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 {ship} ships 
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Joined: Wed Dec 08, 2010 10:30 pm
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and i edited it a bit now i think its better

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Thu May 19, 2011 10:01 pm
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I would think those with more then one type of module should just add one of each (but energy reactors only). That way it looks right.


Thu May 19, 2011 10:31 pm
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ok ill add that

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Thu May 19, 2011 10:38 pm
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who likes thunderboltas tactical class suggestion
Tactical Class: increases rank point gain to 6.

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Thu May 19, 2011 11:01 pm
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This is how I personally would do it:

Warship Class : +1 Weapons Module
Explorer Class : +1 Scan Module
Cloaking Class : +1 Jammer Module, +1 Cloaking Module
Heavy Class : +1 Hull Module
Science Class : +1 Reactor Module
Advanced Class : +1 Shield Module
Defensive Class : +1 Thruster Module, +1 Dampening Module

Given that both cloaking modules is worth one scan and both def modules are worth one cannon over all.

The up to ranks by one every level I do like.


Thu May 19, 2011 11:08 pm
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Redlaw wrote:
This is how I personally would do it:

Warship Class : +1 Weapons Module
Explorer Class : +1 Scan Module
Cloaking Class : +1 Jammer Module, +1 Cloaking Module
Heavy Class : +1 Hull Module
Science Class : +1 Reactor Module
Advanced Class : +1 Shield Module
Defensive Class : +1 Thruster Module, +1 Dampening Module

Given that both cloaking modules is worth one scan and both def modules are worth one cannon over all.

The up to ranks by one every level I do like.


whats the difference between a jammer and a cloaker anyway? and whats the difference between a thruster and a dampening module?

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Thu May 19, 2011 11:29 pm
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ill change it to that cause i know theres a difference im just not a cloak guy

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Thu May 19, 2011 11:30 pm
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the difference it is how many you can add. 4 cloaks, 4 jammers, is the same as 4 thrusters and 4 dampeners. While for the same as one of each of those a cannon and one scan module do the same for about the same space.


Thu May 19, 2011 11:34 pm
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oh ok i was never into cloaking i was when i was new but the problem is you hack sombody they get mad and disable you so i quicky went to other stuff

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Thu May 19, 2011 11:37 pm
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Also for cannons/def.

you have 8 cannons vs 4 thrusters and 4 dampeners.

But it takes a set of two to add up to close or a little above one cannon.


It is mostly just looking at the pattern and seeing what should work best based off that. But in the end if dan and crew like it, they will have the final say.


Thu May 19, 2011 11:42 pm
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yup pretty much

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Thu May 19, 2011 11:51 pm
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I think you should make it one Jammer or Cloak and one Dampener or Thruster because getting two additional cloak or two addition defense doesn't even out getting only one addition scanner or weapon module.

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Fri May 20, 2011 4:43 am
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Remember the cannon and sensors are over all stronger per one. But that is just something I have noticed...


Fri May 20, 2011 5:09 am
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Redlaw wrote:
Remember the cannon and sensors are over all stronger per one. But that is just something I have noticed...


yah i noticed that too

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Mon May 23, 2011 5:09 am
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Redlaw wrote:
Remember the cannon and sensors are over all stronger per one. But that is just something I have noticed...


Uh, actually it's not.

Size-wise, yeah, stats for the level it is, no.

Heavy Ion vs. Inertial Dampener III (equivilents in tech tree)
Ion Cannon:
33 attack, 15 size.
Inertial Dampener:
66 defense, 30 size.

Yup, it's twice as powerful, so really it should be 2 cannons, 1 defense, not the other way around.
The reason it looks to be the other way is because people research weapons more than defense...
Inertial Canceller=Quantum Devastator, and just look which one is higher in tech tree...

At any rate, one of each is more balanced...

I can get 150 attack for 33 size,
or 150 defense for 46 size,
but that doesn't make cannons more powerful.

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Mon May 23, 2011 7:22 pm
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thunderbolta wrote:
Redlaw wrote:
Remember the cannon and sensors are over all stronger per one. But that is just something I have noticed...


Uh, actually it's not.

Size-wise, yeah, stats for the level it is, no.

Heavy Ion vs. Inertial Dampener III (equivilents in tech tree)
Ion Cannon:
33 attack, 15 size.
Inertial Dampener:
66 defense, 30 size.

Yup, it's twice as powerful, so really it should be 2 cannons, 1 defense, not the other way around.
The reason it looks to be the other way is because people research weapons more than defense...
Inertial Canceller=Quantum Devastator, and just look which one is higher in tech tree...

also though you can only have half as many defensive systems making them equil so actually it should be 1 of each

At any rate, one of each is more balanced...

I can get 150 attack for 33 size,
or 150 defense for 46 size,
but that doesn't make cannons more powerful.

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Mon May 23, 2011 7:46 pm
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ok wanted to hold off on posting this until I hashed out the idea completely but too many new threads were popping up that hit topics I wanted to touch.


What if we add another component to the game ship bonuses.

So for example you get your race and class bonus and they can be as they are, but also a ship bonus.

Your can even make it a new tech tree that we have to research, and you are not limited to having to keep your races ship.

For example the vygoid ship is a science vessel by trade of there race. So this ship would produce better rp for the planet your currently in orbit. It would give say 25% bonus to rp to whoever owns the planet. (not to exceed 110% of the planet max) ( or just all production in general on that planet)

so what I am saying have different ship classifications.

One being a science vessel as stated above.

A Battleship. This classification is simple it would allow this ship to have an extra 2 or 4 weapon slots.

A dreadnought- Basically a massive tank. this ship would be very tuff allowing it to hold 2-4 extra hull mods on this particular ship.

A Stealth Ship- this is obvious, however the bonus of this ship is a passive one, making it impossible to completely lower ones cloak. it would be a 40% passive bonus that is added.

Each class of ship would allow you to add 2-4 extra mods of the type of ship it was. But you would have to research the tech to be able to upgrade the ship.

So the ship starts out with normal stats but as your research the tech you get upgrades that apply to the class of ship your using.

ie 1 extra att/def/cloak slot. up to a max of 4.

Just a ruff sketch any thoughts or suggestions greatly appreciated and always welcomed.

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Mon Jul 04, 2011 3:43 am
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+1, EVEN MOAR ENERGY!!!!

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Mon Jul 04, 2011 4:05 am
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Likey +1 , been suggested before but i can't find the topic.

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Mon Jul 04, 2011 4:06 am
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Love this... develop it further man.

+1

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Mon Jul 04, 2011 4:22 am
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