|
Page 1 of 1
|
[ 8 posts ] |
|
In response to multiple inquiries
Author |
Message |
PatronSaint
Joined: Sat Nov 12, 2011 12:08 am Posts: 375
|
My ears tend to ring the same bells when I read multiple posts on what to do after you max out. What good are the ship-bots what to do with them, etc. I purpose a new ship cap, new weapons and modules to be installed. I see the problem already and I see it becoming a bigger problem in the future. Instead of changing multiple items for the benefit of the higher rank why not make an upward increase in the game. I am more then confident if this was to happen that the players would be more then willing to wait for the work to be done as I am sure it will take some time.
Suggestions: BattleStar, Colossal BattleShip, Doom Carrier, Universal carrier, Stellar class Battleship. Those are a few I am sure you could vote for the names if needed. Raise the Deck class up to 10k+
increase the weapons, defense, etc.
I apologize if this has already been suggested. If the proposal is note-worthy I am sure myself and others can come up with more details at a later time.
_________________ 
|
Wed Dec 14, 2011 3:43 pm |
|
 |
Vette
Joined: Thu Jul 14, 2011 6:41 pm Posts: 768
|
I'm confused by your post ... there is no cap on the amount of decks you can have. The only "cap" is when you have all of the modules equipped, which is right around 5700 decks. The class name of the ship has no effect on anything.
So, +1 to new modules, everyone always likes new modules (for the most part), +/- 0 to new ship class names (I don't really care either way), -1 to those ship class names (the class names should be kept realistic)
_________________
|
Wed Dec 14, 2011 4:29 pm |
|
 |
PatronSaint
Joined: Sat Nov 12, 2011 12:08 am Posts: 375
|
Yeah sorry for it coming across confusing, It's in regards to the whole ordeal in general. Raise the ship class types. raise the mods that allow you to gear your ship up too 10k+ deck plus. Allow for the research of massive defense, attack, hull etc. I would suggest an attack range cap at that point though. would be impossible to defend against.
_________________ 
|
Wed Dec 14, 2011 6:01 pm |
|
 |
Vette
Joined: Thu Jul 14, 2011 6:41 pm Posts: 768
|
You mean more researchable weapons and defenses and hull? If that's what you mean, the difference between one ship's attack and defense and another ship's stats can already be relatively large. I personally have no preference though.
You should edit your first post and clarify exactly what you're talking about. "mods that allow you to gear your ship up to 10k+ deck plus" does not say much. What mods? NPC mods? Badge mods? Research mods? Mission mods? Clarify a little, just a thought.
_________________
|
Wed Dec 14, 2011 6:40 pm |
|
 |
Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
|

It might be interesting to add in something like this: you are allowed to add researched modules above the regular cap at anytime. But if you do, the 1st one above cap will require 2x regular deck, 2nd one 4x deck requirement and so on. take weapons for example, regular cap is 8. the first 8 Heavy Thetacron Cannon, for example, will take 51 spaces each The 9th one to be installed will check for 102 deck and if 102 deck is aviliable, it can be installed using 102 deck. The 10th one to be installed will check for 204 deck and if 204 deck is aviliable, it can be installed using 204 deck.
Now, to make coding simpler, module size is automatically reset to default when it is uninstalled and the above said check is only performed on installation. So if you install 9 heavy Thetacron Cannon in a row and then uninstall the 5th one, the weapons should still take up 51*7+102 decks.
A better way to implement(although considerablly harder) is to check to space pre-install like the above method, but after installition and after each uninstall/selling of module, if there is more than the "max" number, rank the module size decendingly, and apply the 2x, 4x etc multiplier on the last ones(smallest one reciving the biggest multiplier for the minimal total sum). For example if you had 7x heavy tetra and a light null ray installed. When you try to install another heavy tetra, it will check for 102 deck space. If you have the space, you can install it, but it only increase your used deck from 51*7+45 to 51*8+45*2 as opposed to 51*7+45+51*2, an overall of 90 deck used increase as opposed to 102.
This would allow uses for deck indefintely while making it eventually reach a point where it's almost worthless so ppl won't actively seek it out(although might still use ship-bot when they find it) because while the 9th weapon, for example, can still give up to 3.9 atk/deck, by the time it reaches the 11th weapon it is below 1 atk/deck. So in the very least no one will ever put rank points into deck.
This will also allow players to make more specialized ships, such as a 5000 sized all cloak ship. Ofc, because the exponitial rate of the deck requirement of modules, while it can grow much higher than what the current "cap" is, there will still be sort of a limit. A 5000 deck ship, for example can only gain 5k extra cloak from this at most while a 10k deck ship only around 6500 cloak.
Ofc, relay and reactors should probably be excluded from this additional function because those stuff over cap is a bit over powered. Scan and cloak are also debateble because some ppl perfer to keep those things as-is. However, I believe a system of this sort on at least weapon, defence, hull and shield would be quite reasonable.
_________________ 当所有传奇写下第一个篇章 原来所谓英雄也和我们一样 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
|
Wed Dec 14, 2011 8:22 pm |
|
 |
Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
|
i like this idea. what i got from it, is after you reach a certain point, your ship size class will allow you to install extra researchable modules, such as 1 extra cannon, 1 extra defense, 1 extra cloak, etc... and the bigger your ship is, the more researchable modules you can put on your ship up to an infinite number as long as you have continuously increased your deck space to increase size classes. Which, would be amazing imo. i'd love to have an infinite amount of modules even if it is technically detrimental because of the damage taken to damage dealt with the damage caps. but thats besides the point.  +1 from me.
_________________ 
|
Wed Dec 14, 2011 11:11 pm |
|
 |
Remric
Joined: Tue Jun 08, 2010 6:52 am Posts: 1742 Location: Bridge of my ship, preparing thousands of my tactical officers for the next battle
|
Let me play devils advocate here, say dan approves this. There are already players that can't get enough decks to equip what the game has to offer there are only a few us us right now that have the necessary deck space. Do you really want to increase the disparity between the new and middle players. Right now the middle people would want to have the necessary decks to equip what is avaiable but there not yet there.
_________________Brains of Battlestation Dysonia Defense   Support "TRADING FEATURE" at http://galaxylegion.com/forum/viewtopic.php?f=6&t=12126
|
Thu Dec 15, 2011 12:23 am |
|
 |
PatronSaint
Joined: Sat Nov 12, 2011 12:08 am Posts: 375
|
I don't believe I need to Re-edit the whole post I think I was pretty clear on what the point of the Post was. Regarding the eventual point when decks have no purpose at all you are completely maxed out on modules for your ship. NOt allowed to build anymore Modules for your ship, Decks are void at that point. Then what?
Everything else was just topic starters. I was implying a total increase in overal ship size, Hull upgrades, Weapon upgrades, New classes new weapons. etc.
Nice Devils Advocate you play Remric, Good point. lol
I will have to think on that question.
_________________ 
|
Thu Dec 15, 2011 10:15 pm |
|
 |
|
|
Page 1 of 1
|
[ 8 posts ] |
|
Who is online |
Users browsing this forum: No registered users and 56 guests |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum
|
|