View unanswered posts | View active topics It is currently Sun Jul 27, 2025 6:31 am



Reply to topic  [ 16 posts ] 
 Second Ships 
Author Message
User avatar

Joined: Thu Aug 11, 2011 9:48 pm
Posts: 2251
Reply with quote
This idea has been proposed before, but how about the idea that we can control a second ship?

Basically, we reach a certain rank and a mission chain unlocks that allows us to independently control a second ship.

This second ship has some special rules:

-It has its own energy bar that starts at the default max energy you're given when you initially start the game. Same thing goes for hull, attack, defense, scan, and shields.

-This ship ranks up as if it were a regular player. It gains 3 rank points per rank up that can be used for attack, defense, cargo, decks, scientists, and energy. (Rank Points spent on Scientists contribute to your hourly RP)

-Its strength contributes to the main ship.

-It can not equip any modules at all

-The ship can not equip allies or obtain special abilities

-The ship can not colonize planets or add to the amount of planets you can have colonized (therefore it can not gain AP or MP, but can gain RP through scientists)

-You can not use buff artifacts on this ship (but enemy players can debuff them)

-You can not use special artifacts that permanently augment the ship (such as rescued prisoners or android helmsmen etc.)

-These ships can not be found on the battle tab, but can be targeted individually when an enemy player with one has been found

-These ships can not have or share racial abilities or obtain professions



Special Ability: Dispatch - This second ship can be dispatched to complete certain tasks for you (ie. Attacking NPCs or completing a mission)

-You gain 20% of the XP that it gains

-When dispatched, the ships's strength will no longer contribute to your ship strength. It will attack the ship independently of you with its own strength

-When attacking NPCs it will continue to attack until the ship becomes disabled or the NPC becomes disabled. (It attacks NPCs at a rate of 1 round per 10 seconds)

-When completing missions it will attempt the mission until it runs out of energy or becomes disabled. (It attempts missions at a rate of 1 round per 1 minute)

-If it completes a mission for you then you are still granted the artifact

-If it disables an NPC for you then you are still granted the artifact

-If dispatched to attack elites then its damage contributes to your lock

-Dispatching a ship is the only way it can gain experience points

-It can not be dispatched to attack Planets or Bases

-This ship is susceptible to the debuffing effects of NPCs

-NPCs killed this way contribute towards your NPC Kill count

-Missions completed by your secondary ship contribute towards your mission completion count

-The ship returns when you call it back



Specialized Ships - These second ships can be specialized for special purposes. When each ship reaches rank 50 you will be prompted to choose a class for it. Once chosen it can not be changed. When they reach certain ranks they can grant special abilities:

***NOTE: ABILITIES ARE ONLY ACTIVE WHEN THE SHIP ISN'T DISPATCHED!!!***

Marksman: These ships specialize in critical hits
-Rank 100: Secondary Ship attack +10%
-Rank 200: Critical hit rate +20%
-Rank 300: Passive Ability: Snipe Shot - When attacking or being attacked you have a 10% chance of hitting the enemy for 4x its damage cap in one round.
-Rank 500: Active Ability: Precision Snipe - (NPCs only) when used it has a 5% chance of completely disabling an NPC in 1 hit. CD: 20m (Can not use on shared elites or bosses, NPCs taken down this way do not contribute towards LM attempts, your NPC kill count, or grant you any artifacts from them)

Support: These ships assist you in battle
-Rank 100: Hull +5%
-Rank 200: Defense +5%
-Rank 300: Passive Ability: Emergency Repair - When attacking or being attacked you have a 2% chance or repairing 5% of your combined hull+shield power
-Rank 500: Active Ability: Support Shield - Increases the Defense and Shield power of your ship by 25% for 30 minutes. CD: 6h

Guardian: These ships specialize in guarding
-Rank 100: Passive Defense +5%
-Rank 200: Defense +5%
-Rank 300: Passive Ability: Planet Guardian - When guarding a planet, the planet's defense increases by 40%
-Rank 500: Active Ability: Overseer of Operations - (Planet Ability) When used, the target planet gains a 20% bonus to production for 48h. Increases to 25% if the planet was recently attacked. CD 20h.

Assault: These ships have a high offensive capability
-Rank 100: Invasion attack +8%
-Rank 200: Attack +4%
-Rank 300: Passive Ability: Forward Assault - The attack of the secondary ship increases by 1% temporarily for every attack attempt you make against an enemy player. It decreases back down to normal for every 5 seconds you go without attacking an enemy player. Max bonus of 100%
-Rank 500: Active Ability: Blitzkrieg - Increases the attack (PvP, Base, NPC) by 30% for 10 minutes. After the effect wears off, defense decreases by 40% for 10h. CD: 40h.

Specialist: These ships serve a unique purpose
-Rank 100: Cloak +5%
-Rank 200: Scan +2%
-Rank 300: Passive Ability: After successfully hacking an enemy player your PvP attack against that player is increased by 20%
-Rank 500: Active Ability: Grants you a specialist cache containing 4 hours of production. CD: 40h


Any ideas/improvements?

***EDIT***

Thanks kirkeastment and DarkMar for the constructive feedback!

_________________
Image


Last edited by playret0195x on Fri Jun 20, 2014 12:51 am, edited 11 times in total.



Thu Jun 19, 2014 2:14 pm
Profile
User avatar

Joined: Sun Jan 13, 2013 8:04 pm
Posts: 1063
Reply with quote
So it is kind of like an ally on steroids?

I kind of want to say +1 but I am sure I am missing something about it that would prove game-breaking.

Would still like for a second server where you could have a second normal ship, but I think we know that isn't going to happen.

_________________
UmBongo, UmBongo, they drink it in the Congo....

I did some naughty things, and now they have put me in the Royal Asylum, based in Chesterton

Alumni of the Crimson Lances and Lords of Infinity

Rank 971, Strict SSB,Possibly the jazziest ship in the universe


Thu Jun 19, 2014 2:27 pm
Profile

Joined: Sun Jun 19, 2011 6:24 pm
Posts: 2810
Location: UK
Reply with quote
umbongo wrote:
So it is kind of like an ally on steroids?

I kind of want to say +1 but I am sure I am missing something about it that would prove game-breaking.

Would still like for a second server where you could have a second normal ship, but I think we know that isn't going to happen.


You mean like missing how everyone would choose one of these two only;

Quote:
Assault: These ships have a high offensive capability
-Rank 100: Invasion attack +10%
-Rank 200: Attack +5%
-Rank 300: Passive Ability: Forward Assault - The attack of the secondary ship increases by 1% temporarily for every attack attempt you make against an enemy player. It decreases back down to normal for every 5 seconds you go without attacking an enemy player. Max bonus of 100%
-Rank 500: Active Ability: Blitzkrieg - Increases the attack of your ship by 30% for 5 minutes. After the effect wears off, your defense decreases by 40% for 30 minutes. CD: 6h.


Invasion attack yes plz.....
moar regular fixed attack, yes plz....
30% increase to my attack, and all it does is lower my defense for 30 mins, YES PLZ :D

Assuming these stack, that's gonna make invasions so much easier for everyone with high attack. :D

Quote:
Specialist: These ships serve a unique purpose
-Rank 100: Cloak +5%
-Rank 200: Scan +2%
-Rank 300: Passive Ability: After successfully hacking an enemy player your PvP attack against that player is increased by 20%
-Rank 500: Active Ability: Grants you a specialist cache containing 4 hours of production. CD: 20h


4 hour cache....... YIS PLZ.... easy 1 mil ap every 20 hours :D


Thu Jun 19, 2014 2:42 pm
Profile
User avatar

Joined: Thu Aug 11, 2011 9:48 pm
Posts: 2251
Reply with quote
kirkeastment wrote:
umbongo wrote:
So it is kind of like an ally on steroids?

I kind of want to say +1 but I am sure I am missing something about it that would prove game-breaking.

Would still like for a second server where you could have a second normal ship, but I think we know that isn't going to happen.


You mean like missing how everyone would choose one of these two only;

Quote:
Assault: These ships have a high offensive capability
-Rank 100: Invasion attack +10%
-Rank 200: Attack +5%
-Rank 300: Passive Ability: Forward Assault - The attack of the secondary ship increases by 1% temporarily for every attack attempt you make against an enemy player. It decreases back down to normal for every 5 seconds you go without attacking an enemy player. Max bonus of 100%
-Rank 500: Active Ability: Blitzkrieg - Increases the attack of your ship by 30% for 5 minutes. After the effect wears off, your defense decreases by 40% for 30 minutes. CD: 6h.


Invasion attack yes plz.....
moar regular fixed attack, yes plz....
30% increase to my attack, and all it does is lower my defense for 30 mins, YES PLZ :D

Assuming these stack, that's gonna make invasions so much easier for everyone with high attack. :D

Quote:
Specialist: These ships serve a unique purpose
-Rank 100: Cloak +5%
-Rank 200: Scan +2%
-Rank 300: Passive Ability: After successfully hacking an enemy player your PvP attack against that player is increased by 20%
-Rank 500: Active Ability: Grants you a specialist cache containing 4 hours of production. CD: 20h


4 hour cache....... YIS PLZ.... easy 1 mil ap every 20 hours :D


Point taken. Thanks for putting things nicely (before the Flatulence comes rolling in...)

Tweaked some classes

***EDIT***

Also kirkeastment, it would initially take a while to get the second ship up to rank 500...

_________________
Image


Thu Jun 19, 2014 4:32 pm
Profile
User avatar

Joined: Sun Feb 12, 2012 2:27 pm
Posts: 1220
Reply with quote
extreamly bad idear
what you do with it is simply dispatch it to do missions, to get those done without gaining ranks for your own ship...

simply slap on 3 Proxy-Universe Reactor - Mark IV = 3 * 540 = 1620 max energy
and it should be able to autorank for a few 100 ranks, 1 click pr min at Uldrinan Chain or one of the other new mission chains

if you want the reward from those, you are also suposed to gain a few ranks



missions usealy give a 1 energy = 2 exp payout, and exp needed to rank are basickly rank * 40
1 Proxy-Universe Reactor - Mark IV = 540 energy, will allow you to autorank to atleast rank 27, on missions
3 Proxy-Universe Reactor - Mark IV = 1620 energy, will allow you to autorank to atleast rank 81

and if you spendt all points on Engineers (and decks to get the Reactor installed) , you should be able to keep going well beyond that

_________________
Champion of Darmos
Image


Last edited by DarkMar on Thu Jun 19, 2014 10:09 pm, edited 2 times in total.



Thu Jun 19, 2014 9:48 pm
Profile

Joined: Tue Feb 04, 2014 3:00 pm
Posts: 371
Reply with quote
I would want to see more limitations. I feel like it could be OPed real quick. Kirk and Dark both made excellent points.

However...

I still like the idea. Just needs work.


Thu Jun 19, 2014 9:53 pm
Profile
User avatar

Joined: Thu Aug 11, 2011 9:48 pm
Posts: 2251
Reply with quote
Maybe the ability to equip modules does seem OP.

Gonna make a few tweaks.

_________________
Image


Fri Jun 20, 2014 12:36 am
Profile
User avatar

Joined: Thu Aug 11, 2011 9:48 pm
Posts: 2251
Reply with quote
DarkMar wrote:
and if you spendt all points on Engineers (and decks to get the Reactor installed) , you should be able to keep going well beyond that

Not quite exactly...

Quote:
-This ship ranks up as if it were a regular player. It gains 3 rank points per rank up...

_________________
Image


Fri Jun 20, 2014 12:55 am
Profile
User avatar

Joined: Thu Nov 25, 2010 6:49 pm
Posts: 8964
Reply with quote
playret0195x wrote:
Point taken. Thanks for putting things nicely (before the Flatulence comes rolling in...)


I don't roll, I waft. :mrgreen:

Now, I was considering a snarky comment about successfully combining (and legitimizing) multi-accounts and auto-clickers. In a manner of speaking. But... Meh... Kirk pretty much hit the nail on the head. Anyone that's not completely comatose is going to take what amounts to a self-sustaining attack boost. You'd either continue to go all in on TOs with both ships, or you're going to use 3 (more) of your RPs on the main ship for energy. Much like the EM-Flamehawk suggestion, this goes counter to recent additions by Dan to bring balance and strategy back to the game.

_________________
Ranks 400+ Join us in exploring..
ImageImage

[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
[20:43] DarthFlagitious: is it spearmint or peppermint?


Fri Jun 20, 2014 2:15 am
Profile WWW
User avatar

Joined: Thu Aug 11, 2011 9:48 pm
Posts: 2251
Reply with quote
Darth Flagitious wrote:
playret0195x wrote:
Point taken. Thanks for putting things nicely (before the Flatulence comes rolling in...)


I don't roll, I waft. :mrgreen:

Now, I was considering a snarky comment about successfully combining (and legitimizing) multi-accounts and auto-clickers. In a manner of speaking. But... Meh... Kirk pretty much hit the nail on the head. Anyone that's not completely comatose is going to take what amounts to a self-sustaining attack boost. You'd either continue to go all in on TOs with both ships, or you're going to use 3 (more) of your RPs on the main ship for energy. Much like the EM-Flamehawk suggestion, this goes counter to recent additions by Dan to bring balance and strategy back to the game.


So then it should not do missions and it should NPC at a slower rate?

It might be a good idea to change up the Assault Class then.


Also,

I'm sorry. Excuse me, what strategy is Dan trying to bring back to the game? Perhaps you can enlighten me. High energy requirements for players are a major deterrent from me actually completing those missions, not to mention that they are Dailies. The new LMs and subsequent artifacts rewarded for completing them were a nice little touch though. I'm still enjoying those much more than those missions with a high energy requirement that doesn't really make doing them at my rank worth it at all.

_________________
Image


Fri Jun 20, 2014 4:24 am
Profile
User avatar

Joined: Thu Nov 25, 2010 6:49 pm
Posts: 8964
Reply with quote
playret0195x wrote:
Darth Flagitious wrote:
playret0195x wrote:
Point taken. Thanks for putting things nicely (before the Flatulence comes rolling in...)


I don't roll, I waft. :mrgreen:

Now, I was considering a snarky comment about successfully combining (and legitimizing) multi-accounts and auto-clickers. In a manner of speaking. But... Meh... Kirk pretty much hit the nail on the head. Anyone that's not completely comatose is going to take what amounts to a self-sustaining attack boost. You'd either continue to go all in on TOs with both ships, or you're going to use 3 (more) of your RPs on the main ship for energy. Much like the EM-Flamehawk suggestion, this goes counter to recent additions by Dan to bring balance and strategy back to the game.


So then it should not do missions and it should NPC at a slower rate?

It might be a good idea to change up the Assault Class then.


Also,

I'm sorry. Excuse me, what strategy is Dan trying to bring back to the game? Perhaps you can enlighten me. High energy requirements for players are a major deterrent from me actually completing those missions, not to mention that they are Dailies. The new LMs and subsequent artifacts rewarded for completing them were a nice little touch though. I'm still enjoying those much more than those missions with a high energy requirement that doesn't really make doing them at my rank worth it at all.


The strategy that had been missing for anyone over, say 400. Making choices. Previous to the latest missions, the only choice you had was NPC for a bit, make some purgers, donate to base, LRR.

_________________
Ranks 400+ Join us in exploring..
ImageImage

[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
[20:43] DarthFlagitious: is it spearmint or peppermint?


Fri Jun 20, 2014 7:01 am
Profile WWW
User avatar

Joined: Thu Aug 11, 2011 9:48 pm
Posts: 2251
Reply with quote
I don't notice any difference.

_________________
Image


Fri Jun 20, 2014 2:18 pm
Profile
User avatar

Joined: Tue May 20, 2014 1:56 am
Posts: 476
Reply with quote
Add another server.

Bingo.

_________________
Elements | Fragments | Remnants


Sat Jun 21, 2014 12:05 am
Profile
User avatar

Joined: Sun Feb 12, 2012 2:27 pm
Posts: 1220
Reply with quote
playret0195x wrote:
DarkMar wrote:
and if you spendt all points on Engineers (and decks to get the Reactor installed) , you should be able to keep going well beyond that

Not quite exactly...

Quote:
-This ship ranks up as if it were a regular player. It gains 3 rank points per rank up...


do the math

ships start with 20 decks and 80 enginers
so at 3 RP pr rank, you would need to gain 11 ranks to install the first Proxy-Universe Reactor - Mark IV
you can install the Next one at rank 28, and the last one at rank 45

so from rank 45 to rank 81 you get another 108 rank points = 216 + 80 = 296 extra energy if you go all enginers
1620 + 296 = 1916 max energy = you can autorank to rank 1916 * 2/ 40 = rank 95 .... that another 42 RP's,

and that's with low exp missons that only give 2 xp/energy
like The Klorvis Aftermath = 2.05 XP/energy ratio

if you go for some of the high xp/energy chains you can get

Controlling the Anomaly (repeadable mission) = 2.307 XP/energy ratio
Taltherian Chain = 2.4916 XP/energy ratio
Drannik Chain = 2.1885 XP/energy ratio
Xecti Chain = 2.206 XP/energy ratio.
Titancore Chain = 2.332 XP/Energy ratio

max rank you can get to with Controlling the Anomaly and just adding 6 enginers pr rank you gain after rank 45
based on this simpel formular

rank * 40 <= 2.307 * (1620 + 80 + ((rank - 45) * 6) )

is rank 126

after that you would need 20 decks to install 4 HyperChannel Relay... = charge 108
that would give you 1 energy every 72 sek = 50 energy pr hour

so with modules, it would get to rank 200+ in only a few weeks


without modules, it's quite a difrent game....
at rank 100, you would have acumilated 300 RP's, that's 600 Engineers, Tactical Officers (or Helmsmen)

that's in the same range as you can get from some of the other Allies

Quote:
Sehrin, Bioship Ally
Rank: 100
Type: Biological

Attack +238
Defense +238
Hull +447
Scan +149
Energy +149


Quote:
Solynia, Technician Elite
Rank: 100
Type: Tech

Attack +119
Defense +238
Shield +358
Cloak +209
Energy +179


but with no modules you can install to customize it, basickly just make it another allie where you chose if you want it to add attack, defence or energy

_________________
Champion of Darmos
Image


Sat Jun 21, 2014 2:01 pm
Profile
User avatar

Joined: Thu Aug 11, 2011 9:48 pm
Posts: 2251
Reply with quote
DarkMar wrote:
ships start with 20 decks and 80 enginers
so at 3 RP pr rank, you would need to gain 11 ranks to install the first Proxy-Universe Reactor - Mark IV
you can install the Next one at rank 28, and the last one at rank 45


Then maybe module restrictions based on rank should be applied to these allies.

DarkMar wrote:
make it another allie where you chose if you want it to add attack, defence or energy

I was trying to find another way around that...

...otherwise I would have called these ships allies... :roll:

_________________
Image


Sat Jun 21, 2014 9:05 pm
Profile

Joined: Mon Aug 13, 2012 5:36 am
Posts: 970
Reply with quote
Deja-Suggestion ... I feel like I saw this EXACT idea previously.

_________________
SIG'D

The Prisoner wrote:
You know something's wrong when the Trade Outpost sub-forum has the most interesting topics


Well it was an ill considered idea in the first place.


Mon Jun 23, 2014 6:17 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 16 posts ] 

Who is online

Users browsing this forum: No registered users and 9 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group
Designed by ST Software.