Discussion - Ship System Upgrades
Started by
Supreme Cmdr
, Mar 26 2002 07:27 AM
53 replies to this topic
#41
Posted 29 March 2002 - 04:01 PM
Jam-resistant missles would be a real plus, "jammable," perhaps, but able to continue to track and seek targets for a number of seconds before being confused by an ECM...
[ 03-29-2002, 16:03: Message edited by: Sunanta ]
[ 03-29-2002, 16:03: Message edited by: Sunanta ]
#42
Posted 29 March 2002 - 04:04 PM
How about an Weapons Pod upgrade. After upgrading your ship would be able to carry 2 Widow missiles?
OH YEAH!....125 mile range, 2500 blast energy!..
[ 03-29-2002, 17:27: Message edited by: MIKE113 ]
OH YEAH!....125 mile range, 2500 blast energy!..
[ 03-29-2002, 17:27: Message edited by: MIKE113 ]
#43
Posted 29 March 2002 - 04:17 PM
Hmm, just from scanning the posts, I havent seen anything along these lines:
How about a PTA system upgrade which makes your PTA system produce slightly shorter range but shotgun pattern like fire? Probably should do less damage per hit, but be more effective against fighters?
How about a PTA system upgrade which makes your PTA system produce slightly shorter range but shotgun pattern like fire? Probably should do less damage per hit, but be more effective against fighters?
#44
Posted 02 April 2002 - 08:10 AM
I've got a question along these lines.
quote:
--------------------------------------------------------------------------------
What aspect of upgrading where you thinking about SC?
Variations of existing upgrades?
Upgrades for things that currenty not upgradable?
I dont want to stray too far off topic by sugesting things that you didnt ask for
--------------------------------------------------------------------------------
Something like that, yes
How about upgrades that combine the features of two already available systems?
quote:
quote:
--------------------------------------------------------------------------------
What aspect of upgrading where you thinking about SC?
Variations of existing upgrades?
Upgrades for things that currenty not upgradable?
I dont want to stray too far off topic by sugesting things that you didnt ask for
--------------------------------------------------------------------------------
Something like that, yes
How about upgrades that combine the features of two already available systems?
#45
Posted 02 April 2002 - 04:39 PM
I've got a few suggestions and comments of my own.
1. I really like the idea of a cloaking device that produces less radiation, but chews up more iridium.
2. New missiles would definitely be a plus. The ideas I liked the most are for Weapons Bay upgrades that would allow for multiple launches, or faster launch times, and high speed low damage missile combined with FATAL that could deal with incoming fighters.
3. EMD missile. That way you could jam incoming missiles without losing the ability to shoot at hostiles yourself. A heavy missile with 750+ damage would also make for a much more threatening combat environment.
4. A reactor upgrade that could generate over 100 units of power, but would use more Radine, and have a higher chance of catastrophic failure (blow up the ship) if severely damaged.
5. An upgraded transporter that can hold more personnel.
6. Tactical Computer upgrade that would allow the CC to target and engage incoming missiles either with PTA or FATAL system.
7. An upgraded hyperdrive that would allow for long distance jumps (6+ regions) but would take a long time to recharge. Normal hyperspace travel would be unaffected by the upgrade. This would allow for surprise attacks behind enemy lines, but if it went bad retreat would be extremely difficult.
8. An artifact that would prohibit hyperspace travel within a certain radius of the CC (i.e., 500km's).
9. An upgraded cloning module that would allow for faster cloning times. Being without your CE in a bad situation can be a real pain.
10. An upgrade for the FC/SC/OC chargers for faster recharging time.
11. Airlock upgrade that would allow Resnig to be ejected from the CC more quickly.
Just my 0.02 credits.
[ 04-02-2002, 16:43: Message edited by: Ben Somerset ]
1. I really like the idea of a cloaking device that produces less radiation, but chews up more iridium.
2. New missiles would definitely be a plus. The ideas I liked the most are for Weapons Bay upgrades that would allow for multiple launches, or faster launch times, and high speed low damage missile combined with FATAL that could deal with incoming fighters.
3. EMD missile. That way you could jam incoming missiles without losing the ability to shoot at hostiles yourself. A heavy missile with 750+ damage would also make for a much more threatening combat environment.
4. A reactor upgrade that could generate over 100 units of power, but would use more Radine, and have a higher chance of catastrophic failure (blow up the ship) if severely damaged.
5. An upgraded transporter that can hold more personnel.
6. Tactical Computer upgrade that would allow the CC to target and engage incoming missiles either with PTA or FATAL system.
7. An upgraded hyperdrive that would allow for long distance jumps (6+ regions) but would take a long time to recharge. Normal hyperspace travel would be unaffected by the upgrade. This would allow for surprise attacks behind enemy lines, but if it went bad retreat would be extremely difficult.
8. An artifact that would prohibit hyperspace travel within a certain radius of the CC (i.e., 500km's).
9. An upgraded cloning module that would allow for faster cloning times. Being without your CE in a bad situation can be a real pain.
10. An upgrade for the FC/SC/OC chargers for faster recharging time.
11. Airlock upgrade that would allow Resnig to be ejected from the CC more quickly.
Just my 0.02 credits.
[ 04-02-2002, 16:43: Message edited by: Ben Somerset ]
#46
Posted 02 April 2002 - 06:53 PM
I will comment:
Different cloaking devices; you can upgrade them like shields, reactor, etc. rather than requiring an artifact
Perhaps a way to upgrade your support craft...
A way to upgrade your PTA turrets, perhaps?
That's all I can think of at the moment.
Different cloaking devices; you can upgrade them like shields, reactor, etc. rather than requiring an artifact
Perhaps a way to upgrade your support craft...
A way to upgrade your PTA turrets, perhaps?
That's all I can think of at the moment.
#47
Posted 02 April 2002 - 11:16 PM
PTA system upgrade - longer range more damage more accourate
EMP missles - disables target
Mini nuke missles - effective againts stations cant hit fighters/carriers/cruisers to slow
Hyper drive engine upgrade - higher top speed shorter recharge
Targeting computer upgrade - allows IOD system to track targets at long range
Hostile evirement armor upgrade - can land on hostile planets with out takeing damage
EMP missles - disables target
Mini nuke missles - effective againts stations cant hit fighters/carriers/cruisers to slow
Hyper drive engine upgrade - higher top speed shorter recharge
Targeting computer upgrade - allows IOD system to track targets at long range
Hostile evirement armor upgrade - can land on hostile planets with out takeing damage
#48
Posted 03 April 2002 - 03:40 PM
Ok,
1. How about an upgrade that combines passenger location capability of Perscan to locate intruders and the Transporter to beam out intruders. ( preferably spacing them )
2. An autoaiming IOD with programable targeting a la FATAL. Maintain the range it can traverse so it only fires forward.
3. Enhance mine so it becomes a "mini" towed defense system (TDS) with missiles and lasers that can be towed behind a transport ( after being launched by appropriate military spacecraft ) as a temporary defense measure. Power would deplete after set period of time and it would become useless or available for reload.
4. Enhance cargo scanning feature to report personnel on board target ship.
5. Combine transporter and cargo scanning feature to steal cargo from target ship directly to CC. Probably would have to add some type of game play balancing feature like requiring all of the cargo to be loaded and possibly an undetectable counter measure that would blow up when it materialized in the tranporter room to make it a risky proposition. Of course transporting from an alien ship could also transport radiation and biological contamination.
1. How about an upgrade that combines passenger location capability of Perscan to locate intruders and the Transporter to beam out intruders. ( preferably spacing them )
2. An autoaiming IOD with programable targeting a la FATAL. Maintain the range it can traverse so it only fires forward.
3. Enhance mine so it becomes a "mini" towed defense system (TDS) with missiles and lasers that can be towed behind a transport ( after being launched by appropriate military spacecraft ) as a temporary defense measure. Power would deplete after set period of time and it would become useless or available for reload.
4. Enhance cargo scanning feature to report personnel on board target ship.
5. Combine transporter and cargo scanning feature to steal cargo from target ship directly to CC. Probably would have to add some type of game play balancing feature like requiring all of the cargo to be loaded and possibly an undetectable counter measure that would blow up when it materialized in the tranporter room to make it a risky proposition. Of course transporting from an alien ship could also transport radiation and biological contamination.
#49
Posted 11 April 2002 - 08:55 PM
/rp
[raises hand and stands up]
Greetings, here's another couple of suggestions I thought that might be able to work.
1. Cloak = differnt cloaks with greater strength meaning that the closer you are to the ship the cloak gets weaker and can be tracked.
2. Radar = different ranges and strengths
With greater strength you can see cloaked ships from farther out.
I figure both these upgrades would be fun yet keep a balance in the game.
computer upgrades:
better computers can give better info in tacops
ie...
lvl 1 computer = types of objets but not sure if friend foe until closer (ties in w/radar).
lvl 2 computer = same as 1 but can tell from farther and can tell what type of object from ship(megaron to shuttle mk2).
that way info comming into your view would be varied and more limited until upgrades come in ;-)
weapons:
hmmm, weapons, how about different type of damage from weapons...
ie... plasma= more damage to shields than armor
gravity = more damage to armor than shields
tractor type weapon which will damage crew slowly but can't penetrate shields...
can't think of anything else yet but will raise hand again in future.
thanks for your time.
[sits down]
/rp
--------------------------------------------------
Commander Markus Janus
GCV Galileo
Prime Fleet, Galcom HQ
[raises hand and stands up]
Greetings, here's another couple of suggestions I thought that might be able to work.
1. Cloak = differnt cloaks with greater strength meaning that the closer you are to the ship the cloak gets weaker and can be tracked.
2. Radar = different ranges and strengths
With greater strength you can see cloaked ships from farther out.
I figure both these upgrades would be fun yet keep a balance in the game.
computer upgrades:
better computers can give better info in tacops
ie...
lvl 1 computer = types of objets but not sure if friend foe until closer (ties in w/radar).
lvl 2 computer = same as 1 but can tell from farther and can tell what type of object from ship(megaron to shuttle mk2).
that way info comming into your view would be varied and more limited until upgrades come in ;-)
weapons:
hmmm, weapons, how about different type of damage from weapons...
ie... plasma= more damage to shields than armor
gravity = more damage to armor than shields
tractor type weapon which will damage crew slowly but can't penetrate shields...
can't think of anything else yet but will raise hand again in future.
thanks for your time.
[sits down]
/rp
--------------------------------------------------
Commander Markus Janus
GCV Galileo
Prime Fleet, Galcom HQ
#50
Posted 20 April 2002 - 07:15 PM
I'd like to see the radar upgrades coupled with the CVD. The CVD menu for cargo scans is x'd out when locked onto planets. Maybe an upgrade can give mineral scans or something to indicate where the good deposits are.
Or maybe upgrade the CVD to give more information about other ships, stations, and planetary bodies in the region.
Or maybe upgrade the CVD to give more information about other ships, stations, and planetary bodies in the region.
#51
Posted 20 April 2002 - 08:47 PM
The idea of an upgraded advanced CVD/TACSCAN combo that is more science-orientated (as applicable to Harmless Castes activities) sounds cool. In addition to what Steve suggested such an advanced CVD could display:
1) Upon selecting a planet, cargo displays more detailed planetary info as seen on a station's TRADCOM/INFO screen.
2) Again by selecting cargo, current prices/ trade item availability at a selected station's TRADCOM (perhaps only main commodities: fuel, X-paks, Artifacts etc. ) is displayed...
[ 04-20-2002, 22:38: Message edited by: DREADA ]
1) Upon selecting a planet, cargo displays more detailed planetary info as seen on a station's TRADCOM/INFO screen.
2) Again by selecting cargo, current prices/ trade item availability at a selected station's TRADCOM (perhaps only main commodities: fuel, X-paks, Artifacts etc. ) is displayed...
[ 04-20-2002, 22:38: Message edited by: DREADA ]
#52
Posted 21 April 2002 - 12:28 AM
i havent seen it, but i might have missed it. how about tranporters that allow us to deploy marines on other ships and stations, and then maybe evac them if they cant steal SC or FC
#53
Posted 21 April 2002 - 07:58 AM
check the XP1 Feature list, thats part of the planned gameplay enhancements - under the BOARD TARGET command.
#54
Posted 21 April 2002 - 09:18 AM
quote:
Originally posted by Steve Schacher:
I'd like to see the radar upgrades coupled with the CVD. The CVD menu for cargo scans is x'd out when locked onto planets. Maybe an upgrade can give mineral scans or something to indicate where the good deposits are.
Or maybe upgrade the CVD to give more information about other ships, stations, and planetary bodies in the region.
Not possible. The planet would have to be loaded, scanned and updated in order to do that. Unnecessary processor and memory hog requirements which no redeeming qualities.
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