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 Elemental Ability 
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Joined: Tue Jan 04, 2011 10:58 pm
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I've seen a topic about "Elemental" Damage but what about Elemental Abilities? They do not cancel each other out but the damage done depends on what element you are.

Super Effective = 2x Damage
Not Very Effective = -50% Damage
No Effect = Normal Damage

Elements: (May add more, suggest more)
Water
Fire
Earth
Air
Ice
Electric

Water:
Ability to use water as a weapon at extremely high speeds.

Ability:
May overflow offensive/defensive modules, -20% attack and defense for opponents.

Super Effective vs. Not Very Effective vs. No Effect:
Super Effective = Fire, Earth
Not Very Effective = Air, Ice, Electric
No Effect = Water
---------------------
Fire:
Ability to use fire as a weapon by placing it on projectiles.

Ability:
May burn hull of opponents, -10 hull/Hour for 5 hours.

Super Effective vs. Not Very Effective vs. No Effect:
Super Effective = Earth, Ice
Not Very Effective = Water, Air, Electric
No Effect = Fire
---------------------
Earth:
Ability to use earth-like material as projectiles.

Ability:
May disable one module of the opponents, -100% usage of one random module for 1 hour for opponents.

Super Effective vs. Not Very Effective vs. No Effect:
Super Effective = Ice, Air, Electric
Not Very Effective = Water, Fire
No Effect = Earth
---------------------
Air:
Ability to use gases as weapons and projectiles.

Ability:
May disrupt shields as winds ravage internal systems, -25% Shield for 2 hours for opponent.

Super Effective vs. Not Very Effective vs. No Effect:
Super Effective = Fire, Earth, Ice
Not Very Effective = Electric, Water
No Effect: Air
---------------------
Ice:
Ability to freeze projectile and shoot it at high speeds for it to explode and freeze.

Ability:
May freeze internal systems, Truce Effect for attacking others only for 1 hour for opponent.

Super Effective vs. Not Very Effective vs. No Effect:
Super Effective = Earth, Water
Not Very Effective = Fire, Electric, Air
No Effect = Ice
---------------------
Electric:
Electrons power up projectiles, increasing the damage and speed.

Ability:
May short-circuit systems, Paralyze (Truce Effect for repairing, attacking, retaliating, and guarding for 30 minutes) for opponent.

Super Effective vs. Not Very Effective vs. No Effect:
Super Effective = Water, Air, Ice
Not Very Effective = Fire
No Effect = Electric, Earth
---------------------

What do you think?

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Last edited by Tommy15551 on Wed Feb 02, 2011 11:32 pm, edited 3 times in total.



Sun Jan 30, 2011 4:33 am
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its already been covered that this isnt world of warcraft, and that any elemental damage would have to have a sci-fi twist on it to make it relative, as water would freeze and disperse, fire would be extinguished, air would be sucked into the vacuum of space, and dirt is always useless in a practical sense. electricity is the only plausable 'element' you have listed. other elements people have listed are plasma, dark matter, and quite a few others.

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Sun Jan 30, 2011 5:11 am
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must say burn hull by 10 is not alot im rank 112 ATM and have 1,960 hull people in my legion have well over 10,000
though for air you could have spacial gust or something

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Sun Jan 30, 2011 5:13 am
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the opening post reminded me of pokemon. haahaahaaha.

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Sun Jan 30, 2011 5:31 am
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PEKACHOO USE IRION TAIL!!!!! lol

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Sun Jan 30, 2011 6:14 am
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Tommy15551 wrote:
Water


Would either turn into ice in deep space (being cold and all that) or just wash the grim off their front windows.

Tommy15551 wrote:
Fire


Without oxygen (which is lacking in deep space) fire cannot exist.

Tommy15551 wrote:
Earth


This is starting to sound like captain planet....

Tommy15551 wrote:
Air


As someone else said... would be sucked into the vacuum of space.

Tommy15551 wrote:
Ice


This isn't Titanic. Unless you're making icebergs with it, and even then....

Tommy15551 wrote:
Electric


There's nothing in deep space for electricity to travel by. That's why it's called space... because it's empty.

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Sun Jan 30, 2011 7:06 am
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I am a scifi genius:

Fire: I once thought of a super tech that could "launch" a ball of matter that was in a constant state of combustion, even through the vacuum of space. (that was 5 years ago!)
Ice: I posted in the forums about a ice rod railgun that exploded into a giant crystal (unstable quantum compacted to expand on impact).
Electricity: Another super tech I thought of was a Positronic Teresa Coil, capable of generating energy and lashing it out.
Air: Perhaps a nebula generator that can surround you like the fog rolling off of a ghost ship.
Earth: Not "rock" per-se, but a nanodrone swarm that can compact itself into a solid form. It is capable of forming rock shapes to impact a target and even forming around a ship to disguise it as an asteroid.
Water: Just like for earth, a psudo-alloy/plastic liquid is capable of mimicking the consistency of water even in a vacuum (possibly shaped through the use of a magnetic field).

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Sun Jan 30, 2011 1:12 pm
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Or, why not this....

Kinetic Weapons using high speed impacts. These are effective against hulls

EMP Weapons that short out electrical equipment. Effective against shields.

Phase These weapons use energy signatures effective against specific targets.

etc. Anybody like this idea better?

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Sun Jan 30, 2011 5:21 pm
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i am a big fan of K.I.S.S.
keep it simple stupid

this is a space game elemental damage makes no sence. what fralo suggests makes more sence, but the beuaty of this game is it is relitively simple. changes to the game should make game play easier or more fun, but changes to make this more fun should not complicate the game.

i played a war game where you bought many units but if 10 of one unit killed another and that unit took 10 to kill an even larger unit but 100 of the small unit did not kill the larger unit. there was no real science to what unit workings worked best and game play was difficult and i no longer play that game.

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Sun Jan 30, 2011 5:46 pm
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I think this post is intended as either a joke, or spam. If I was one of the admin i'd delete the thread.

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Sun Jan 30, 2011 5:53 pm
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These are just my ideas, NOT spam or jokes, but if you think that, any admin can delete this thread. :cry: :( :|

Thanks for all your criticism. :)

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Sun Jan 30, 2011 6:14 pm
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kevinthebruce wrote:
i am a big fan of K.I.S.S.
keep it simple stupid

this is a space game elemental damage makes no sence. what fralo suggests makes more sence, but the beuaty of this game is it is relitively simple. changes to the game should make game play easier or more fun, but changes to make this more fun should not complicate the game.

i played a war game where you bought many units but if 10 of one unit killed another and that unit took 10 to kill an even larger unit but 100 of the small unit did not kill the larger unit. there was no real science to what unit workings worked best and game play was difficult and i no longer play that game.

Even if elemental damage isn't implemented (probably won't) the module ideas could still be used.

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Sun Jan 30, 2011 7:17 pm
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This isnt too bad of an idea really , but needs to be though thru .

FIRE=plasma possibly disrupts shields lowering effectiveness by 25% and minor hull damage .

Earth= maybe a rail gun that fire a solid bolt of a mix of radioactive materials no real damage except on impact the bolt shatters and the minerals cloud sensors like chaff .

Electrical = emp cannon disrupts targeting and defense lowering attack and defense by 15% effect happens once shield damage major .

water and air = useless

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Sun Jan 30, 2011 10:37 pm
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vladd13 wrote:
This isnt too bad of an idea really , but needs to be though thru .

FIRE=plasma possibly disrupts shields lowering effectiveness by 25% and minor hull damage .

Earth= maybe a rail gun that fire a solid bolt of a mix of radioactive materials no real damage except on impact the bolt shatters and the minerals cloud sensors like chaff .

Electrical = emp cannon disrupts targeting and defense lowering attack and defense by 15% effect happens once shield damage major .

water and air = useless


it would just be easier to seperate weapons into different classes like it was suggested a while ago


Seperate Weapon Classes-
Damage modifier percentage (hull/shields)

*Laser Cannons- Focused Light that causes incendiary effects on ships, equal damage on hull/shields (strength 100/100)
*Mass Drivers- Modernized conventional warfare using heavy electro magnets to launch insreasing amounts of metallic objects causeing severe damage to hull. damage to shields reduced by 1/2 (strength 150/50)
*Plasma Bolts- Superheated bolts of plasma energy destabilizing the energy in shields. damage to hull reduced by 1/2 (strength 50/150)
*Chemical/Biological/Radioactive Warfare- Torpedos launched into a ship or planet causing deadly effects to the local population. double damage to planetary invasion. (strength 75/75)

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Sun Jan 30, 2011 11:25 pm
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Thanks for the suggestions! :D Water and Air have been excluded. They are useless. Fire has been changed to plasma. Earth has been changed to radioactive.

Here are some more: (Credit goes to all that have suggested these)

Kinetic: (New!) [Credit to Fralo]
Weapons have upgraded speed to go through the shields of opponents. +25% Damage to opponent.
Weapon class: Guns/cannons

Radioactive: (New!) [Credit to Vekno]
Weapons have been induced with radioactive/toxic/chemical waste. 2x damage to planets (cannot go past planet attack cap), -20% attack/defense of opponent due to officers in radioactive therapy.
Weapon class: Missiles

Phase: (New!) [Credit to Fralo]
Weapons that alternate between two things. Can attack hull directly or shields directly.
Weapon class: Waves/rays

Plasma: (New!) [Credit to all that suggested this from this topic and others]
When under the influence of a magnetic field, it turns into a beam, splicing layers of a ship. 1.25x damage to hull.
Weapon class: Beams/bolts/shearers

Anti-Matter: (New!)
When anti-matter hits matter, they cancel each other out, leaving with nothing. 1.5x Damage to hull.
Weapon class: Disruptor/blasters

Gravitational: (New!)
Weapons upgraded with much more gravitational pull, when hit into a ship, gravity pulls down 3x more than Earth's. -20% hull / one battle.
Weapon class: Launchers

New Electric: (Credit to vladd13 and Fralo)
Upgraded with EMP technology, it reduces defense by 15% for 2 hours.
Weapon class: Lasers

Light: (New!)
Weapons flashes bright lights while doing damage. The light waves affect shields temporarily. -30% shields for 2 hours.
Weapon class: Devastators

Other suggestions? How are these?

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Mon Jan 31, 2011 12:46 am
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Yes, that's a bit better. I like the concept of this. Then, people could have different kinds of weapons. It's not just getting more, and better weapons, it's getting the kinds that you want for the job. I support this new idea!

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Mon Jan 31, 2011 1:26 am
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Fralo wrote:
Kinetic Weapons using high speed impacts. These are effective against hulls


We have those. They're called bullets. The tech we get is actually already more advanced than that.

Fralo wrote:
EMP Weapons that short out electrical equipment. Effective against shields.


Genius, I love it.... except that, how do you explain our own equipment not shorting out? And if you say something along the lines of EMP protection field, why doesn't the other ship have it?

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Mon Jan 31, 2011 3:09 am
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Tommy15551 wrote:
Anti-Matter: (New!)
When anti-matter hits matter, they cancel each other out, leaving with nothing. 1.5x Damage to hull.
Weapon class: Disruptor/blasters


So, anti-matter is being fired from an anti-matter blaster. Tell me, what's the blaster made out of? Matter or anti-matter?
If it's made out of matter, how does it fire the anti-matter?
If it's made out of anti-matter, how did you install it to the ship?

Tommy15551 wrote:
Gravitational: (New!)
Weapons upgraded with much more gravitational pull, when hit into a ship, gravity pulls down 3x more than Earth's. -20% hull / one battle.
Weapon class: Launchers


Yeah, see, the thing about space is, right, that there is no 'up' or 'down'. So, when you say 'gravitational pull', in relation to what exactly?

Tommy15551 wrote:
New Electric: (Credit to vladd13 and Fralo)
Upgraded with EMP technology, it reduces defense by 15% for 2 hours.
Weapon class: Lasers


Again, what is the electricity going to travel through? Electricity needs to travel along matter, specifically charged atoms.

Tommy15551 wrote:
Light: (New!)
Weapons flashes bright lights while doing damage. The light waves affect shields temporarily. -30% shields for 2 hours.
Weapon class: Devastators


Is that like leaving your high-beams on?

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Mon Jan 31, 2011 3:17 am
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Okay, first of all, anti-matter can be contained in electro magnetic fields with great ease...so the gun could be regular matter coated in magnetic fields.

Gravity could theoretically have an anti-force. (The theory of relativity says otherwise, but screw that, this is sci-fi!) in which case, two fields of gravity, one regular gravity, and one anti-gravity could be used to tear a ship apart.

Why not just put the charged atoms there for the electricity to travel along? Long electric cords of doom could damage enemy ships.

I don't know about the last one, but blasts of bright enough light could know out and/or overload scanning or cloak equipment.

That's my logical take on, if you ask me this should seriously be implemented.

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Mon Jan 31, 2011 8:23 pm
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Thanks for all your support! I have upgraded and new 'elemental' abilities.

New Electric:
Lasers have been charged with super charged ions, releasing EMPs when released. -15% defense to opponent. (Happens once, chance not to happen)
Weapon Class: Lasers

New Light:
Light waves seem to blind the sensors or cloak devices. -15% Scan OR Cloak, not both. Happens once per entire battle.
Weapon Class: Devastators

Solar: (New!)
Using heat from nearby suns, weapons capture the heat, via solar panels and now can "melt" shields very quickly. 1.75x damage to shields.
Weapon Class: Thetacron

Potential: (New!) [Changed from Kinetic] ([Rare Weapon Class])
Using potential energy from kinetic energy, the potential energy may cause havoc against ship modules as more and more energy builds up, and at one point, they all explode out, attacking modules.
Damage: -25% Attack, -10% Defense, -5% Scan/cloak, -15% Shields, -10% hull. (Max of 3, random order)
Weapon Class: Korteth Twin-Blaster <-- I picked this because the NPC you need to disable is extremely rare and rank 300.

----------

Have any more suggestions, criticism, inputs, etc.?

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Last edited by Tommy15551 on Tue Feb 01, 2011 9:43 pm, edited 1 time in total.



Mon Jan 31, 2011 10:00 pm
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