Author |
Suggestion: Spice! |
Iwancoppa Fleet Admiral
Joined: November 15, 2008 Posts: 709
| Posted: 2011-08-29 04:40  
Darkspace is a curry. But it is boring... for it lacks... the spice.
Brand new!! SPICE-CONOMY
The basic idea behind the Spice-Conomy is Spices can be sold at star ports for a new type of currency: Tokens.
Different types of spice will be rarer and worth more. Not all planets will contain spice - very few. And, it moves around. Spice will also only be present in front-line combat systems, or PvE systems.
Spices mined from foreign planets will be worth 100x more then locally mined spice. Bombing a planet bombs the spice into nothing, so no softening up defences! Only extractors can mine the precious substance due to unique storage equipment needed. Extremely rare spice may aslo be a VERY rare drop from Mi.
So, tokens. here we have a currency with no use, except bragging rights! Not anymore.
See all the junk below the SPICE-CONOMY section? All that would cost tokens.
EG: 1000 Units of spice might get you... 200 tokens.
Specialist ammunition for one railgun will cost you 10,000 tokens.
Stock ammunition will have NO SALE VALUE for obovious reasons.
Anything else will sell for 1/4 of its buying price.
Tokens can also be purchased from the store, much like credits.
Store-purchased tokens can be converted to credits at a predefined rate.
It is with this, we have the SPICE-CONOMY.
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Fitting the stuff
This is an interesting issue. we now must fit all of these special items.
Therefore, I propose an enhancement-style system with similar limited slots. Sounds confusing? examples.
I spawn a Generic ICC ship that has 5 railguns. I go into my Ship Equipment menu. Here i have 5 slots for ICC projectile weapons, that are currently filled with standard ammo. If i wish to replace this, i first buy the replacement iteam, then i remove the old one into my inventory. After this, i simply palce the new one into the slot, and hey presto! All done.
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Here is what that crazy retard called iwancoppa is going on about:
Guns are plain in DS. justt like cloak, most armor, etc...
Therefore, i propose we add Flavor, in terms of Customisability.
We can allready do it. Evidence: UGTO Armor.
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The whole idea is not only do we switch out guns, but the ammunition too. This will allow for more personalised ships. Everyone wont just fell like every other person.
so, here guys some ideas...
Rail / Gauss guns
ASR-1028A Wasp
The standard ICC round for projectile weapons for centuries, proven in countless skirmishes across the empire.
*Effects*
None.
TSSR-6546TSX Mosquito
Top secret ammunition used by ICC special forces, with deadly accuracy. Responsible for the death of many pirates and influential UGTO leaders.
*Effects*
+30% Shell velocity
-30% Damage
HP-25 Bulldog
Recently cleared for military service, this round is often used by pirates and other trouble makers all over space. Well known for high damage.
*Effect*
+15% Damage
-15% Range
-15% Projectile velocity
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K'luth Beams
(I am going to need help naming these!!!)
Normal disruptor
A normal disruptor.
*effects*
None.
Acid disruptor
This type of disruptor is an attempt to use the technology of captured human beam weapons.
*Effects*
Chemical beam damage dropoff/increase
Leech Disruptor
Somebody did something wrong with some leeches in the science lab. The result was then shoved into a disruptor beam, to provide this...
*Effect*
-20% Range
+5% Damage
+20% damage to armor
-25% damage to hull
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All cannons
PYtech Interceptor CIWS
Sick of the mediocre capacity of beams to deal with those pesky missiles? this will do a MUCH better job!
*Effects*
Human factions only
2000 ammo capacity
3 ammo to intercept a pod/missile/fighter
Fires bursts of 9 rounds, with long gaps between(Reload)
+30% Range if PYtech Interceptor sensor package active
Limit: 1 per ship(3 for pickets)
-99% Damage vs ships
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Auxilary systems
Spacetech industries EXY-500 Starship battery
This battery from spacetech will add the fun to your close range laser fights! Enjoy shooting for much longer then your opponent thanks to your EXY-500 STARSHIP BATTERY!
*Effects*
+30% Energy storage
-10% Energy regeneration
UGTO/ICC only
Genetic mutation: Stomach
A genetic mutation that will give K'luth ships a stomach.
*Effect*
Consumes alot of resources
Repairs ship slowly until out of resources when activated
K'luth only
Fully Finalised torpedo booster [b]
Today we present to you a product from Fully Finalised industries. Guarenteed to supercharge your torpedoes into small nuclear devices!
*Effects*
+25% torpedo damage
-25% torpedo speed
-10% torpedo range
+5% torpedo AoE
Device consumes the same amount of energy an aux generator makes when activated
[b] Deftech industries MY-50B
Definately a solid choice for automated ship defences! This little "upgrade" kit turns the inside of your ship into an armored tank. Combine this with lots of minigun and cannon turrets scattered everywhere around the ship, and many infantry armories No infantry will get to that command bridge now.
*Effect*
+300% Boarding auto defence when activated
Half aux gen energy drain when activated
+10% Defence effectiveness of infantry
PYtech Interceptor CIWS sensor pack XYT-3
This lot of gizmos and gadgets will get those hard hitting lead slugs into those pesky missiles and fighters faster! Note: May consume alot of energy..
*Effect*
Humans only
Aux gen power drain when active
+20% range to all PYtech CIWS systems when active
Thats all I am going to do for know, but i will be adding more to this!
Please discuss/share your ideas.
Also, perhaps this could have potential is enhancements instead of a switch-out ammo...
[ This Message was edited by: iwancoppa on 2011-08-31 17:07 ]
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2011-08-29 04:52  
4x Less range
4x Less damage per shot
4x Shots per ammo(Shotgun pellets... duh)
soo.... i trade in my railgun ammo that fires 5 rounds per 1 ammo... for this that only goes ~250gu (4x less range) and only does 25% of the damage of my rail gun....
erm...
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
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Hakketak Grand Admiral
Joined: March 24, 2009 Posts: 301
| Posted: 2011-08-29 05:58  
i like the basics, but i think we had costumization options earlier in the game, like change lasers for projectiles. Also u needed a factory, there was this whole complex economy/building system. just since poeple started to sabotage its was removed.
The idea sounds fun, but it also have to fitted into the current state of the game. I think if this is implemented, a whole part of the game needs to b shifted back to the complex economy, with factories producing Psi cannons, hvy psi, etc., where defense buildings matter, and whit the new proposed change that only and engy can disable/scrap a building.
Also think it would be good to add an extension to planet lock, so it is permanent, and possibly fleet only?
Anyways: good idea! shotgun shell though, seems fun in concept, but may need some different stat changes, cause i agree 250 gu is bit close:)
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-08-29 10:40  
Drop the flechette idea, turn it into a flak gun.
Turns the entire arc within 250 GUs full of mini explosions that any ship within takes a certain amount of damage per sec while the weapon is active. And it should be active for perhaps 10 to 15 secs.
Any fighters/missiles in that arc stands a 80% chance of getting destroyed.
Works as an AoE weap as well as a PD.
Anyway, it's a good thought. But only ICC gets spice?
What do the rest get?
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Rebellion Marshal Faster than Light
Joined: June 20, 2009 Posts: 730 From: sol
| Posted: 2011-08-29 10:53  
i mean we got guass and railguns but i would like to see like 2-3 variants of torps for each faction.
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$yTHe {C?} Grand Admiral Sundered Weimeriners
Joined: September 29, 2002 Posts: 1292 From: Arlington, VA
| Posted: 2011-08-29 12:17  
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Iwancoppa Fleet Admiral
Joined: November 15, 2008 Posts: 709
| Posted: 2011-08-29 15:01  
Making a few changes now....
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[ML]RogueAvengerTTV Marshal
Joined: September 11, 2010 Posts: 300 From: England
| Posted: 2011-08-29 15:17  
Leech Disruptor
Somebody did something wrong with some leeches in the science lab. The result was then shoved into a disruptor beam, to provide this...
*Effect*
-20% Range
+5% Damage
-1% Armor on target hit per weapon
how would this work for reflective armour as that has a spacialty in beam damge mabye it would negate the -1% armour hit per weapon but also remeber that this would be a powerful weapon as the siphon has MANY beams and could easily rip through most armours
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Scorched Soul[+R] Marshal Pitch Black
Joined: November 14, 2005 Posts: 378 From: USA, NJ, Princeton
| Posted: 2011-08-29 15:21  
Definately a good idea in my book just hoping that it comes with some visual variation because just seeing something out of the ordinary can breath an amount of life into the game.
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3697 From: San Francisco Bay Area
| Posted: 2011-08-29 15:34  
"He who controls the spice, controls the universe." – Baron Vladimir Harkonnen
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Thrie Fleet Admiral Raven Warriors
Joined: October 28, 2002 Posts: 760
| Posted: 2011-08-29 15:43  
I like the idea. Don't know if DS is sophisticated enough to change ammo type for each weapon gadget.
Having different weapon gadgets should work fairly well with this.
_________________ [Fleet Admiral] Thrie \"The Tiger\" Barton of [C.S.S. Armor Tiger]
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Fatal Mack Bolan(WildCards_58th)*COM* Marshal Fatal Squadron
Joined: June 12, 2010 Posts: 184 From: home planet: Exathra
| Posted: 2011-08-29 15:54  
BIG +1 on this idea, would definately breathe new life into DS.....
i have spoken !
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Iwancoppa Fleet Admiral
Joined: November 15, 2008 Posts: 709
| Posted: 2011-08-29 16:01  
Quote:
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On 2011-08-29 15:17, RogueAvenger10 wrote:
Leech Disruptor
Somebody did something wrong with some leeches in the science lab. The result was then shoved into a disruptor beam, to provide this...
*Effect*
-20% Range
+5% Damage
-1% Armor on target hit per weapon
how would this work for reflective armour as that has a spacialty in beam damge mabye it would negate the -1% armour hit per weapon but also remeber that this would be a powerful weapon as the siphon has MANY beams and could easily rip through most armours
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Im thinking, instead of just a percwentage based , its + XXX damage to armor. changing now
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Whiterin Fleet Admiral
Joined: November 15, 2007 Posts: 146
| Posted: 2011-08-29 18:48  
Don't know that I would go for your exact suggestions, but it would be nice to have a bit more variety in armor and armorments in the game,
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Sardaukar Admiral Raven Warriors
Joined: October 08, 2002 Posts: 1656
| Posted: 2011-08-29 20:40  
This is the second thread this week with content not reflecting the implication of the title.
The Padishah Emperor frowns upon such carelessness.
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