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Topic Title: New Ship Design (Simple Topic)

Topic starter: Cajin Von Sian

Topic started: 14:09:08 3rd Oct 2010

Posts: 28 Last post: 17:39:57 18th Oct 2010 by AlphaWarCraft

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Cajin Von Sian Posted: 14:09:08 3rd Oct 2010

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What kind of new ship would people be interested in seeing- toss out your concepts and see if we can discuss pros/cons for each.


Cajin Von Sian Posted: 14:12:41 3rd Oct 2010

Posts: 495

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Location: Angola

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One mentioned has been a recycler ship, able to dismantle other ships and receive some of the resources expended back.
Pro- get rid of those unwanted ships
Con- Not sure

Think would have to be based on the base value of the ship and not on the present value, such as ones with experience.


Omnibus Posted: 14:46:16 3rd Oct 2010

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Would your suggestion above apply to docked ships??


Tiernan19 Posted: 14:47:11 3rd Oct 2010

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fighter carrier

pro-could transport large amounts of fighters

cons-could be slower flight time?/or double the uranium?


thing might be a nice model?




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Cajin Von Sian Posted: 16:39:52 3rd Oct 2010

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Location: Angola

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The recycler would just be able to dismantle your own ships, not sure want to deal with ability to kill other peoples ships with it since then dealing with attack/defense-

I know carrier has been tossed around a bit, I had always thought it would be hyper capable, which I wouldn't want to see since would make HW attacks a lot more dangerous- but what would be the purpose of a carrier? Is it basically to be able to make cheaper fighters with less volume?

Another one mentioned recently was a tracking ship, a guy said they had one on FL, perhaps another use for the invisible ship, be able to attach to an enemy ship, you lose the ship but you can see the other ship, or the FL concept was that anywhere that it traded showed up in your board computer for 15 trades- had a building could build that would disable the tracking.


Tiernan19 Posted: 17:08:53 3rd Oct 2010

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well i see no point in a new model less the ship made would have a great point in the game i feel a carrier would be a good ship to have it would lead to more fighting .....as of right now the fighter model is only good for warp and now turrets there really are not any battles any more a carrier model would not only be good for takin hws but also in defensive of hws




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Plan for what is difficult while it is easy, do what is great while it is small.

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System Administrator Posted: 17:44:01 3rd Oct 2010

Posts: 48

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Location: United States



problem I see with dismantler is just balance. Defeats the point of the cost of the ship, cause you use it and use it, and when you need to change strategy, just dismantle them and get some resources out of them after using them to attack etc. Would be one thing if it took a week or something to dismantle them or something..but instant I see a major balance issue


blazecon0 Posted: 18:42:17 3rd Oct 2010

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how bout a mother-ship? acts like a small planet, able to make ships but only can iflight. can dock ships like a planet except its Mobile, has attack and def not energy and troops.
ill add more detail when my head stops hurting :'(




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Cajin Von Sian Posted: 18:50:11 3rd Oct 2010

Posts: 495

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Location: Angola

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I don't know that carriers would be great for defending HWs or trying to stop attacks if it is a slow i-flight ship, if it is your own HW you are trying to defend presumably just be building 17ks to throw at whatever they have, and if trying to get to someone elses planet for defense then I'd prefer to just run normal fighters since could go faster and with the select all feature can group them pretty quick.

I'm not sure about balance issue with the recycler, especially if only get a portion of the resources back from the initial cost, so if you happen to have a couple hundred 50k assaults laying around that have various levels of experience and decide you don't want to use them anymore then what are your options for them? Delete it and destroy all the ships, use them as fodder to train up fighters. This way you'd basically be sacrificing the troops that you used and the experience you had as well as some of the building cost, if you only got say 75% back. This also provides an option for new players since in all reality what are they going to do with their dinky tranny they start with and the small assaults they use. This would make it so they aren't wasting their resources as much waiting to get enough resources for real assaults, allowing them to steadily upgrade.


Otto Carius Posted: 20:58:17 3rd Oct 2010

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hmm... sound like Deathstar :)




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FORTRANshadow Posted: 21:10:23 3rd Oct 2010

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I wonder if a recycler/shipworks building would make more sense than a ship model. I would think it could dismantle ships but also repair damaged ships. That way, one would have to fly ships to a planet with the building and park them there.

I think it should take a certain amount of time and have some kind of cost to run the building (paying the workers per unit of effort). More work should take longer (e.g. repairing the shielding on a 2.5M transport should take a lot longer than dismantling a 50K assault).

Without actually going through the math, I would think something like 2/3 recovery of resources when dismantling a ship, and requiring 1.5x the resources than needed when repairing a ship would make sense. Maybe a level 1 building could work on 1 ship at a time, level 2 could work on 2 ships, etc.

Or am I off my rocker?


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