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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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i'm not sure what would prevent someone from just installing one per level. there didnt appear to be an installed penalty like with the energy weapons. just a price to pay upon installation. and considering the massive bonus i can gain from this, i would gladly pay 2000 energy each to install em.
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Sun Nov 06, 2011 12:48 am |
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destroyer43
Joined: Sun Jun 12, 2011 11:01 pm Posts: 2072
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Mess Hall 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.
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Sun Nov 06, 2011 1:09 am |
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Drejen
Joined: Wed Jun 15, 2011 10:25 am Posts: 128 Location: Australia
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Matress_of_evil wrote: Everyone gets the same bonus though once it is installed. Ok, the biggest players get the biggest bonus, but the biggest players can only fight big players anyways. I don't see the problem. Finally, someone sees the point of the suggestion!
_________________ Death is never the final curtain, it's just the continuation of destiny.
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Sun Nov 06, 2011 3:23 am |
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Maico
Joined: Wed Apr 13, 2011 11:39 am Posts: 91
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Uy23e wrote: Maico wrote: Perhaps an android training center blueprints item max installed on ship 5 size 25 cost 500 million 50 kurenite 5 aidonium upkeep (based on rank) ranks put into crew positions now gain +1 crew member per rank with all 5 this would mean you get 7 helmsman/tacticians/engineers and 8 scientists per rank in your ship.
In addition it takes 50% of total energy to install each time (to prevent constant uninstall/reinstall when about to level) I figure this makes sense due to the power of it. The general idea is for mid to end game ships to have something else to dump in rather then decks as this can nearly match the highest ranking modules. It also would open up interesting starter strats for experienced players trying low deck builds. and how much energy do u have while u have all ur relays and energy weapon etc on with all ur generators off? Unfortunately, "total energy" is too flexable of a number~ Not at all. Total energy remains constant when it comes to cost as the energy will not be regained unless an item is used. So if you have 1500 energy with everything installed then it costs 750. If you uninstall your relays and such and it maxes your energy at 2000 then it costs 1000 energy. There would always be a large loss of energy that would affect you and prevent you from uninstalling and reinstalling this multiple times which is the point. To prevent players from uninstalling this module multiple times only to install it before adding ranks which is what people would do (similar to relays and such). Otherwise this idea would fail miserably as people would just have them uninstalled until they ranked, install them, then uninstall again. They retain the ability to be uninstalled in case new modules come out further down the line.
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Sun Nov 06, 2011 1:18 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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Maico wrote: Uy23e wrote: Maico wrote: Perhaps an android training center blueprints item max installed on ship 5 size 25 cost 500 million 50 kurenite 5 aidonium upkeep (based on rank) ranks put into crew positions now gain +1 crew member per rank with all 5 this would mean you get 7 helmsman/tacticians/engineers and 8 scientists per rank in your ship.
In addition it takes 50% of total energy to install each time (to prevent constant uninstall/reinstall when about to level) I figure this makes sense due to the power of it. The general idea is for mid to end game ships to have something else to dump in rather then decks as this can nearly match the highest ranking modules. It also would open up interesting starter strats for experienced players trying low deck builds. and how much energy do u have while u have all ur relays and energy weapon etc on with all ur generators off? Unfortunately, "total energy" is too flexable of a number~ Not at all. Total energy remains constant when it comes to cost as the energy will not be regained unless an item is used. So if you have 1500 energy with everything installed then it costs 750. If you uninstall your relays and such and it maxes your energy at 2000 then it costs 1000 energy. There would always be a large loss of energy that would affect you and prevent you from uninstalling and reinstalling this multiple times which is the point. To prevent players from uninstalling this module multiple times only to install it before adding ranks which is what people would do (similar to relays and such). Otherwise this idea would fail miserably as people would just have them uninstalled until they ranked, install them, then uninstall again. They retain the ability to be uninstalled in case new modules come out further down the line. What I meant was, just before lvl up, player does this: uninstall generator, install all relay/energy weapon, and lowers energy max to say 500 install the training center, cost 250 only install generator, uninstall all relay/energy weapon lvl up uninstall training center. The thing is, most ppl who have to juggle around with modules(instead of keeping them perma-on) are probably still building decks, with that said, they are probably not piling much engineers... so for ppl who still want to juggle, the cost might be very very very low indeed....
_________________ 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
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Sun Nov 06, 2011 1:53 pm |
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Maico
Joined: Wed Apr 13, 2011 11:39 am Posts: 91
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That would make sense for ONE of these. Most players however would not benefit from having less then all 5 installed at the same time.
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Sun Nov 06, 2011 2:44 pm |
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Cdv91
Joined: Mon May 02, 2011 10:55 pm Posts: 179
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You need to reduce the Deck Space that is taken up.
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Sun Nov 06, 2011 7:12 pm |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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Cdv91 wrote: You need to reduce the Deck Space that is taken up. because of the massive increases these modules would give, its necessary that they take up a rather large amount of space. It also prevents lower levels from gaining MASSIVE bonuses early on, because they simply cant get the resources together to install everything.
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Sun Nov 06, 2011 7:32 pm |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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Maico wrote: That would make sense for ONE of these. Most players however would not benefit from having less then all 5 installed at the same time. 500 was a very high estimate for those who would still worry about the deck space and want to juggle. I'm still working on deck personally so my engineer is not that high But I do happen to have decent energy research as it were, I can install all 5 for about 3 hours of energy regen I'm sure some ppl can do in even less time, as I put a bit too much in engineer in the beginning. I will be able to install all 5 in 1 and half hour as soon as I'm done with this next research I'm doing. And again... the ppl who actually might wanna juggle are those that does NOT have enough deck space and hence have probably yet to put big amounts into engineers, so in the end... this only stops some ppl whose research is below par under rank 100 or something 100+ would either have low enough cap to do it in just a few hours or enough deck to keep it perma-on(and not worry about the extra dmg because they have massive deck anyway so 125 isn't a giant boost).
_________________ 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
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Mon Nov 07, 2011 10:25 am |
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xXxEccoxXx
Joined: Mon Dec 13, 2010 1:13 pm Posts: 291 Location: Somewhere off the coast of Dominican Republic
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Intruder System an on-board AI assists with your ships crew and ensures hacks and raids are less likely to succeed by monitoring a vast array of intrusion systems on their behalf, from the common laser trip system that releases gas to induce asphyxiation against boarding parties, to a more advanced, hi tech Computer anti-worm protocol to protect from hacks from enemy ships.
Size 30, Hacking defence +10%, Raid defence +10% 10 Kurenite, 100 XTS-9
2 per ship
_________________ Leader of SSA (Shayfield Shadow Alliance)
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Mon Nov 07, 2011 1:52 pm |
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Threadbare
Joined: Thu Jan 06, 2011 2:16 pm Posts: 916
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Broken Condom Dispenser blueprints item max installed on ship: 3 size: 10 cost: 500 kurenite, 100 million credits Upkeep: 10 million
All types of crew grow by 1%
Blackmarket Virtual Porn Collection (after broken condom dispenser) blueprints item max installed on ship: 1 size: 20 cost: 2000 kurenite, 250 million credits Upkeep: 25 million
Increases all types of crew by 2%.
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Tue Nov 08, 2011 12:42 am |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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Threadbare wrote: Broken Condom Dispenser blueprints item max installed on ship: 3 size: 10 cost: 500 kurenite, 100 million credits Upkeep: 10 million
All types of crew grow by 1%
Blackmarket Virtual Porn Collection (after broken condom dispenser) blueprints item max installed on ship: 1 size: 20 cost: 2000 kurenite, 250 million credits Upkeep: 25 million
Increases all types of crew by 2%. questionable themes aside... the 2nd... if is high tech enough might actually LOWER the rate of population growth... and..... apparently 1 month olds can work as a crew = =;
_________________ 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
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Tue Nov 08, 2011 12:51 am |
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Uy23e
Joined: Fri Sep 16, 2011 12:04 am Posts: 1998
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Armory: A place where larger and more powerful personal weapons are kept in case the ship is being raided. Size: 10 Increase the raid defense provided by crews by 20% for up to 5000 crews for each one installed.
Note: tbh I'm a bit foggy on raid defense, but I think you can get the gist of the idea. This one is different from other modules because there is no limit on how many can be installed. But as each provide benefit to 5000 crews and only the # of crews affected stacks(as opposed to % boost), it would be useless to install more than crew/5000 rounded up. Note2: ideally... this boost can be based on weapon research tier as you would also have better personal weapons. So maybe 5%+0.4%*(# of weapon researched) (max is 5%+0.4%*44=22.6%) but that might get too complicated.
Genetic lab: Performing genetic modifications on your crews to increase their effectiveness. Size: 15, limit 1. Upon install, each of your crew have a 10% chance of dying Increase all crew bonus by 15%, all crew gained after this is installed have a 10% chance of dying.
Note: something you NEVER want to uninstall I bet... Note2: the chance of dying is rolled individually for each crew, so it's not just a "10% of ur crew die" case, although that would be the mean and very close to real value in large numbers. It's possible that no one die and possible that they all die(.9^n and .1^n chance respectively, where n is # of crew)
Disciplinary Chamber: A good talking to can do wonders for your crew efficiency sometimes. Size: 10, limit 1. Provide a 1 hour long 20% increase in all crew effect after being disabled passively, successfully raided or hacked.
Note: by disable passively I meant disabled by another player due to their attack on u, does not provide benefit if you were attacking and disabled that way.
Dissection Lab By carefully studying the weaknesses of all races, we have found..... Size 15. limit 4. Boost raid effect of all crews by 10% against a selected race. (race selection is done on first installation, effect does not stack for same race, that is having 2 "humans" does not give 20% bonus for raids against human targets)
Tactical Dissection Lab: same as DL, but size 25, against 2 races each Strategic Dissection Lab: same as DL, but size 35, against 3 races each
The room: You don't know what this is for and you never want to find out Size 30, limit 1 Upkeep: 1 random crew Increase all crew efficiency by 5%.
Crawl space: Makes repairing your ship that much easier Size 5+0.1% of your ship max deck, limit 1 reduce upkeep&repair cost by: 30%-30%*(1/log(n)) where n is # of engineers you have. No effect if engineer is <10.
sample numbers: n=10: 30%-30%*1/1=0 n=100 30%-30%*1/2=15% n=1000 30%-30%*1/3=20% n=10000 30%-30%*1/4=22.5%
Human Resource Management Size 40, limit 1 For each day this is installed, increase attack, defense, research, energy by 0.001 for each crew that is NOT tactical officer, helmsman, scientists, engineer respectively. This stacks up to 100 times. This stack clears to 0 when uninstalled. Each day, 10% of each of type of your crew get randomly reassigned to another job.
Note: the effect means increase def, res, energy for each tactical, increase atk, research, energy for each helmsman etc. This does provide a large potential boost in term of total "points" gained(up to 30%) but it can completely mess up your build. (i.e. a 20:4:14:2 to 13:13:13:13 in term of T:H:E:S maybe~)
Soylent Green Manufacture room Size 20, limit 1 Reduce daily upkeep by 10,000,000 CR or 1%(whichever is lower) for each player disabled during the day, up to 20% of total upkeep.
_________________ 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
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Tue Nov 08, 2011 1:46 am |
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