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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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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  ! First person to point out a good point gets a CP!
_________________ Your right to an opinion does not mean your opinion is right.
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Fri May 28, 2010 4:57 am |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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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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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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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?
_________________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 5:09 am, edited 1 time in total.
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Fri May 28, 2010 5:07 am |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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The idea would be that they arnt deck efficient, i.e 20 deck scientist quarter= 40 research or something.
_________________ Your right to an opinion does not mean your opinion is right.
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Fri May 28, 2010 5:08 am |
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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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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.
_________________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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Fri May 28, 2010 5:10 am |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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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.
_________________ Your right to an opinion does not mean your opinion is right.
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Fri May 28, 2010 5:11 am |
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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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What if the quarters didnt add any other benefits than meeting crew requirements.
_________________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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Fri May 28, 2010 5:12 am |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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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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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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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"
_________________ Your right to an opinion does not mean your opinion is right.
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Fri May 28, 2010 5:15 am |
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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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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.
_________________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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Fri May 28, 2010 5:16 am |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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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.
_________________ Your right to an opinion does not mean your opinion is right.
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Fri May 28, 2010 5:18 am |
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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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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.
_________________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.
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Fri May 28, 2010 5:23 am |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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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.
_________________ Your right to an opinion does not mean your opinion is right.
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Fri May 28, 2010 5:25 am |
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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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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?
_________________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.
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Fri May 28, 2010 5:27 am |
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Barracuda
Joined: Mon Apr 12, 2010 4:13 pm Posts: 622
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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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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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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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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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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.
_________________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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Fri May 28, 2010 5:32 am |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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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.
_________________ Your right to an opinion does not mean your opinion is right.
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Fri May 28, 2010 5:33 am |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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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.
_________________ Your right to an opinion does not mean your opinion is right.
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Fri May 28, 2010 5:34 am |
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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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Oh, I get it now, some dmg leaks through the shields.
_________________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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Fri May 28, 2010 5:35 am |
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