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 Revisitation to Special Space on Ships 
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Joined: Mon Nov 29, 2010 9:48 am
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I know i've asked for this before, but we need special space on ships, much like how we have special space on bases. Currently, our ships have no crew quarters, they magically hold production from all of our planets, and they somehow have the ability to load thousands of people on a ship with only 10 decks (yes, a throwback to the ssb before it was changed)

I would like to include an idea that is not mine in this, and that is Xzien's crew module ideas.
The Full thread can be found here viewtopic.php?f=6&t=15694&start=0
but as of now, these are the modules the thread suggests.

Xzien wrote:
Crew Morale:

Messages from Home
Nothing keeps the crew going that messages from home.
Installs a message delivery centre on your ship - 5 decks (limit 1 per ship)
Increases exp. gain by 1% and defence by 50

Bar
Nothing like a cold one. Your crew won't even remember the night before.
Installs a Bar on your ship - 5 decks (limit 1 per ship)
Decreases exp. gain by 3% and increases attack by 50

Gym
Keep your crew healthy and ready.
Installs a Gym on your ship - 10 decks (limit 1 per ship)
Increases defence by 3% and raiding success by 10%

Personal Quarters
Giving each crew member their own personal quarters will have them more comfortable with shiplife.
Installs a Personal Quarters Area on your ship - 20 decks (limit 2 per ship)
Increases exp. gained by 1% and raiding defence by 5%

Library - (BlackheartedKnight)
For all the bookworms, history buffs, nerds, and perverts on your ship.
Installs a Library on your ship - 15 Decks (Limited to 1 per ship)
Increases Research output by 5%

Virtual Subliminal Training Facility - (Vekno)
To cut down on training time for new recruits, training programs have been implemented into the subjects REM cycle, where they can be trained in the intellectual aspects of their specialty.
Installs a VST Facility on your ship - 25 Decks (Max 5 per ship)
Increases amount of rank points gained per rank point by .2

Matter Fluctuation Field Generator - (Vekno)
A large arena built to train troops for real battle situations. Real matter is fluidly generated and assembled into any possible combination imaginable, making this the perfect training facility for any situation a soldier may encounter.
Installs a Field Generator on your ship - 20 decks (Max 3 per ship)
3% of all attack from crew is added into invasion attack. i.e. 100 attack would give a +3 invasion attack bonus.

Tissue Regeneration Chamber - (Vekno)
Due to unforseen dangers with the many issues presented to the crew, these tissue regeneration chambers make accidental loss of life much more uncommon. A combination of PFC paired with a host of chemicals to accelerate platelet generation and tissue repair, as well as nanobots to orchestrate the regeneration of lost limbs can almost completely repair a body as long as the brain is intact and healthy.
Installs TRC on your ship- 15 decks (max 2 per ship)
Reduces the probability a crew member will be lost in a critical fail raid or planetary invasion by 25%

Mess Hall - (destroyer43)
A place where all your crew can chow down to lunch and socialize, sharing combat experiences and other stories.
Effect: Increases all crew effectiveness by 5% from moral boost and being well fed.


as you can see, these modules are EXTREMELY strong. What i would like to propose is that we be able to have these types of modules, but they must be installed on special space on a players ship. Special space is awarded in the amount of 5 'special decks' every 5 levels. This is not detrimental to the player's damage cap, and is used to install special items such as crew modules, or, production modules.

Because planets are ultimately a very bad investment, as they can easily be found and stolen, and with recent modifications such as zolazin saboteurs, they are even harder to protect. So what i would like to suggest is we have resource generation modules that would occupy the special space alongside crew modules.

Synthetic Crystallization Generator: Produces minerals every 30 minutes
MkI: 100mp
MkII: 250 mp
MKIII: 500mp

Xeno-Technological Replicator: Produces artifacts every 30 minutes
MkI: 100ap
MkII: 250ap
MkIII: 500ap

Condensed Stellar Research Facility: Produces research every 30 minutes
MkI: 100rp
MkII: 250rp
MkIII: 500rp

Up to 10 of each of these can be installed at one time, and each one takes 25 decks.

Now, the thing is, we absolutely need more modules available than we have special space. The reason for this, is that if we have 'small' moduels, or modules that have a low installation limit, like say the xenotech replicator was bumped up to 1000ap/30m and a limit of 5 was included, that wouldnt really serve anyone. the key is to making these modules large so players have to choose what they want, or to making them small with very low bonuses, but a very high maximum installation limit so that players need to think ahead of time on what they would install.

The crew modules suggested above are very strong, but if you choose to have bonus experiance or other effects, then you cant have the bonus production modules. Essentially, the production modules stated above would require 750 levels to install all of them. that would translate to a bonus 10000 resources per hour for this 750. The reason this is necessary is that the upkeep for a ship of that level is EXTREMELY expensive. if they have their planets stolen or destroyed or whatever else may be included in the future, then they have trouble affording scan runs or even to keep the life support on so to speak. To include all the crew modules on top of that, thats another 290 decks. so you can see here that the absolute minimum level to have all of this installed is 1040. i think only 5 players have reached this point. But this is only the player content that has been suggested. i assume if this is included dan would have much more to install.

Obviously, this brings in a new GP item to increase special space. Hopefully there will also be a 'poor mans' version available from the ap draw, but at the cost of maybe 20k-50k artifact points if not more (for an increase of 3 special space).

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Mon Nov 07, 2011 10:12 pm
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Awesome idea (and implementation of my previous idea) :mrgreen:
+1!!

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Tue Nov 08, 2011 1:04 am
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lol, it would be nice to have some 'reserve' resource production. its one thing to have an invincible exotic, dyson, and rift planets, but you almost HAVE to be a ccer to get all of those. at least this way if a player rage quits for a month they wont have to come back to a ship full of broken modules and only 10 planets with 'rich' resources.

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Tue Nov 08, 2011 3:42 am
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hmm clear away 250 decks for 10k research an hour
+1!!!
(now what should I give up????)

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Tue Nov 08, 2011 5:09 am
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destroyer43 wrote:
hmm clear away 250 decks for 10k research an hour
+1!!!
(now what should I give up????)


technically since you only get one special deck per level, you would need to be a minimum of level 250 to fit all the research modules on. However, you still have to research all the way up to the end of the branch, which i would imagine would cost about 5,000,000 to 7,500,000 research per tier. research is always the second tier so it would cost you about 15 million research just to get to the mk4s for the research modules, not including crew modules or lower tech research modules that hamper you along the way.

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Tue Nov 08, 2011 10:36 pm
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Vekno wrote:
destroyer43 wrote:
hmm clear away 250 decks for 10k research an hour
+1!!!
(now what should I give up????)


technically since you only get one special deck per level, you would need to be a minimum of level 250 to fit all the research modules on. However, you still have to research all the way up to the end of the branch, which i would imagine would cost about 5,000,000 to 7,500,000 research per tier. research is always the second tier so it would cost you about 15 million research just to get to the mk4s for the research modules, not including crew modules or lower tech research modules that hamper you along the way.

oh, I'm already past rank 250, but the research, gonna take a while

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Wed Nov 09, 2011 12:55 am
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the whole point of this system is so players can get a back up resource production scaled to their level. 750+s need that 10k boost. people around rank 250 need a 500 boost. its not alot, but itll keep the lights on, and keep players playing longer if they know they have some sort of resource security.

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Wed Nov 09, 2011 2:11 am
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