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 new ship modules and types 
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Joined: Tue Sep 27, 2011 9:34 pm
Posts: 108
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Ok So I would like to see new types of weapons

I was thinking some of these could possibly be race specific even. Giving a new research branch for each race...that could be a new weapon, shield ect based on the race...


I was thinking weapons that have a range of possible damage...50-150
How about a weapon that can bypass % def on enemy ship, maybe takes up 2 weapon spaces?
weapons with invasion attack and bonus to Bases or maybe just "large" targets...

A great one could be the arlean (sp?) having a special shield thats resistant to the kryonite torpedo, that can reduce the effects by %

Or a hacker moduel or defensive firewall that can increase or decrease the effects of the tactical bypass

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Sun Feb 05, 2012 9:50 pm
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Joined: Tue Jun 21, 2011 6:32 pm
Posts: 1543
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What if you change race? is all the progress lost and modules rendered useless? Or can someone change to EVERY race and get EVERY bonus, kind of making the whole race thing pointless?

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Sun Feb 05, 2012 9:56 pm
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Joined: Fri Sep 16, 2011 12:04 am
Posts: 1998
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well, if something like this is made, i think the best option for race change is this:
the research tree of old race becomes invisible.
the player can still build the old race modules AND use them, but those modules only work at partial efficeincy(50% or 75%, for example)
and/or cost a increased upkeep(which high tier module of the kind might be significant, given a large enough multiplier)
and/or reduce the max number of the module that can be installed(for example, a human can install 4 of the human module while non-human only 2. extras are uninstalled upon race change from human like how stuff get bumped when u change from sith to something else)

I think that(especially 1st or 3rd) will be effective in remaining as a certain race for the modules.

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Sun Feb 05, 2012 11:46 pm
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