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 Coth's Crappy Ideas! 
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Ok so here are some ideas iv come up with, now take in mind that these are some of my "would be sorta cool to have these" I know what these fully imply game wise.

(Idea 1) "Shield Limit"
The first idea being to make a stat determine a "shield limit". Making it so that if the attack would do more dmg then the supposed "shield limit" the attack would dmg the shield (up to the shield limit) and then the hull (left over attack from shield limit),
people would need to put some focus into hull so that they cant be 3 shotted from shield limits.....and if the idea goes through the gamer could focus on making their weapons buff to either decrease the shield limit, or just do more damage. (possible research tree addition)

(Idea1.1) "Damage Specialization"
(If idea 1 were to be added) Add a research tree that lets you specialize in either doing extra raw damage or decreasing the enemy's effective shield limit.

(Idea 2) "Quarters"
Takes up deck but adds crew (less efficient then getting crew from rank points)+crew requirements added to use items (or each items requires X amount of Y(crew) to use it and it consumes(for the time you have it equipped, wouldnt lose the stat increase from crew though) the crew.

(Idea 3) "Personnel Turrets"
Basically mix the "Quarters" with certain modules, but give them the ability to decrease the opponents stats (percentage wise, would be heavy limitations on the amount and what-nought)

Now rip apart my ideas and tell me how this will destroy the game :D ! First person to point out a good point gets a CP!

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Fri May 28, 2010 4:57 am
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I like the first idea quite a bit.

I think the idea of quarters would make decks even more important than they are and decks are already a bit over-emphasized at the moment. I wouldn't mind seeing a change that would force people to start putting points into crew. Maybe when raiding becomes more viable.

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Fri May 28, 2010 5:06 am
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Adding quarters would cause spending rank points for crew to be almost useless

EDIT: DARN, I wasnt the first, no CP

I dont really get shield limits. Can you explain it again?

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Last edited by Robert on Fri May 28, 2010 5:09 am, edited 1 time in total.



Fri May 28, 2010 5:07 am
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The idea would be that they arnt deck efficient, i.e 20 deck scientist quarter= 40 research or something.

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Fri May 28, 2010 5:08 am
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Cothordin wrote:
The idea would be that they arnt deck efficient, i.e 20 deck scientist quarter= 40 research or something.


That has the same ratio as using rank points, that makes it EVEN btter than using rank points.

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Fri May 28, 2010 5:10 am
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Robert wrote:
Cothordin wrote:
The idea would be that they arnt deck efficient, i.e 20 deck scientist quarter= 40 research or something.


That has the same ratio as using rank points, that makes it EVEN btter than using rank points.

No you get 3 scientist for every rank point, I was also thinking that with the addition of quarters crew requirements on missions and items could be made.

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Fri May 28, 2010 5:11 am
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What if the quarters didnt add any other benefits than meeting crew requirements.

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Fri May 28, 2010 5:12 am
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I would think vygoid quarters would be much more space efficient

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Fri May 28, 2010 5:15 am
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Robert wrote:
What if the quarters didnt add any other benefits than meeting crew requirements.

That would be the main point of them, they're less rank point efficient then just getting crew members but they allow for greater versatility.

Im going to edit the original post to show that heres what I originally said "Takes up deck but adds crew"

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Fri May 28, 2010 5:15 am
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What Im trying to say is that adding quarters with benefits would make it nearly useless to use your rank points on crew.

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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


Fri May 28, 2010 5:16 am
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SpoonyJank wrote:
I would think vygoid quarters would be much more space efficient

Pray tell why?
Robert wrote:
What Im trying to say is that adding quarters with benefits would make it nearly useless to use your rank points on crew.

Read the original post again.

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Fri May 28, 2010 5:18 am
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When you said
Cothordin wrote:
((Idea 2) "Quarters"
Takes up deck but adds crew (less efficient then getting crew from rank points)+crew requirements added to use items (or each items requires X amount of Y(crew)
Did you mean that crew requirements would always be there even when it's not installed or only when it is installed?
Cothordin wrote:
Read the original post again.

Well, if quarters were put in the game I would never use rank points on crew again.

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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


Last edited by Robert on Fri May 28, 2010 5:26 am, edited 2 times in total.



Fri May 28, 2010 5:23 am
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Robert wrote:
When you said
Cothordin wrote:
((Idea 2) "Quarters"
Takes up deck but adds crew (less efficient then getting crew from rank points)+crew requirements added to use items (or each items requires X amount of Y(crew)
Did you mean that crew requirements would always be there even when it's not installed or only when it is installed?
Well, if quarters were put in the game I would never use rank points on crew again.

only when equipped, if its in cargo, no.

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Fri May 28, 2010 5:25 am
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Could you explain "Shield Limits" differently? I didn't really get it.

EDIT: Am I in danger of losing a CP right now?

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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


Last edited by Robert on Fri May 28, 2010 5:28 am, edited 1 time in total.



Fri May 28, 2010 5:27 am
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Cothordin wrote:
Idea1.1) "Damage Specialization"(If idea 1 were to be added) Add a research tree that lets you specialize in either doing extra raw damage or decreasing the enemy's effective shield limit.

Another tree? The damage cap may need major overhaul for this.

Cothordin wrote:
(Idea 2) "Quarters"Takes up deck but adds crew

Making decks WAY more important. Everyone adds decks, put all scientist quarters. ALL engineers quarters when leveling up, etc. If implemented, all current crew will be obsolete and crew loss mission need changes

Cothordin wrote:
(Idea 3) "Personnel Turrets"Basically mix the "Quarters" with certain modules, but give them the ability to decrease the opponents stats (percentage wise, would be heavy limitations on the amount and what-nought)

Stats -> artifact stats + turrets = overpowered. Again, decks super important.

Ideas will kill those crew based config and make those deck config super powerful

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Fri May 28, 2010 5:28 am
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Cothordin wrote:
SpoonyJank wrote:
I would think vygoid quarters would be much more space efficient

Pray tell why?


They're robots. If they do sleep, they could probably do it in a utility closet. I never quite understood the practicality of mechanical helmsman or tactical officers anyways.

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Fri May 28, 2010 5:29 am
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SpoonyJank wrote:
...I never quite understood the practicality of mechanical helmsman or tactical officers anyways.


Well, if your ship gets invaded(Im talking bout benefits in real life if these were real), no lives are lost,you can cram a MASSIVE amount of info into their heads( or wherever they store info) like tactics for tacical officers, they can be STRONG,etc.,etc.

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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


Fri May 28, 2010 5:32 am
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Robert wrote:
Could you explain "Shield Limits" differently? I didn't really get it.

EDIT: Am I in danger of losing a CP right now?

i.e.
Zerg attacks Terran for 20 dmg, current system says Terran loses 20 shield, this would continue untill the hull was reached and then hull would be damaged. With the "Shield Limits" idea when Zerg attacks Terran for 20 dmg, Terran's shield might take 15 dmg while her hull would take 5 (even though Terran's shield has not been depleted), the amount of dmg the shield would resist would come from a stat that has yet to be chosen.

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Fri May 28, 2010 5:33 am
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SpoonyJank wrote:
Cothordin wrote:
SpoonyJank wrote:
I would think vygoid quarters would be much more space efficient

Pray tell why?


They're robots. If they do sleep, they could probably do it in a utility closet. I never quite understood the practicality of mechanical helmsman or tactical officers anyways.


That could be an added buff of their race, idk, good idea though.

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Fri May 28, 2010 5:34 am
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Oh, I get it now, some dmg leaks through the shields.

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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


Fri May 28, 2010 5:35 am
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