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blakespon
Joined: Wed Dec 08, 2010 10:30 pm Posts: 1441 Location: chilling inside of the epic Odyssey eating cookies
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ok when you choose a race and a proffession my suggestion would be able to also choose a type of ship each type of ship would also have its own picture example
Warship Class : +1 Weapons Module Explorer Class : +1 Scan Module Cloaking Class : +1 Jammer Module, or +1 Cloaking Module Heavy Class : +1 Hull Module Science Class : +1 Reactor Module Advanced Class : +1 Shield Module Defensive Class : +1 thruster module or +1 dampening module
so what do you all think?
if you check the it needs tweeked please post what you would changge
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Last edited by blakespon on Tue Jul 05, 2011 7:24 pm, edited 10 times in total.
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Fri May 13, 2011 11:39 pm |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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i like this idea. it would add a bit of strategy to the game for many players. the only thing i would have to say is can all races choose from these ships, or are there restrictions like professions? and how will modern players deal with the update?
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Fri May 13, 2011 11:42 pm |
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blakespon
Joined: Wed Dec 08, 2010 10:30 pm Posts: 1441 Location: chilling inside of the epic Odyssey eating cookies
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i think the same ships for each class and race (except for a different ship picture)
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Last edited by blakespon on Thu May 19, 2011 10:58 pm, edited 1 time in total.
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Fri May 13, 2011 11:46 pm |
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Thon-Ni-Maa
Joined: Fri May 13, 2011 5:27 pm Posts: 302
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I'd say that Dan should pick a default (Cruiser) among all the classes and then give everyone an artifact that allows a one time change of ship class. That would be the fairest way to implement such a basic change.
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Sat May 14, 2011 2:35 am |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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thats a good idea... or another sphere of the new era and incorporate it into the race/profession setup screen...
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Sat May 14, 2011 3:36 am |
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Commonwealth <TK>
Joined: Fri Jan 21, 2011 5:51 am Posts: 2371
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+1 I really think this is a good idea, this ship class options should be unloacked at around rank 200, since low rankers don't carry maximum modules due to small ship sI
Warship Class : +2 Weapons Module Explorer Class : +2 Scan Module Cloaking Class : +2 Cloaking Modules (1 Jammer , 1 Cloak) Heavy Class : +2 Hull Module Science Class : +1 Energy Module Advanced Class : +2 Shield Module Defensive Class : +2 Def Module (1 dampener, 1 thruster)
Switching between each class is available once a week, if you have 10 weapons module and you switch to explorer class, 2 weapons module are automatically uninstalled to prevent your ship becoming encumbered.
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Sat May 14, 2011 5:47 am |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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i dont think that being able to switch ship classes should be available. thats like asking for professions to be sawpped. also, save for hull and shield, i think it should only allow 1 extra module of that type. hull and shield are plentiful, but i would definitly take 600 attack over an extra reactor... and im an inergon! thats like asking for an extra 1200 scan just because if you go with explorer class. one extra module each i think worked out the best (2 for hull/shield cause you can increase those with artis) imo. unless to even it out the science class also got a 5th relay.
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Sat May 14, 2011 6:38 am |
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Commonwealth <TK>
Joined: Fri Jan 21, 2011 5:51 am Posts: 2371
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Vekno wrote: i dont think that being able to switch ship classes should be available. thats like asking for professions to be sawpped. also, save for hull and shield, i think it should only allow 1 extra module of that type. hull and shield are plentiful, but i would definitly take 600 attack over an extra reactor... and im an inergon! thats like asking for an extra 1200 scan just because if you go with explorer class. one extra module each i think worked out the best (2 for hull/shield cause you can increase those with artis) imo. unless to even it out the science class also got a 5th relay. 5th relay is overpowered, fastest recharge is 30 seconds, another flux relay, 3 second, too overpowered 
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Sat May 14, 2011 6:48 am |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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thats what im saying tho... having 2 extra attack, scan, or cloak modules is extremely overpowered. defense is neutral cause of android helmsmen, and hull and shield is a justified cause of the commonality of artis to increase em.
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Sat May 14, 2011 6:59 am |
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Commonwealth <TK>
Joined: Fri Jan 21, 2011 5:51 am Posts: 2371
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Vekno wrote: thats what im saying tho... having 2 extra attack, scan, or cloak modules is extremely overpowered. defense is neutral cause of android helmsmen, and hull and shield is a justified cause of the commonality of artis to increase em. i dont think extra guns and cloak is overpowered, i think the scan is overpowered. So many people overestimate the use of cannons
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Sat May 14, 2011 7:23 am |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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having 2 extra cannons would be amazing. you might as well have 2 reactors available to the science class, as it gives about the same stat increase. the only difference is that you will do less missions with 2 extra cannons. why penalize pacifists? and yes, i know you can put up tactical officers to increase your attack, but you can also put up engineers to increase your energy. thats why i think 2 reactors isnt that overpowered. however, to keep this in perspective i think it would be good to just stick to one of each. otherwise this would be viewed as being 'greedy' especially if its an ability unlocked at level 200, not level 1 as was previously suggested.
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Sat May 14, 2011 7:30 am |
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Thon-Ni-Maa
Joined: Fri May 13, 2011 5:27 pm Posts: 302
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I think it would be better at rank 1 because we want to encourage new players to level up as fast as possible. Dan should actually consider giving New Players a special artifact that doubles their XP gains until level 50, just to encourage more new players to stick with the game longer.
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Sat May 14, 2011 3:35 pm |
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blakespon
Joined: Wed Dec 08, 2010 10:30 pm Posts: 1441 Location: chilling inside of the epic Odyssey eating cookies
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just give all current players an artifact in the daily reward allowing them to pick a ship class
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Wed May 18, 2011 9:55 pm |
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Commonwealth <TK>
Joined: Fri Jan 21, 2011 5:51 am Posts: 2371
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Specialist Class : Allows you to add an extra NPC module, whatever it is (T plasma hub, Twin blasters)
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Wed May 18, 2011 11:18 pm |
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blakespon
Joined: Wed Dec 08, 2010 10:30 pm Posts: 1441 Location: chilling inside of the epic Odyssey eating cookies
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also a good idea commonwealth
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Thu May 19, 2011 12:06 am |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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Tactical Class: increases rank point gain to 6. Any missed rank points are given to you to be assigned if included at level 1, if included at 200 it starts there.
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Thu May 19, 2011 7:41 pm |
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thunderbolta
Joined: Sat May 07, 2011 11:01 am Posts: 5825 Location: Zolar
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I see an Inergon/Explorer/Explorer being an amazing scanner. 0.0
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Thu May 19, 2011 7:42 pm |
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blakespon
Joined: Wed Dec 08, 2010 10:30 pm Posts: 1441 Location: chilling inside of the epic Odyssey eating cookies
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ya that would be an amzing thing for those who want planets
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Thu May 19, 2011 8:24 pm |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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On my 4 new ship tabs thread, I had the idea of equipping "ship frames" that change the appearance of your ship as well as give bonuses.
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Thu May 19, 2011 8:54 pm |
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blakespon
Joined: Wed Dec 08, 2010 10:30 pm Posts: 1441 Location: chilling inside of the epic Odyssey eating cookies
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ok thanks but personally i like my version of it better
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Thu May 19, 2011 9:57 pm |
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