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Close Combat Research Tree
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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As there has been many disapointments with raiding, people have proposed changes to the system. Combining many ideas from other posters as well, I was thinking of making bonuses to raiding in it's own research tree. I also added a few ideas that follow close combat that does not have to be for raiding. these are all small ship modules that preferably can go in their own tab (labled armory)
Espionage: The study of handheld electronics and crew training for infiltration of enemy computer systems when raiding you have a chance of stealing a small amount of research Brute Hardware, Cybertech Firmware, Data Uplink
Smuggling: The study of deceptive ship layout to hide valuable cargo decreases the amount of resorces lost when raided (even other resorces gained due to the enemy's armory) Hidden Compartments, Smuggler's Hold, Cloaked Vault
Personal Weapons: The study of small-scale destructive forces to create effective firearms higher chance of success in raids Railguns, Plasma Rifles, Handheld Disruptors
Security Systems: The study of small shields and turrets to inhibit hostile crew within the ship decreaces enemy's chance of a successful raid Defense Instalments, Guard Drones, Integrated Protection Units
This also leaves open many new ideas for NPC modules that can be added. Any adjustments will be added to this post. Edit: added name of second research level
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Last edited by zophah on Wed Sep 15, 2010 1:17 am, edited 1 time in total.
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Sat Sep 11, 2010 8:36 pm |
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Robert
Joined: Fri May 07, 2010 12:43 am Posts: 1122
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I love the espionage idea Zoph, these are all great ideas to improve raiding.
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Sat Sep 11, 2010 9:47 pm |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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Here are some more.
Sabotage: The study of quick and effective disabling of ship components for use in offensive crew-to-crew fights when raiding you have a chance of bringing one random ship module offline (this also means that the module losses quality rating) Conventional Explosives, Omnicron Bombs, Quantum Detonators
Controled Intel: The further study of sabotage for communication systems to prevent enemy distress signals when raiding you have a chance to prevent them from using a legion share of your ship for a while Distress Jammer, Multiband Scrambler, Flux Field Generator
And here are examples of NPC loot that can also go in the armory: Lazuli Blasters (Personal Weapons), RSL Hacker's Datapad (Espionage), Dark Smuggler's Hideaway (Smuggling), Drannik Droid Security (Security Systems), Crimson Graviton Charges (Sabotage), Stryll Ambush Scrambler (Controled Intel)
_________________ I have suggested 7 Races, 5 Organizations, 3 locations, 3 materials, and 20 planets. View my profile interests for a full list.
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Sun Sep 12, 2010 3:31 pm |
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dreamsingray
Joined: Tue Aug 31, 2010 6:21 pm Posts: 135
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i likes!
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Sun Sep 12, 2010 11:54 pm |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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These modules could be seperated into Equipment and Ship Frame module types. Equipment:Sabotage, Controled Intel, Espionage, & Personal Weapons Ship Frames: Smuggling & Security Systems
Also, added effects happen during critical raids: sabotage can effect an additional module, espionage steals artifact points, and controled intel prevents them from posting on comms
Ambush Engineering: ship frame The study of forces to hold enemy ships from escaping chance for free raid if your previous raid fails grappling clamps, tractor beam, spacial hold field
Deception: equipment The study of strategy, cloaking, and disguise to plant a spy on the enemy ship chance to inflict "antagonism" on enemy ship, reducing their energy and shield recharge rates for a short time (on a successful raid). During a critical raid, the antagonism lasts twice as long holographic suit, adaptive concealment, invisibility field
Micro Scanning: equipment The study of miniscule sensing devices for probing inside an enemy ship increased the chance of a critical success in a raid handheld probe, multicorder, omniseeker
_________________ I have suggested 7 Races, 5 Organizations, 3 locations, 3 materials, and 20 planets. View my profile interests for a full list.
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Wed Sep 15, 2010 1:40 am |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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Doesn't sound like that different from your Crew Overhaul Idea or my Efficiency research in the same thread.
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Wed Sep 15, 2010 2:30 am |
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Kaos
Joined: Sat May 01, 2010 11:39 am Posts: 1217
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I like it also. In a month or so I will be out of things to research so any new tech is a good idea.
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Wed Sep 15, 2010 2:48 am |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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ODragon wrote: Doesn't sound like that different from your Crew Overhaul Idea or my Efficiency research in the same thread. I was making a more resonable application of ideas to the game by changing the effect into a module set. So yes, I moved a few ideas fron there.
_________________ I have suggested 7 Races, 5 Organizations, 3 locations, 3 materials, and 20 planets. View my profile interests for a full list.
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Wed Sep 15, 2010 11:36 am |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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zophah wrote: ODragon wrote: Doesn't sound like that different from your Crew Overhaul Idea or my Efficiency research in the same thread. I was making a more resonable application of ideas to the game by changing the effect into a module set. So yes, I moved a few ideas fron there. I know. I think it just makes more sense to have it in a more general 'ship upgrade' category rather than specific to 'close combat'. If you follow the research pattern given previously, you need 30+ something upgrades to make it a viable research thread. Being more generic allows Dan to include things that would help your ship/character and give things that would be useful for low level (such as + cargo space, increased weapons, etc). The other negative I see about making it so specific is that raiding is a very unliked, unused, etc. Making a whole research thread based on something a very small amount of people do seems like a waste.
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Wed Sep 15, 2010 12:40 pm |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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Good idea, as another name this could be under a Design tab, with the module types being Armory, Frame, Computer, and Hangar. I'll make a second post organizing all ideas (even those that are already in the game). The modules I mentioned here are supposed to be smaller, possibly 2-12 size. The purpose of making so many modules on raiding is to increase the importance of raiding. For example, what better beat down is there than to sabotage a disabled opponent? And what better reward is there than to steal research without cloaking? (and possibly steal artifact points extra as well)
_________________ I have suggested 7 Races, 5 Organizations, 3 locations, 3 materials, and 20 planets. View my profile interests for a full list.
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Wed Sep 15, 2010 1:36 pm |
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ODragon
Joined: Fri Jun 25, 2010 1:16 am Posts: 3824
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zophah wrote: Good idea, as another name this could be under a Design tab, with the module types being Armory, Frame, Computer, and Hangar. I'll make a second post organizing all ideas (even those that are already in the game). The modules I mentioned here are supposed to be smaller, possibly 2-12 size. The purpose of making so many modules on raiding is to increase the importance of raiding. For example, what better beat down is there than to sabotage a disabled opponent? And what better reward is there than to steal research without cloaking? (and possibly steal artifact points extra as well) I understand. I missed the part about them being modules. I guess the module system would even work with my 'Efficiency' research. Example: Efficient Loading: Interning at the largest supply depot in the quadrant, your quartermaster can instruct your crew on the best logistics when it come to storing materials and cargo: 5% Additional Cargo Space, module size 1, max per ship 1. Advanced Targeting Computer: A new Advanced Targeting Computer allow your weapons to sync up better: +1 attack for every weapon installed, module size ?, max per ship 1. (Something like this would be a max +15 I think which isn't that amazing at higher levels but at lower levels, it would be pretty useful.) Energy Absorbing Paint: A special paint incorporating XTS-9 onto your hull absorbs both radiation emitting from your ship and active/passive scans: +3 cloak, +3 defense per hull, module size ?, max 1 per ship. (So at maxed hull 5+2 I believe, you are getting a +21, +21 from your hull. If you have less hull, you get less bonus down to 0 bonus for having no hull).
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Wed Sep 15, 2010 2:26 pm |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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Here is a list of all other ideas I could find that would work in the new tab.
Under Design tab but not count as limited: AI Supercomputer, Prototype Mech XV, Q-Phase Battery Array, Combat Analyzer, Drone Cluster, Dark Mutagen Battery
Count as Armory: equipment ideas, training facility ideas, strategy and tactical ideas (including ambushes)
Count as Frame: efficiency ideas, frame ideas, customizing & specialization ideas (this includes “race specific” frames)
Count as Computer: supercomputer ideas, targeting computer ideas, programming ideas, communication system ideas, batteries
Count as Hangar: all ideas on small ships, fighters, bombers, mechs, etc
_________________ I have suggested 7 Races, 5 Organizations, 3 locations, 3 materials, and 20 planets. View my profile interests for a full list.
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Wed Sep 15, 2010 2:32 pm |
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