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mchief117
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Posted - 2010.01.21 20:22:00 -
[1]
Edited by: mchief117 on 21/01/2010 20:22:39 Bio ships
Ok there have been a few posts on the aspect of bio ships lately and so I thought I would come up with my own version. Please keep in mind that this is a more complete idea and as such is a little longer than most posts
Quick notes: read this is you just want a jest of how this works û explained further below Ships grow instead of being built and assembled Ships requires food to be in optimal condition Ships are intelligent and have behavioural patterns that affect ship control Ships have special nodes that take the place of modules and most are multipurpose Ships are more customizable than t3 but take longer to do so Ships are more powerful than any other ship of its class size but are not replaceable in the current sense
Ships grow instead of being built Ok, so you want to own your own bio ship. You will need to acquire an Egg. Which mind you is the only bio Ship class that does not require ôfoodö. The egg is twice the size of a shuttle and for the most part is useless as it does not fly, move or shoot. Know that you have you egg acquire ôfoodö (explained below) and make sure itÆs in your cargo hold and that you have enough of it to last a while (again explained below). Right click on the food and set it to feed, doing so will allow any bio ship in hanger to feed from it. At this point you right click on the egg in your hanger and click hatch. Upon completion a Hatchling appears in your ship hanger (cute little guy isnÆt he/she/it........) At this point the bio-ship is still not flyable as it must grow. You right click on it and open the genesis tab. It resembles you own skill tab save for that itÆs not for skills. The only option available to you will be lovin class (frigate). To grow into lowvin class takes time and points just like your training. Your hatchling is able to grow at 6 points per minute. And requires 1800 growth points to reach lowvin class (again itÆs a frigate) this takes 5 hours. Upon completion of the 5 hours the bio ship (now lowvin class) is know a usable ship that you can board and fly. Each subsequent ship size class requires that the ship grow to the size before it, so a BC require that the ship was a cruiser and so forth.
Frigate -> destroyer -> Cruiser -> Battle cruiser -> Battle ship -> capital -> super capital.
Know that you have a frigate that can do stuff you can now start growing your ship the way you want it. Your ship at frigate class starts out with 5 Omni nodes you can select a node and tell it to grow into bio-weapon slot ( gun port if you didnÆt catch it), ability slot ( tractor beams, salvagers etc) , defensive slot( shield and armour items), or low end slot ( everything else ) . In addition you may change its Form you could select a sleek and fast fighter type or a slow and sturdy defensive one. Depending on its type the slots generated from the nodes will be produced in various numbers. Once you have slots available you can give the ship ôtoysö that fit into the correct slot, unlike regular ships you have to hit a absorb button for the fitting to take effect, this results in the loss of the item as the ship absorbs the item and incorporates it into itself. The ship will remember items it has consumed this way so should you want to replace a weapon for another type you can and then switch back later. It is not possible to get your items back.
Ships require food to be in optimal condition Like you and me bio ships like to eat, and they have 3 primary food stuffs to consume
Bioplasum (bio-Plass-Um) û a reds gel like substance that can be produced from any organic material through chemical break down. This is the substance that the bio ships use as a general meal. Due to its simplistic nature of acquisition (easy to make or cheap to buy) not a huge cost to acquire.
Metaplast (meta-pl-Ast) û a silver blue colored liquid metaplast is a more vitamin rich version of bioplasum. When a ship is allowed to feed upon metaplast its abilities sky rocket, it in essence gains a reinforced mode that doesnÆt grant invulnerability but increase both defence and offence 3-5 times. A ship under the effect of metaplast has a distinct blue glow. Unlike bioplasum metaplast is not that common and producing it takes a lot of time effort and minerals requiring both t1 and t2 minerals.
All idea here are up for discussion and modification.
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Regat Kozovv
Caldari Alcothology
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Posted - 2010.01.21 20:25:00 -
[2]
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David Grogan
Gallente Final Conflict UK Warped Aggression
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Posted - 2010.01.21 20:31:00 -
[3]
Edited by: David Grogan on 21/01/2010 20:31:36 that would only lead to the age old question
which came first the bio ship or the egg? i mean the egg has to come from a real bio mothership :P SIG: if my message has spelling errors its cos i fail at typing properly :P |
De Guantanamo
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Posted - 2010.01.22 14:08:00 -
[4]
you should post more awful ideas
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Ramon Wilco
Caldari Psycho Corp
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Posted - 2010.01.22 14:10:00 -
[5]
I think this idea woulb be better for NPC's, it will be a great thing to fight against bio ships.
And if you cant beat them at the roght time, they'll became stronger and stronger... Yhea !! Fear your incomprehension, but love the differences. Ramon Wilco |
Meredith Midnight
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Posted - 2010.01.22 19:00:00 -
[6]
This is EVE, not pokemon
Though I agree with the other poster, places that haven't been ratted should have their pirate presence upgraded for each day they haven't been cleared out. That type of growth would be fine.
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Sig Sour
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Posted - 2010.01.22 19:04:00 -
[7]
On the other side of the Eve Gate such things may exist.
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Mielono
Caldari SWARTA
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Posted - 2010.01.23 10:40:00 -
[8]
I actually kinda like the central idea of a ship that grows with you....
but thats just me
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PrimalFear
Minmatar T R U T H
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Posted - 2010.01.23 11:02:00 -
[9]
LAME!!
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