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Amos
Joined: Mon Sep 13, 2010 8:49 pm Posts: 2
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Why does it seem like putting all or most points into space seems superior to any other attribute? I have looked at the attributes and that seems like the most reasonable path to follow? If this is true I have an idea...
Why not make the other attributes % wise. Instead of adding tactical officers why not make it like a mastery? Would make attack, defense, research, and energy maybe a more viable path to follow? Say for the person trying to head into a certain direction. Would also make players more customizable and very different from eachother. Much more variety maybe?
With space there are so many options. But if one puts a lot of points into attack then there is no option plus it's not effective due to weapons that can be equipped.
I'm just taking weapon equipment off the wiki; "Heavy Ion Cannon" Size:15 Attack:33. Only 15 attribute points into space for 33 attack. And it gets better the higher the equipment. So what if someone wanted to be very proficient in say cloaking or defense? Maybe even attack? They could put attribute points into attack increasing % instead of # wise making there ship very different from anyone elses. Much more customization possibly? Players might be a lot different from there counterparts?
Any ideas on this?
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Tue Sep 14, 2010 3:22 pm |
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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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You are not being real clear. Could you explain it again more clearly?
Let me just clear up attributes a little...
Deck allows you to be versatile and is more rank point efficient but if you gain too much deck space your damage cap will be higher, meaning you can take much more damage than normal during battle. Crew does not do this but is less efficient and opnce spent on one skill you cannot change it.
_________________Headless wrote: The ship ran out of gas, a group of Inergons got into the Romulan Ale, and there are Space Herpes everywhere. Help, I need allies!
viewtopic.php?f=7&t=9503 The 1.8 Adventure Update thread
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Wed Sep 15, 2010 12:16 am |
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Aemos
Joined: Tue Sep 14, 2010 11:31 pm Posts: 11
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Oh I was just saying instead of using numbers for attributes maybe using a percentage based system might be an idea. Kinda since the space attribute seems the best way to go. I didn't see anything in the wiki proving me wrong. Putting attribute points into attack or defense isn't as good as equiping a weapon or defense mechanism. Plus putting points into defense or attack gives a player less options. Kind of like a disadvantage for someone putting points into the space attribute. Not many options to cloak or scan. Not to many options to raise hull or shields. Just seems wasted points in anything else but space.
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Wed Sep 15, 2010 2:33 am |
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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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Oh I think I get it. So if you spend 50 points in tactical officers, you're saying you would get an extra 50% attack added to your base attack. So if i have 1000 attack and have 50 tactical officers I would have 1500 attack, right?
_________________Headless wrote: The ship ran out of gas, a group of Inergons got into the Romulan Ale, and there are Space Herpes everywhere. Help, I need allies!
viewtopic.php?f=7&t=9503 The 1.8 Adventure Update thread
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Wed Sep 15, 2010 3:18 am |
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Nocifer Deathblade
Joined: Mon May 03, 2010 5:48 am Posts: 1945
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Robert wrote: Oh I think I get it. So if you spend 50 points in tactical officers, you're saying you would get an extra 50% attack added to your base attack. So if i have 1000 attack and have 50 tactical officers I would have 1500 attack, right? Lol.. Bad idea.. I have 725 tactical officers. That would make it 725% for godly attack. No thanks.. Won't work..
_________________Nocifer Deathblade, Founder and Leader of the Dysonians
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Wed Sep 15, 2010 3:51 am |
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Y2KJMan
Joined: Wed Sep 08, 2010 2:17 am Posts: 298
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No one said it had to be a flat % of 1 each, could be scaled down massively... however I too feel this to be a bad option due to artifact crew gains.
_________________
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Wed Sep 15, 2010 3:55 am |
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Aemos
Joined: Tue Sep 14, 2010 11:31 pm Posts: 11
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Maybe something like 0.2%. Something reasonable?
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Wed Sep 15, 2010 4:07 am |
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Aemos
Joined: Tue Sep 14, 2010 11:31 pm Posts: 11
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I'm saying this because adding new features that makes players ships different and more costumizable then before would add even more strategy to this game. Then someone putting 300 points into attack finding out down the road they could have used 50 space points to get the 300 attack. 1. putting them at a disadvantage and 2. the player who spent there points on space can just unequip or sell and install say a scanning device.
Think % wise for attributes also adding cloaking and scanning plus others would give more options.
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Wed Sep 15, 2010 4:12 am |
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Luxfere
Joined: Thu Jul 29, 2010 3:13 am Posts: 19 Location: United States, Illinois
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the idea has merit, but what about those who did not follow the majority all deck path and chose to use a small ship with only tactical/helmsmen. How would this change effect them?
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Wed Sep 15, 2010 5:21 am |
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Y2KJMan
Joined: Wed Sep 08, 2010 2:17 am Posts: 298
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With .2% Noc would still have a flat 140% bonus. Still not a good idea, here is what you are not understanding.
Anything that is percentage based would have a greater effect on a larger number. Those with high deck counts will have the highest numbers which in turn have the greatest benefit.
The answer to this problem has already been solved if I read correctly. There is a damage cap for vessels of certain sizes, someone else may know more of this than I. Therefore, if you did go the crew route you still are able to not get 1 shotted.
_________________
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Wed Sep 15, 2010 6:10 am |
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Aemose
Joined: Wed Sep 15, 2010 12:36 pm Posts: 11
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Oh wow. I did not know that. Very nice. There is so much to learn from this game. This is pretty much the best game on facebook I have come across.
Oh and I keep changing my account because for some reason I can't log in via facebook anymore. Keeps sending me to a page where I enter my password and then I just go to facebook home page.
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Wed Sep 15, 2010 4:13 pm |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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I think its safe to say that Crew and Decks will never be equal, one will always be better then the other. Because of this I think it would be better to make them work together(not through flat % ect.) rather then crew vrs Decks. If raiding were worth something crew would become much more valuable and a much better choice in some cases.
_________________ Your right to an opinion does not mean your opinion is right.
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Wed Sep 15, 2010 8:08 pm |
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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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Sorry if this is off topic but why do you keep changing your username?
_________________Headless wrote: The ship ran out of gas, a group of Inergons got into the Romulan Ale, and there are Space Herpes everywhere. Help, I need allies!
viewtopic.php?f=7&t=9503 The 1.8 Adventure Update thread
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Thu Sep 16, 2010 5:06 am |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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Robert wrote: Sorry if this is off topic but why do you keep changing your username? + Aemose wrote: Oh and I keep changing my account because for some reason I can't log in via facebook anymore. Keeps sending me to a page where I enter my password and then I just go to facebook home page.
_________________ Your right to an opinion does not mean your opinion is right.
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Thu Sep 16, 2010 5:10 am |
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