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 new weapon teir 
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Joined: Thu Aug 05, 2010 11:58 pm
Posts: 1146
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Dan I know you don't want to but........ their is a tier for all other researched that use Aidonium. So why not a new weapon upgrade to keep them at par with the rest that uses Aidonium.

keep it in line with the other so size, atk, and cost would be
57 for teir 1 atk woul dbe 460 Aidonium would be 500
58 for teir 2 atk would be 480 Aidonium would be 750
59 for teir 3 atk would be 500 Aidonium would be 1000

give or take

and a name not really sure any thoughts!!!!!!!!!!!!

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Fri Jun 01, 2012 5:20 pm
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Joined: Thu Nov 25, 2010 6:49 pm
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Already in existence:

Code:
Weapons tiers   14
Defense tiers   13
Cloak tiers     13
Shield tiers    12
Hull tiers      12
Scan tiers      12
Reactor tiers   10
Relay tiers     10


We need more of the other stuff before weapons. Personally, I would support adding tiers to everything before adding to just weapons. Also, Dan has said he doesn't want to just plus size, plus stat, plus cost. He wants to do "different" stuff with any new researched tech in the future.

+0.3

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Fri Jun 01, 2012 5:33 pm
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Joined: Thu Mar 24, 2011 12:36 am
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I'd like to see them be incredibly expensive to run but give off effects on top of attack. Credits needs to regain relevancy


Fri Jun 01, 2012 5:51 pm
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Joined: Sun Nov 06, 2011 9:13 am
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stop making these topics unless you have a list of ideas

"new weapon tier"
"new shield tier"
"new planet tier"
and on and on

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Fri Jun 01, 2012 6:11 pm
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failname wrote:
stop making these topics unless you have a list of ideas

"new weapon tier"
"new shield tier"
"new planet tier"
and on and on


come again?????? the only thing not placed is a name...... and that can be many things!!!!

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Fri Jun 01, 2012 6:22 pm
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Ok, just kinda slapped this together real quick as an example for a few new weapons tiers. Maybe it will inspire others to do some for the other techs as well. I'll warn you all right now, amounts are HIGH. Logic is based off Quasi-Chaotics and the fact that 1Aido = 11ku (approx). This is stuff for those that are well beyond the current technology and have nothing better to do with themselves. Amounts are also high because we don't want people to just finish it all in a couple days and b!tch about "MOAR RESEARSH!" again in a few weeks.


Weapons: Names, Research Names, and Blurbs to be determined...

Research: 9 million per level, x3
    Light:
    • Size: 65
    • Attack: 519
    • Att/Deck: 7.985
    • Build Cost: 50,500,000,000 + 750 Aidonium
    • Upkeep: 2,200,000,000
    • Secondary Effect: Choice of +75 Defense or +50 Cloak
    Medium:
    • Size: 70
    • Attack: 567
    • Att/Deck: 8.105
    • Build Cost: 65,250,000,000 + 1000 Aidonium
    • Upkeep: 3,750,000,000
    • Secondary Effect: Choice of +100 Defense or +75 Cloak
    Heavy:
    • Size: 75
    • Attack: 622
    • Att/Deck: 8.293
    • Build Cost: 77,750,000,000 + 1250 Aidonium
    • Upkeep: 5,100,000,000
    • Secondary Effect: Choice of +125 Defense or +100 Cloak

Research: 17 million per level, x3
    Light:
    • Size: 80
    • Attack 671
    • Att/Deck: 8.388
    • Build Cost: 92,100,000,000 + 1600 Aidonium
    • Upkeep: 6,350,000,000
    • Secondary Effect: Choice of +100 Invasion Attack or +0.5% PvP Attack
    Medium:
    • Size: 85
    • Attack: 724
    • Att/Deck: 8.518
    • Build cost: 103,250,000,000 + 2000 Aidonium
    • Upkeep: 7,800,000,000
    • Secondary Effect: Choice of +125 Invasion Attack or +1% PvP Attack
    Heavy:
    • Size: 90
    • Attack: 789
    • Att/Deck: 8.767
    • Build Cost: 112,500,000,000 + 2400 Aidonium
    • Upkeep: 9,100,000,000
    • Secondary Effect: Choice of +150 Invasion Attack or +1.5% PvP Attack

Research: 30 million per level, x3
    Light:
    • Size: 95
    • Attack: 853
    • Att/Deck: 8.979
    • Build Cost: 135,100,000,000 + 3500 Aidonium
    • Upkeep: 11,250,000,000
    • Secondary Effect: Hull +150 or Shield +1%
    Medium:
    • Size: 100
    • Attack: 923
    • Att/Deck: 9.230
    • Build Cost: 160,250,000,000 + 4000 Aidonium
    • Upkeep: 13,750,000,000
    • Secondary Effect: Choice of Hull +200 or Shield +1.5%
    Heavy:
    • Size: 105
    • Attack: 992
    • Att/Deck: 9.448
    • Build Cost 185,500,000,000 + 4500 Aidonium
    • Upkeep: 16,000,000,000
    • Secondary Effect: Choice of Hull +250 or Shield +2%

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Fri Jun 01, 2012 7:45 pm
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+1

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Fri Jun 01, 2012 8:33 pm
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Joined: Sun Jun 19, 2011 6:24 pm
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+1 to the idea

-1 to Darth's costs though. As mojo pointed out in another thread, if new weapons tiers are to be introduced then new minerals need to be added to offset the costs, as nobody can afford to pay 44 billion upkeep a day for that suggested costs, let alone pay 128 billion a day for the best tier suggested.


Fri Jun 01, 2012 8:40 pm
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kirkeastment wrote:
+1 to the idea

-1 to Darth's costs though. As mojo pointed out in another thread, if new weapons tiers are to be introduced then new minerals need to be added to offset the costs, as nobody can afford to pay 44 billion upkeep a day for that suggested costs, let alone pay 128 billion a day for the best tier suggested.



The idea is that they SHOULD be expensive and hard to get. A couple other things would have to happen in conjunction with "outrageously" priced ship mods (not just the weapons, but pretty much everything). New, more valuable minerals and a fix to the currently stupid colonization cost calculation. Do all of these, and mining and research production become relevant again. After a certain point (finished research and max mods/upkeep), mining and research are pretty meaningless, it's all about artifacts. Something like this would make people consider their planet choices again.

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[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
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Fri Jun 01, 2012 9:27 pm
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Joined: Tue Jan 25, 2011 8:04 pm
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new weapons (or any new research) should be expensive, not just for new toys but to push towards the "in your infinite wisdom" medal.

mineral/credit cost Darth suggested could be tweeked slightly, as for the upkeep it seems fair, remembering that going from heavy theta to light quasi has the upkeep almost doubling, so going from heavy quasi to something new should mirror this.

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Fri Jun 01, 2012 9:35 pm
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Joined: Tue May 29, 2012 1:38 pm
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I'm not nearly at the point where I have maxed out my research tiers yet so cannot really comment on whether this is good or not. Something to think about though is that the current tiers must be analysed to some extent to make sure the weapons are not OP for the defence and vice versa. Same I would imagine with cloak and scan etc. I think to add one tier would unbalance this, so it is not just a weapon tier that should be added on its own.

Also, I do kinda agree with failname. There have been a lot of suggestions for new tiers yet, kinda wondering how many of the posters are even close to maxing out the other tiers. Maybe helping with names perhaps, but I wouldn't like to think I could put together a suggestion for the details of the new mods when I haven't even seen how the few tiers before fit together...


Fri Jun 01, 2012 10:38 pm
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Joined: Mon Jul 19, 2010 12:42 am
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More advanced researchable tech would make lots of people happy, but realistically I think attack strength is one of the least worried about stats. High level guys can just throw massive amounts of skill points into tac officers, and there are a really lot of weapons, and a lot of other modules add attack.

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Fri Jun 01, 2012 11:29 pm
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Joined: Mon May 28, 2012 1:57 pm
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It might be better to add in new weapons that while being only a little stronger have % based effects like the npcs that leave limited time effects. Such that if you hit someone with weapon "X" then they have a 5% chance to have lower def., scan, atk, cloak or such. Maybe have shields prevent this from happening so people would need some shields so it don't happen in the first or second hit. If there is a hull shot and the bonus activates then it is like in the movies where you hear: "Sir, they took out our scanners we can't see them anymore!"

Not sure on costs with credits or research but have very high ones. Would also be nice to have to unlock the ability to research by using npcs to unlock missions to unlock these. So that they are only for the higher level players. (You can't rush to them)
Rough item sets.

"X1" 1% chance for 5% lower atk, def, scan, cloak for 5mins (Only 1 stat condition possible per hit)
"X2" 5% chance for 7% lower atk, def, scan, cloak for 10mins (Only 1 stat condition possible per hit)
"X3" 10% chance for 15% lower atk, def, scan, cloak for 30 mins (Only 1 stat condition possible per hit)

"Y1" 15% chance for 20% lower atk, def, scan, cloak for 30 mins, 5% chance for 10% reduced shield or energy recharge for 30mins (Only 1 stat condition possible per hit)
"Y12" 25% chance for 30% lower atk, def, scan, cloak for 45 mins, 10% chance for 20% reduced shield or energy recharge for 30mins (Only 1 stat condition possible per hit)
"Y1" 25% chance for 30% lower atk, def, scan, cloak for 45 mins, 10% chance for 20% reduced shield or energy recharge for 30mins (possible to get more then one stat condition per hit)

Of course have def. mods to combat/ lesson this, and possibly have more conditions to add to them or expand them farther. It would truly make anyone not want to get hit by a larger player unless they had access to the def. It would also make base combat a bit harder against the higher level bases that these weapons could be put on.


Sat Jun 02, 2012 12:58 am
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