of the Galaxy, a new
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Trained assassins ....Who strike down all who
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The Leader of the Best Alliance EVER!!!
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 Post Posted: Tue Jan 01, 2008 12:40 am    Post subject:
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here's a nice lookin image ^____^ a star trek ship =D


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From the deepest depths of the Galaxy, a new
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Rubens
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 Post Posted: Thu Jan 03, 2008 6:42 am    Post subject:
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WTF?
Too much Asian party for you BM...Really too much complicated, but luckily i can say NO to this ship just saying that it is too powerful, because
It can destroy 2 c1 standard ships and reduce LP of other 6 ships and it just cost 2 mp...but anyway...it is just freaking complicated and with 1000 of this and sporator and comando fighters it becomes too powerfull jeje, greetings.
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 Post Posted: Thu Jan 03, 2008 4:39 pm    Post subject:
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you got it wrong!! it can only destroy 1 class 1 ship. Technically this ship will lose points in battle unless attacked by a ship like the cyclops.

Also, technically it take 8 mp to destroy 1 destroyer and 60 mp to destroy 1 cruiser.
This ship takes the exact same mp to destroy a normal destroyer or cruiser!! a sporator does not multiply.... its an "add" syntax. a commando fighter would though. even if it does. it only does an additional 4 damage
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From the deepest depths of the Galaxy, a new
power is born.
Trained assassins ....Who strike down all who
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MASTERHUNTERS
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The Leader of the Best Alliance EVER!!!
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zenachi
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 Post Posted: Thu Jan 03, 2008 6:50 pm    Post subject:
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Based on the battle syntax, what the ship does doesn't match it's description.

What it does is, if it's hit, it decreases the LP of a random ship (C1, C2, or C3) in the enemy fleet by 2, then it decreases the LP of a random C3 ship by 2.
If it's multiplied, it does the same thing.

So if it's used with commando fighters (which multiply), 1000 of these will hit a bunch of random enemy ships for 2 damage, as well as hitting the C3 for a total of 2000 damage.
Then if they're hit and destroyed, by say 1000 fighters, they do an additional 2 damage to random enemy ships and 2000 damage to the C3 again.


What I think you're intending is for it to do 2 damage to an enemy ship in the class it fights, which would be slightly better, in my opinion. Otherwise, it'll be completely useless unless in large numbers, and overpowered in conjunction with a commando fighter (sporators don't work since they don't multiply, Rubens).
Syntax would be like this:
modifies AP/LP by 0/-2 of 1 ship of any ship-type in the enemy fleet in the same class
(battle engine syntax: mod,enemy,1,this,all,+,0,-2)

Makes it slightly more interesting, since now in conjuction with a commando fighter, 500 of these can destroy a mothership (much like 1000 fighters, same mp).
It's difference would be it can hit twice as opposed to just once, under the right circumstances, however.

On the other hand, it can be considered too powerful if it's used in rat-packing. For example, each member in your little party brings 1000 of these and 10 commando fighters in 3 fleets.
See the potential? This would be the universal ship in conjunction with commando fighters, only real vulnerabilities, as in ships that will take points of them, are (off the top of my head), interceptors, nano bombers, spectres, and dreadnoughts.
They'll be easily spammable, especially for those that don't really want to think when they're building fleets.

For something like this, I would say at least 3 mp if the above changes where added. If it's left the way it is, I would say 5 mp instead, since they'd be killer against C3 if used properly.
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 Post Posted: Fri Jan 04, 2008 12:41 am    Post subject:
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zenachi wrote:
Based on the battle syntax, what the ship does doesn't match it's description.

What it does is, if it's hit, it decreases the LP of a random ship (C1, C2, or C3) in the enemy fleet by 2, then it decreases the LP of a random C3 ship by 2.
If it's multiplied, it does the same thing.

So if it's used with commando fighters (which multiply), 1000 of these will hit a bunch of random enemy ships for 2 damage, as well as hitting the C3 for a total of 2000 damage.
Then if they're hit and destroyed, by say 1000 fighters, they do an additional 2 damage to random enemy ships and 2000 damage to the C3 again.


What I think you're intending is for it to do 2 damage to an enemy ship in the class it fights, which would be slightly better, in my opinion. Otherwise, it'll be completely useless unless in large numbers, and overpowered in conjunction with a commando fighter (sporators don't work since they don't multiply, Rubens).
Syntax would be like this:
modifies AP/LP by 0/-2 of 1 ship of any ship-type in the enemy fleet in the same class
(battle engine syntax: mod,enemy,1,this,all,+,0,-2)

Makes it slightly more interesting, since now in conjuction with a commando fighter, 500 of these can destroy a mothership (much like 1000 fighters, same mp).
It's difference would be it can hit twice as opposed to just once, under the right circumstances, however.

On the other hand, it can be considered too powerful if it's used in rat-packing. For example, each member in your little party brings 1000 of these and 10 commando fighters in 3 fleets.
See the potential? This would be the universal ship in conjunction with commando fighters, only real vulnerabilities, as in ships that will take points of them, are (off the top of my head), interceptors, nano bombers, spectres, and dreadnoughts.
They'll be easily spammable, especially for those that don't really want to think when they're building fleets.

For something like this, I would say at least 3 mp if the above changes where added. If it's left the way it is, I would say 5 mp instead, since they'd be killer against C3 if used properly.


You are right, sporator doesn't count as BM said but it also has a trigger_hit in the syntax, i mean, common...if it fights it is activated and with a commando it does it too...so it become too powerful...

Then i am disagree with you, 3 mp? nah...and even if you make this just for the class it is fighting is powerful...1000 of this can destroy 40 cruiser with a commando fighter...40 cruiser =2400 mp...1000 of this at 3 =3000 mp...
It is just too powerful.

Greetings, Rubens.
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Last edited by Rubens on Fri Jan 04, 2008 6:48 am; edited 1 time in total
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 Post Posted: Fri Jan 04, 2008 1:32 am    Post subject:
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Rubens wrote:


You are right, sporator doesn't count as BM said but it also has a trigger_hit in the syntax, i mean, common...if it fights it is activated and with a commando it does it too...so it become too powerful...

Then i am disagree with you, 3 mp? nah...and even if you make this just for the class it is fighting is powerful...1000 of this can destroy 40 cruiser without a commando fighter...40 cruiser =2400 mp...1000 of this at 3 =3000 mp...
It is just too powerful.

Greetings, Rubens.


Please re-read... the changes I noted removed the extra 2 damage to the C3. It would be 3000 mp to destroy 20 cruisers, which is 1200 mp. And yeah... it wouldn't be able to do that anyways, since it works based on triggers.
1000 of these against 40 cruisers, there would be 40 vikarees destroyed and there would be no cruisers lost.
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 Post Posted: Fri Jan 04, 2008 4:33 am    Post subject:
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There are some errors in the battle syntax that i didn't notice. Thanks for alerting me. It did not fit the description.

When i 1st built the ship i forgot about the commando ship. I will redo the battle syntax to balance this out. I may just change some of the triggers OR I may put in a syntax to destroy any commando ships in the fleet ^____^ problem solved.

New Syntax Coming soon!!!
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From the deepest depths of the Galaxy, a new
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Trained assassins ....Who strike down all who
oppose.
MASTERHUNTERS
~Blackmagic of Shadowball~
The Leader of the Best Alliance EVER!!!
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 Post Posted: Fri Jan 04, 2008 6:51 am    Post subject:
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zenachi wrote:
Rubens wrote:


You are right, sporator doesn't count as BM said but it also has a trigger_hit in the syntax, i mean, common...if it fights it is activated and with a commando it does it too...so it become too powerful...

Then i am disagree with you, 3 mp? nah...and even if you make this just for the class it is fighting is powerful...1000 of this can destroy 40 cruiser without a commando fighter...40 cruiser =2400 mp...1000 of this at 3 =3000 mp...
It is just too powerful.

Greetings, Rubens.


Please re-read... the changes I noted removed the extra 2 damage to the C3. It would be 3000 mp to destroy 20 cruisers, which is 1200 mp. And yeah... it wouldn't be able to do that anyways, since it works based on triggers.
1000 of these against 40 cruisers, there would be 40 vikarees destroyed and there would be no cruisers lost.


I am not talking about all your changes because i am talking about BM's ship...i just talked about the one of making it affect just 1 class...so BM won't do it, see?...

In the other hand...1000 of this vs 40 cruiser, and nothing happens?!?! Plz explain, or i am seeing a ship that doesn't exist or you are wrong about the syntax...1000 of this just fighting vs cruiser does -80 damage to c3 ships, and with the commando fighter does -4000 to the lp which is the same that 40 cruiser lp
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 Post Posted: Fri Jan 04, 2008 6:51 am    Post subject:

blackmagic wrote:
There are some errors in the battle syntax that i didn't notice. Thanks for alerting me. It did not fit the description.

When i 1st built the ship i forgot about the commando ship. I will redo the battle syntax to balance this out. I may just change some of the triggers OR I may put in a syntax to destroy any commando ships in the fleet ^____^ problem solved.

New Syntax Coming soon!!!

We will waiting it like the new year:P Greetings Bro.
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