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 {pve} Captured Ships 

What do you think?
+1! 68%  68%  [ 45 ]
Like it, needs work. 27%  27%  [ 18 ]
Don't really like it. 2%  2%  [ 1 ]
Don't like it at all, it's a fail idea. 3%  3%  [ 2 ]
Total votes : 66

 {pve} Captured Ships 
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Joined: Thu Dec 16, 2010 11:11 am
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Willeitner wrote:
Currently we already have ships that can guard yea I know not really but you can't warp away the Drannik Swarm Trap or the T-Plasma Attractor both of which attract a swarm of ships to guard so I'd say no to the warping should have to destroy them at least those ones could be removed.


Ships can only be targeted to be destroyed once the population gets really low right, i.e. just before an invade? Or can you attack a defending ship even if the population is full. Sorry. It's ages since I've attacked a well guarded planet so can't remember.

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Sat Oct 01, 2011 3:17 pm
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Joined: Sun Apr 24, 2011 2:12 am
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Another use for them could be to use the wreckage of the ship to repair yours if its damaged?

So you'd lose the ship but get a full or partial repair from it depending on the ship and its strength/level :mrgreen: ?

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Sat Oct 01, 2011 3:24 pm
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Joined: Tue Jul 19, 2011 9:38 am
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DarkPrince95 wrote:
Another use for them could be to use the wreckage of the ship to repair yours if its damaged?

So you'd lose the ship but get a full or partial repair from it depending on the ship and its strength/level :mrgreen: ?

sacirficial use yeah!
thatll help when you have 0 repair nanos
5:00 till repair
and 0 legion mates online (if your disabled)

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Sat Oct 01, 2011 6:56 pm
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Joined: Sat Feb 19, 2011 10:55 pm
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From a resource standpoint... matched ships should be strictly prohibited from capture. It would get out of hand if the system had to track 3 bajillion differnt matched npcs.

If planets aren't limited to the number and strength of ships on them, it could get ridiculous to take them.


Sat Oct 01, 2011 7:36 pm
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Joined: Fri Sep 16, 2011 12:04 am
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if matched scaled with rank, won't there be just 1 for each rank?
but then.... i don't really keep track so don't really know..
The hard part would be track all of their damage condition...

on a side note, on the fake screenies, the buttons after the captured ship are wrong
You can't "use" a planet artifact in the artifact list, and considering you are planning to put a max limit on # of captured ship and how it works, i doubt share/send would be available neither.
I think the chassis button set (scrap, grayed send, grayed use) is probably more proper~

yeah, i know.... that was random....

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Sat Oct 01, 2011 7:59 pm
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Uy23e wrote:
if matched scaled with rank, won't there be just 1 for each rank?
but then.... i don't really keep track so don't really know..
The hard part would be track all of their damage condition...

on a side note, on the fake screenies, the buttons after the captured ship are wrong
You can't "use" a planet artifact in the artifact list, and considering you are planning to put a max limit on # of captured ship and how it works, i doubt share/send would be available neither.
I think the chassis button set (scrap, grayed send, grayed use) is probably more proper~

yeah, i know.... that was random....


well spotted.

And I don't see why matched ships should be blocked. The stats are done on a formula so it only has 1 number to remember. The damage would be more draining, yes, but look at modules. Some players have 100+ modules...

Also there would be a limit of 2 guards, and elites/bosses could not be captured.

Capture chance is based on NPC strength, so strong NPCs would be rare...

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Sat Oct 01, 2011 8:44 pm
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Joined: Tue Jan 11, 2011 5:35 pm
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A couple of points i would address

1. warping should not work on an NPC guard

2. your limit of NPC guards should be fairly high... say 1 per 10 ranks due to the large number of planets someone can have that need guarding...
( a rank 200 player will have about 50 planets but will have only 20 NPCs available at max to guard them)

3. to offset the lack of warping & extra NPC guards a player should be able to target the NPC by itself without knocking down the population

4. a limit of 3 NPC's per planet

5. NPC's are destroyed with a % chance of disable & returned to owner for repair

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Sun Oct 02, 2011 9:32 pm
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the target before pop i don't agree with removes the point of them a max of three would be a good idea was thinking only one originally.

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Sun Oct 02, 2011 9:36 pm
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Darklife wrote:
A couple of points i would address

1. warping should not work on an NPC guard
This has been mentioned before. My idea was that warped NPC guards would return to your cargo, but this may be better

2. your limit of NPC guards should be fairly high... say 1 per 10 ranks due to the large number of planets someone can have that need guarding...
( a rank 200 player will have about 50 planets but will have only 20 NPCs available at max to guard them)
Hmm... think about it. Lets say it costs 5 energy to attempt capture, at a chance which starts at 5% (summit like a charger) and goes down. It could really upset an autoranker's XP ratio to mass capture, making them fairly rare. Again though, you are not the first to suggest a limit. 10:1 seems fair
3. to offset the lack of warping & extra NPC guards a player should be able to target the NPC by itself without knocking down the population
But most NPCs are easy to kill... this would underpower them.
4. a limit of 3 NPC's per planet
I started at 3, went to 2, it can go either way.
5. NPC's are destroyed with a % chance of disable & returned to owner for repair
Na, let's just leave it at destroy

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Sun Oct 02, 2011 9:46 pm
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+1, looks ossum


Sun Oct 02, 2011 9:59 pm
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ok... i dont want to see 3 NPCs on a planet & have each one be a Flamehawk lvl 400 with 2000 atk & 2800 def.... this would make some planets virtually impregnable ...

x3 Flamehawks 8400
planet def b4 6000
legion bonus 100%
new defense 28800

this is b4 any arties.... why i suggested that NPC guards could be killed b4 planet pop is lowered.... how about a different approach... % based..
NPC ranked ships
1-100 = 5%
101-200 =10%
201-300 =15%
etc. etc. .....

this would make the above planet these stats instead... much more manageable

x3 Flamehawks 60%
planet def b4 6000
legion bonus 100%
new defense 19200

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Sun Oct 02, 2011 10:53 pm
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well, he did say that capture chance drops as the stat of the ship goes up...
the uber flamehawk you mentioned might have like a 0.1% chance of capture. So it would be rather hard to have that happening, and very few planet would have something like that even if it can happen.

and it's probably also why he decided to lower to 2 from 3.

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私は一発の銃弾、銃弾は人の心を持たない。故に、何も考えない。ただ、目的に向かって飛ぶだけ


Mon Oct 03, 2011 12:27 am
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Joined: Sun Jun 19, 2011 7:57 pm
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I really like this idea. I always thought that the ability to manage a fleet was something that this game needed, especially with all the planets to guard.


Mon Oct 03, 2011 1:58 am
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Joined: Tue Jan 11, 2011 5:35 pm
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Uy23e wrote:
well, he did say that capture chance drops as the stat of the ship goes up...
the uber flamehawk you mentioned might have like a 0.1% chance of capture. So it would be rather hard to have that happening, and very few planet would have something like that even if it can happen.

and it's probably also why he decided to lower to 2 from 3.



my only concern (even with a really low drop rate) is that some players only NPC.... & would still acquire the uber NPC's to defend with.....
on another point i'm ranked 483 & see other ships with high stats as well every day....
Dark Runner Ranked 483
Attack 2128
Defense 3580

addressing this with only 2 NPCs is ok but personally i like the whole idea of managing a "Fleet" & the more there are the more it feels that way lol anyway this parts a personal interest in the way it works

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Mon Oct 03, 2011 2:15 am
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