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Module idea http://galaxylegion.com/forum/viewtopic.php?f=6&t=1097 |
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Author: | Redlaw [ Sat Jul 17, 2010 6:13 pm ] |
Post subject: | Module idea |
Ok with the new damage rules I just had a thought for a new module. Pin point Targeting system: Increases the effective damage cap of your target by 10 decks. Bigger versions could be around and there would need to be a limit but I think with the new combat system this type of module could work well. |
Author: | Matress_of_evil [ Sat Jul 17, 2010 7:28 pm ] |
Post subject: | Re: Module idea |
+1 to this idea. Targeting Systems could potentially be a new research field. The bonus could start at +1 or something and slowly build up with improved modules. It would be an anti-defense research field, and could have an effect on critical hit chance or critical hit severity as well. Or alternatively there could be some new NPC's with bonus modules that improve these stats. |
Author: | Robert [ Sat Jul 17, 2010 9:06 pm ] |
Post subject: | Re: Module idea |
DEFINETLY, /concur,+1, Really want this |
Author: | zophah [ Sat Jul 17, 2010 9:39 pm ] |
Post subject: | Re: Module idea |
And how about the reverse: Targeting Scrambler- decreases the damage cap of attacks against you by 10 decks ...and higher levels just like the targeting computer. |
Author: | tk3 [ Tue Jul 20, 2010 1:15 pm ] |
Post subject: | Re: Module idea |
Hmmm...not a bad idea! |
Author: | SpoonyJank [ Tue Jul 20, 2010 1:40 pm ] |
Post subject: | Re: Module idea |
Now that I think about it, that would be exactly what quantum mechanics are legitimately capable of in terms of computing: FTL targeting. I hereby requisition this idea and claim it as my own... Just kidding. I wouldn't know how to implement it besides an NPC reward or a quest reward. If I am fighting NPC's, it is sort of ridiculous that weaker ones take more energy to destroy than stronger ones. Maybe it is more fair for real people to some degree, but NPC's aren't people. I could only imagine how annoying a dark velociters are at higher levels. |
Author: | Nocifer Deathblade [ Thu Jul 22, 2010 5:17 am ] |
Post subject: | Re: Module idea |
I like the idea.. Any damage mitigation and/or crit severity factor are welcome. ![]() |
Author: | Cothordin [ Thu Jul 22, 2010 5:24 am ] |
Post subject: | Re: Module idea |
im inclined to say im against this unless there would be modules that can decrease the damage cap by 10 as well. It seems like something that could be abused. |
Author: | zophah [ Thu Jul 22, 2010 3:07 pm ] |
Post subject: | Re: Module idea |
Cothordin wrote: im inclined to say im against this unless there would be modules that can decrease the damage cap by 10 as well. It seems like something that could be abused. I just said 5 posts ago, that the opposite can be a Targetting Scrambler. |
Author: | Cothordin [ Thu Jul 22, 2010 4:57 pm ] |
Post subject: | Re: Module idea |
zophah wrote: Cothordin wrote: im inclined to say im against this unless there would be modules that can decrease the damage cap by 10 as well. It seems like something that could be abused. I just said 5 posts ago, that the opposite can be a Targetting Scrambler. Ok? im saying im against this unless those can be added. |
Author: | William Murphy [ Mon Jul 26, 2010 8:25 pm ] |
Post subject: | Re: Module idea |
You cant abuse something if your limited to the number you can have like with every other module in this game? Ergo like the Dark Ring Thruster, your only allowed 4 of them. I think that these should be as "SET" items and not a new researchable tech/anti-tech at least by limiting the number of and if there is only the one item, a 10%, 15% or 20% bonus chance of critical strike would not upset the play balance too much, much like the 10%, 15% 20% anti-targeting would negate that. A prudent effect would be to make YOU, the user, choose what you want. Defense against the attacker? or damage dealt against defender? Ah! revolutionary. Your given a choice by your device when you get it. or two devices and only one of which can be installed at a time. Everyone wants to be powerful, i know, but there are serious play balance issues anytime a new piece is added to the pie. But thats just my Idea. |
Author: | zophah [ Mon Jul 26, 2010 8:48 pm ] |
Post subject: | Re: Module idea |
Taking everyone's ideas, I had this new idea: Mission name: Civilized Aim Description: After repeated loss of combat ability due to the mobility of smaller ships, we wish to develop targetting or counter-targetting technologies. However, our ship's computers can't take the strain of both systems, so you will have to choose. The mission has bonus research points on completions, and can give short-term and minor scanning or cloaking bonuses randomly. When it is finnished, you get to choose whether you want the targetting Computer or the Targetting Scrambler. The targetting computer counts your opponent as having more decks, and the targetting scrambler counts you as having less decks. These can be based on a percentage or a set amount, but will be equal to each other. If you think you made a wrong choice, a repeatable (and short) mission allows you to switch. |
Author: | William Murphy [ Mon Aug 30, 2010 11:38 pm ] |
Post subject: | Re: Module idea |
Follow up Module Idea: Mission: Boot Camp High Command has asked for you to oversee the training of a new group of Special Soldiers. These Marines will undergo specialized training, and when their training is complete they will be assigned to your command, to train your personnel aboard. (1-?) missions 4 Completions Special Forcesx4 Special Forces uses 5 deck space for +5 attack bonus (+20 if all 4 are installed) and a 5% defense bonus against raids (20% raid defense if 4 are installed.) This is a permanent upgrade. Once installed it will permenently subtract 5 decks from your ship and cannot be uninstalled. Assigning these troops to your ship will require 5 decks of your ship to be retrofitted for the troops Berthing, Armory, Firing Range, Combat Information Center, and Academy Classroom. |
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