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 Two sets of guns... 
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Joined: Fri Sep 16, 2011 12:04 am
Posts: 1998
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Zargor wrote:
Uy23e wrote:
i feel missile should be more of an artifact.
something that u can buy in bulk with cred/mineral once the specific tech is unlocked, or is fairly easily obtainable(or each time u get them, in large quantity)

firing a missile takes 3-5 energy, the missle have an attack power of its own as well as a minmal-dmg-cap(that is to say, if target ship's dmg cap is below this number, this number is used as the damage cap instead), neither stat can be changed/boosted in any way.


Well imagine if we all could go into space for example and we had ships and such, u wouldn't get an artifact and say i use this artifact now i have the ability to use missiles, they should be a ship mod. There could be another research chain or an extended section to the "Advanced Weapons" section, and that there are more further Advanced AAM's the more tiers u research, the ship limit could be 2-4, as i said one of the effects could be lowering an opponents def by a %, we could consider Vekno's idea with this idea of mine. But yeah NO artifact.

I meant the artifacts itself is the missiles, kinda like CCM except it's to deal dmg to ships and lots easier to get
thing is, i really feel that missiles offensive power shouldn't be affected(or only affected slightly) by the ship's strength

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Sat Feb 04, 2012 5:13 pm
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Joined: Sat Oct 29, 2011 12:39 pm
Posts: 1430
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Vette wrote:
-1 with where this is heading.

This is turning into an overhaul of how the system works for weapons. Missiles are a nice idea, but adding in a whole new set means:

1. Whole new tree of researching (not bad, but not fun when you consider the amount of time to get there) ... also, are there any defense modules against Missiles? If so, that's a second research tree.
2. Whole new group of modules with large upkeeps. These can't be low upkeep with how they're looking with current suggestions. My upkeep is 16.1bil ... that's more than the Dysonia base upkeep.
3. New dynamics, new buffs, new debuffs, new planet buildings ... that will add up to a lot of time spent, a lot of money, a lot of reworking on planets, etc etc etc.


I think missiles would be nice and interesting ... as an Offensive Gemini Cannon/Offensive Trinity-Drive type of thing. As a whole new weapon system, that will take a lot of time and personally I thinking trying to make a gigantic leap there will decrease the chance of it happening.

This started out as an interesting idea that people have been asking for: Offensive Module(s) similar to the Gemini Cannons/Trinity-Drives, but acting when the player is attacking. That was an awesome idea and held true to real world ideas (seeking missiles, ATAs, etc).

Now? The idea is overhauling a good portion of the weapons system and a few ideas altering battles. That's a pretty far fetched leap, -1 in that form.

Just my $0.02


Yeah your right. how about:

(Insert name)
Size: 100
Attack: 600 (doubles with invasions), with a 2% chance of reducing an enemies defense by 30%
Limit: 3 per ship

What do u think, and remember they are missiles they are mean't to be powerfull.?

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Sun Feb 05, 2012 2:02 am
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Joined: Sat Oct 29, 2011 12:39 pm
Posts: 1430
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Uy23e wrote:
Zargor wrote:
Uy23e wrote:
i feel missile should be more of an artifact.
something that u can buy in bulk with cred/mineral once the specific tech is unlocked, or is fairly easily obtainable(or each time u get them, in large quantity)

firing a missile takes 3-5 energy, the missle have an attack power of its own as well as a minmal-dmg-cap(that is to say, if target ship's dmg cap is below this number, this number is used as the damage cap instead), neither stat can be changed/boosted in any way.


Well imagine if we all could go into space for example and we had ships and such, u wouldn't get an artifact and say i use this artifact now i have the ability to use missiles, they should be a ship mod. There could be another research chain or an extended section to the "Advanced Weapons" section, and that there are more further Advanced AAM's the more tiers u research, the ship limit could be 2-4, as i said one of the effects could be lowering an opponents def by a %, we could consider Vekno's idea with this idea of mine. But yeah NO artifact.

I meant the artifacts itself is the missiles, kinda like CCM except it's to deal dmg to ships and lots easier to get
thing is, i really feel that missiles offensive power shouldn't be affected(or only affected slightly) by the ship's strength


Nah Vette's conception to this i like better, they should be similar to the trinities cores/gemini cannons.

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Sun Feb 05, 2012 2:03 am
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Joined: Thu Jul 14, 2011 6:41 pm
Posts: 768
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My idea:


Vette wrote:
Phoenix Stiletto System
Size: 30
Limit: 2 per ship
Effect: +250 Attack, Increases attack power by 5% when attacking (+10% if attacking a player that has performed an offensive action against you in the past 24 hours), 2% Chance on hit to reduce enemy defense by 1-6% for 1 minute
Cost: 200 Red Badges -OR- 500 Dark Badges


This would give offensive PvPers incentive to keep killing, it would also give incentive to fight back against a player who has attacked you recently since you get a bigger bonus.

The 1-6% on defense debuff is 1) to make this module not overpowered and 2) is a reference to the number of Phoenix missiles in a cluster on a typical fighter jet (to my knowledge)

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Sun Feb 05, 2012 2:18 am
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