good idea but id make it like 8 or 10 mill since it is a hunter with a decent setupLotuS wrote:Steller Cruiser
Neutral
Cost: 5343322
Speed: 8
Holds: 0
Armor 600
Shields: 600
Combat: 100
Scoouts: 25
Mines: 100
HP: 5
Scanner: yes
Sold at Cruiser Central
Ships
Moderators: JettJackson, Holti, jouldax
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Co-Lead: Suckas, Black Sun Ascending, Wraith Squadron, Fool's Errend, Team Poker, The Phantom Order, Toxic #5
Member of: Team Pup and Suds, Nintendo Power, System Failure, Crusaders, new dawn, Cereal Killers, Armory, Armory V2, _-=`Perfection`=-_, The Guild, Ragnarok, Heimdall, United Rebels, ilLegitimate Basterds
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I'd like to see a new dreadnought class of ship. These would be HUGE and expensive. They would be too big to park on planets, could only park in Fed or open space. They would serve different purposes.
For example:
Gargantua
Neutral
Cost: 150,000,000
Speed: 4
Holds: 0
Armor 300
Shields: 5000
Combat: 1000
Scouts: 0
Mines: 0
HP: 2
Scanner: yes
This ship is a massive docking/repair station for ships. Ships can dock with the Gargantua (1 turn cost for docking/undocking) and then transfer shields and drones from the station to their own ship or vice versa (5 turns per transfer). The shields and drones on the station act in its defense when attacked.
Mammoth
Neutral
Cost: 125,000,000
Speed: 4
Holds: 0
Armor 2000
Shields: 2000
Combat: 500
Scoouts: 0
Mines: 0
HP: 3
Scanner: yes
This is a carrier ship. It can hold and transport up to 8 capital class ships, or some combination of lesser classes. Ships must dock and enter the carrier for transport (1 turn cost) and they can launch (1 turn cost) at any time. The pilot of the carrier can launch its occupants one at a time. If the carrier is destroyed, all ships inside launch into space automatically.
For example:
Gargantua
Neutral
Cost: 150,000,000
Speed: 4
Holds: 0
Armor 300
Shields: 5000
Combat: 1000
Scouts: 0
Mines: 0
HP: 2
Scanner: yes
This ship is a massive docking/repair station for ships. Ships can dock with the Gargantua (1 turn cost for docking/undocking) and then transfer shields and drones from the station to their own ship or vice versa (5 turns per transfer). The shields and drones on the station act in its defense when attacked.
Mammoth
Neutral
Cost: 125,000,000
Speed: 4
Holds: 0
Armor 2000
Shields: 2000
Combat: 500
Scoouts: 0
Mines: 0
HP: 3
Scanner: yes
This is a carrier ship. It can hold and transport up to 8 capital class ships, or some combination of lesser classes. Ships must dock and enter the carrier for transport (1 turn cost) and they can launch (1 turn cost) at any time. The pilot of the carrier can launch its occupants one at a time. If the carrier is destroyed, all ships inside launch into space automatically.
that which pods you makes you stronger
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HKs ships are more of a game change as many aspects of the game are greatly effected... for instance... mining..... one of these /50 ships could run down an alliance mine field with ease... I like the idea of the game changes but think they would have to be thought through to determine the ways they could be abused...
This ship would have no mines or scouts, only drones and would have 1.5 damage done to it by mines just like the other Opping class ships.... however, it would become the ship with the biggest trade potential...
and poca you're right i did leave out Alskant..... i did it.. because i found it tough to design a bigger ship that wouldn't imbalance the trading in the game.... Alskant is special like that.... however, after intense thought i came up with this...Poca wrote:hey man forgot a race. ALSKANT. you cant leave alskant out. and thats where the Learning Curve would come in.
This ship would have no mines or scouts, only drones and would have 1.5 damage done to it by mines just like the other Opping class ships.... however, it would become the ship with the biggest trade potential...
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The plan that the alpha team developed after a while was to have 4 classes. Trader, Utilty, hunter and opper.
Traders were obviously self explanatory. Varying sizes with vary manuvurability.
Utility ships were manuverable but not designed for combat.
Hunters were highly manuverable, but low defense.
An opper was basically a mobile gun platform. It would need hunter escorts as a hunter ship could run rings around it.
There was also the idea to use an escort class. Would be something similar to say a dessy or something like that. Somewhere between a opper and a hunter.
The idea being that people would have more choices when it came to running an OP. And also had to make more decisions about what ships to take. If they went with pure opper ships, a team of hunters could cut them to threads unless the oppers got themselves some escorts/hunters.
We had a complete ship lists, but OR had a few issues with a few people on the alpha team and deleted the only complete copy heh.
Traders were obviously self explanatory. Varying sizes with vary manuvurability.
Utility ships were manuverable but not designed for combat.
Hunters were highly manuverable, but low defense.
An opper was basically a mobile gun platform. It would need hunter escorts as a hunter ship could run rings around it.
There was also the idea to use an escort class. Would be something similar to say a dessy or something like that. Somewhere between a opper and a hunter.
The idea being that people would have more choices when it came to running an OP. And also had to make more decisions about what ships to take. If they went with pure opper ships, a team of hunters could cut them to threads unless the oppers got themselves some escorts/hunters.
We had a complete ship lists, but OR had a few issues with a few people on the alpha team and deleted the only complete copy heh.
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Artillery Class Ships:
Ships Notes:
These ships are nothing but a giant "projectile excelleration" tubes, with engines attached. Their cargo is the ammo they fire.
These ships comes with 10 shots only. Once all ten shots are used the excelleration tube needs to be replaced.
It is cheaper to buy a new ship than to replace a tube.
Ships require 5 turns to fire and do damage to a target. One turn is used for aiming adjustments, One turn is used for chargeing the tube.
One turn for the fireing of the tube. One turn for Velocity. The damage on last turn.
Shots land in the 5
Shots do 500 points damage to one object.
If more then one object is in the ground zero sector then each ship planet and force up to 10.
example: 1 planet 1 ship and 8 mines or the like) recieves a portion of the shots damage
(this is a built in grapeshot function of the projectile) based on size. The larger the object the more damage it recieves. A ship takes more damage than a mine.
These ships are indirect fire only. They need a space of one sector between their position and their target.
Any ships or forces in the "Velocity" sector causes the projectile to destruct for 5 points damage to all forces and ships in velocity sector.
The Human and West Quadrant Human Artillery Class Ship fire a shot that does damage to either Shields or Armor. Not both.
5 such ships can do 2500 damage to a planet or barricade that is where their value comes into play.
Price: To Be Determined
Ships Notes:
These ships are nothing but a giant "projectile excelleration" tubes, with engines attached. Their cargo is the ammo they fire.
These ships comes with 10 shots only. Once all ten shots are used the excelleration tube needs to be replaced.
It is cheaper to buy a new ship than to replace a tube.
Ships require 5 turns to fire and do damage to a target. One turn is used for aiming adjustments, One turn is used for chargeing the tube.
One turn for the fireing of the tube. One turn for Velocity. The damage on last turn.
Shots land in the 5
Shots do 500 points damage to one object.
If more then one object is in the ground zero sector then each ship planet and force up to 10.
example: 1 planet 1 ship and 8 mines or the like) recieves a portion of the shots damage
(this is a built in grapeshot function of the projectile) based on size. The larger the object the more damage it recieves. A ship takes more damage than a mine.
These ships are indirect fire only. They need a space of one sector between their position and their target.
Any ships or forces in the "Velocity" sector causes the projectile to destruct for 5 points damage to all forces and ships in velocity sector.
The Human and West Quadrant Human Artillery Class Ship fire a shot that does damage to either Shields or Armor. Not both.
5 such ships can do 2500 damage to a planet or barricade that is where their value comes into play.
Price: To Be Determined
...... cursed be he that keepeth back his sword from blood.