
Grec
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Posted - 2005.08.14 17:50:00 -
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Here's some new features I thought about:
new sort of ship class:
Troop transport, (battlecruiser class , maybe T2 ?) :
has 2 uses/modules:
-Lowering POS's capture time: piercing the POS's shields and thus boarding it sabotaging the shield
-Boarding ships , giving the marines a chance to temporarly/permanently(balance?) offline a module or more depending on your skills in a ship.
the module is like a big launcher instead that it shoots assault shuttles filled with marines, like warfare modules it gives a -90%(?) decrease in power or cpu when used in the right ship, consider it as an alternative ew style.
But like in turrets that can use different ammo you can add other sorts of troops: all just examples: -engineers: more chance of offlining special systems (nos , webber, jammers, disruptors, etc..) -hackers: more chance of offlining defensive systems (reduces tanking abilities) -assault troops: more chance of offlining weapons systems (reduces damage dealing abilities) -saboteurs: chance of adding -x warp strength thus scrambling a ship for an amount of time or slowing your ship down.
all temporary ofcourse, and can be extended and/or made stronger with higher or advanced skills.
ofcourse modules can counter or limit those, for example automated defense systems or force fields denying access to vital parts of the ship.
Then some other idea's that can be used as non combat and non mining in low sec space:
Research Labs:
High slot module that gives a small boost to research points over time, and can research anomalies in space that can be scanned and analyzed, giving (new trade good) artifacts, residue or data charts that can be traded for either a decent amount of research points at an agent or hard cash. Scanning duration can be shortened by skill ranks.
Value increases ofcourse in lower security space.
Scout/Explorer Labs:
High slot module that constantly updates the mass, direction and place of celestial bodies like moons , asteroid belts and weather patterns on planets in a system, thus giving you a sum of isk in a fixed amount of time your in the system for creating updated starcharts. Also no system can be explored a few times after eachother, so you'll need to move ahead. The amount of time needed to "explore" the system can be shortened with skill ranks.
Value again increases in lower security space.
But the twist is, when more labs are added to a ship, they give a bonus per module instead of a penalty, so a pure research or explorer ship is more efficient, giving better rewards, but also more risk against pirates.
So what do you guys think? over the top? or?
any suggestions/critique welcome 
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