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3 Dec 2004, 05:55
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#1
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NE
Join Date: Dec 2001
Location: UK
Posts: 828
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New Ship
how about you can design your own ship when you sign up a new planet? for instance;
Ship001: lowest possible ratings for everything (250 of each res.)
- 1 initiative: 500 of each res.
+1 power: 500 of each res.
+1 gun: 1000 of each res.
this is just an example, i think ti would make game alot more intressting if you could invent ONE ship and build it through the round. ofc no initiative dropping on pods. so for instance you could build a modern day BS with +2 guns at just 2000 of each res extra u could make up for them resourses buy having +2 intiative - 1power - 1WpSp
this is just an idea. discuss...
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PEACE.
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3 Dec 2004, 15:13
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#2
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home wrecker
Join Date: Jan 2001
Location: The other side of the galaxy ;)
Posts: 1,041
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Re: New Ship
I don't trust most of the people beta testing to create balanced stats... and I deffo don't trust PA crew.
so i sure as hell ain't trusting the average player.
Dear god!
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3 Dec 2004, 16:18
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#3
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Jolt's best friend
Join Date: Feb 2003
Posts: 2,101
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Re: New Ship
this would require a significant change to the combat engine, which would make ticking take longer
-mist
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<Karmulian> subtle as a kick in the nuts as always
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4 Dec 2004, 07:40
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#4
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Registered Abuser
Join Date: Oct 2004
Posts: 28
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Re: New Ship
It is a nice idea though, maybe something pateam can try during beta testing, see what ppl come up with.
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4 Dec 2004, 07:43
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#5
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Jolt's best friend
Join Date: Feb 2003
Posts: 2,101
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Re: New Ship
to beta test, it has to be coded
-mist
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<Karmulian> subtle as a kick in the nuts as always
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4 Dec 2004, 09:43
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#6
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NE
Join Date: Dec 2001
Location: UK
Posts: 828
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Re: New Ship
Quote:
Originally Posted by mist
to beta test, it has to be coded
-mist
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im assuming this type of code will take a LONG time yes?
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PEACE.
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4 Dec 2004, 10:08
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#7
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P.I.M.P.Of.Mistu.Net
Join Date: Dec 2004
Location: Romania
Posts: 37
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Re: New Ship
how long?dont think itll take more than 1 week with help
The idea would be cool
Q is make make only 1 ships or be able to produce the same ship like u make the others ?
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4 Dec 2004, 10:36
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#8
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Inactive peon
Join Date: Jan 2003
Posts: 6,050
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Re: New Ship
s week is a lot of our coding time.... spinner is only part time remember
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5 Dec 2004, 02:23
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#9
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Un-retired by request
Join Date: Oct 2003
Posts: 407
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Re: New Ship
sounds great would stop predictable battlesas you cant calc what you dont know. however i can see this meaning the game becomes stagnent as noone will attack as they are too afriad the modified ship would be too good
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5 Dec 2004, 02:41
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#10
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Insomniac
Join Date: May 2003
Posts: 3,583
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Re: New Ship
it`d mean a larger database though ( longer db backups ) , and the combat engine wouldnt be happy i dont think ( longer ticks ). instead of calculating damage shiptype wise as it does now. it would need to look up the damage and armour values of every single ship in every single fleet that every single planet sent - thats a lot of database lookups, per combat. large battles with lots of planets, lots of fleets and lots of ships would really really make the server cry , not to mention there are at any one point several combats going on at once that the server would need to do the same on.
i cant *really* see this idea happening myself, certainly not in time for r13 tbh.
Still, its intriguing.
Last edited by Phil^; 5 Dec 2004 at 02:47.
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5 Dec 2004, 08:24
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#11
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pe0n
Join Date: Oct 2002
Location: Kindom of the Netherlands
Posts: 1,347
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Re: New Ship
The skill of the game is not to send shitloads of ships to vaporize whatever the opposition might have. It's about looking for weaknesses and using those. Knowing that we'd need a scan that can spot exactly what the opposition's ships do. Then it would reward players that are best at their thing.
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5 Dec 2004, 08:34
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#12
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Registered User
Join Date: Oct 2004
Location: Tacoma, WA USA
Posts: 5
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Re: New Ship
"The skill of the game is not to send shitloads of ships to vaporize whatever the opposition might have. It's about looking for weaknesses and using those."
Well Gerbie I think that it takes skill to be one of the ones that has the "shitload of ships" first. Besides some races are built around the "Shitload of ships" strategy (xan for sure).
I don't know if I like the idea of a custom ship but maybe throwing in a research ability to lower init or icrease armor or attack strength would be nice. Of course that would unbalance races even further (due to inherent research abilities). Just a thought...
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5 Dec 2004, 11:37
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#13
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Ron Burgundy
Join Date: Jul 2004
Location: A glass case of emotion
Posts: 632
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Re: New Ship
Wouldnt this mean that certain races would be able to plug holes in their weaknesses, and possibly make them a bit too good?
For example, if a cath designed a ship with a low init that could pwn DE and use it instead of a defender than thats one of his weaknesses plugged. Isnt it possible that this idea could make balancing the stats a good deal harder than it already is?
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5 Dec 2004, 12:33
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#14
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1337 m£47 3@70r
Join Date: Nov 2004
Location: london
Posts: 30
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Re: [Discuss] New Ship
bad idea
makes the game far too complex and i can guarantee that it will be abused.
and done when u sign up? new players will not have a clue what they are doing and therefore it will only serve to strengthen the older and wiser players, who frankly dont need any help!
stats should not be tampered with, it is too abusable, but please, none of this "zik ships subvert before emp shoots" rubbish next round, and make beetles better!!!!!!
oh yeh, scorps and roaches PWN
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6 Dec 2004, 18:17
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#15
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Powering your life...
Join Date: Dec 2004
Location: Dublin
Posts: 400
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Re: [Discuss] New Ship
Nice idea. But to implement this would mean the abolition of races, how could the "rock,paper scissors" ethos be continued?
And battle calcs! Oh do we all love them??? What would they do? And if you unit scan, how are you supposed to know how the stats of each ship?
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17 Jan 2005, 00:45
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#16
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Inactive peon
Join Date: Jan 2003
Posts: 6,050
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Re: [Discuss] New Ship
I think although this is a nice idea it cuase a lot of practical problems from a code, and server load point of view and has some negative game play implications - declined
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