Krellan2009-01-09 23:31:19
Yeah Avaer, they semi addressed the module damage change by varying attacks. I believe there should also be attacks that do no module damage but hull damage, ones that do module damage to all but no hull damage, and ones that hit a single module for a high amount of damage with ...uhh no idea if there's hull damage here.
Unknown2009-01-11 12:53:36
There -really- needs to be a MODULE RESET command, or something similar that clears all enhancements like window, silentrun, distribution, etc. I really dislike that I can't get rid of a setting when I own the darn thing.
Unknown2009-01-11 23:16:53
I just had a thought for an improvement to Deepbond:
Syntax: GRID DEEPBOND
Module: Empathic Grid
Power: 10
Giving someone a deepbond will cause them to conglutinate to your ship if they die on the ship or
any plane the ship is docked at, except for the Prime Material Plane. You may also choose to sprinkle
an extract of glaetherial dust on the person, which will attune them to aetherspace sufficiently to them
to conglutinate on the Prime Material Plane. The residue of the dust will only last for about three Lusternian
months, however.
That would tend to make aetherspace hunting for sufficient dust rather valuable. Well, assuming prime resurrection is still relatively as chancey as when I left, that is.
Syntax: GRID DEEPBOND
Module: Empathic Grid
Power: 10
Giving someone a deepbond will cause them to conglutinate to your ship if they die on the ship or
any plane the ship is docked at, except for the Prime Material Plane. You may also choose to sprinkle
an extract of glaetherial dust on the person, which will attune them to aetherspace sufficiently to them
to conglutinate on the Prime Material Plane. The residue of the dust will only last for about three Lusternian
months, however.
That would tend to make aetherspace hunting for sufficient dust rather valuable. Well, assuming prime resurrection is still relatively as chancey as when I left, that is.
Narsrim2009-01-12 00:05:30
Draining a vortex should give more power depending on how difficult the creatures in that area are. It seems stupid to me to drain a vortex in dragon land when you can drain one in gorgog land for the same amount of power.
Unknown2009-01-12 00:12:36
QUOTE (Narsrim @ Jan 12 2009, 10:05 AM) <{POST_SNAPBACK}>
Draining a vortex should give more power depending on how difficult the creatures in that area are. It seems stupid to me to drain a vortex in dragon land when you can drain one in gorgog land for the same amount of power.
Ooo, that's an excellent point! I like it!
Unknown2009-01-16 23:48:56
Thinking out loud here... what would you all think about having speed uniform across ships, decreasing the amount of hull strength that each room gives or perhaps making it logarithmic, and giving smaller ships a different advantage like dodge or detection chance? It seems as though speed (time to reach destination/escape ability/catching up to a target/evading creatures) is ultimately the best thing to have in such a massive, extensive area, and thus whichever configuration of ship has it will be the most beneficial in all aspects of aetherspace (pure travel, combat, hunting). If that's the case, then perhaps no configuration should be better than others in order to achieve balance.
For example, at the moment we have something like
What if it became
Or something like that anyway?
With this setup, a 2-room ship would have 1040 hull strength, 9.6% chance to dodge attacks, 10.2% chance to summon a creature on movement.
A twenty-room ship would have 1400 hull strength, 6.7% chance to dodge attacks, 12.2% chance to summon a creature on movement.
A fifty-room ship would have 2000 hull strength, 3.6% chance to dodge attacks, 16.4% chance to summon a creature on movement.
For example, at the moment we have something like
CODE
Base Movement Speed ~= (0.5+0.02*ROOMS) seconds
Hull Strength = 1000+50*ROOMS
Hull Strength = 1000+50*ROOMS
What if it became
CODE
Base Movement Speed = 0.5 seconds
Hull Strength = 1000+20*ROOMS
Chance to dodge damaging attacks = (10*0.98^ROOMS)%
Chance to summon creatures on move = (10*1.01^ROOMS)%
Hull Strength = 1000+20*ROOMS
Chance to dodge damaging attacks = (10*0.98^ROOMS)%
Chance to summon creatures on move = (10*1.01^ROOMS)%
Or something like that anyway?
With this setup, a 2-room ship would have 1040 hull strength, 9.6% chance to dodge attacks, 10.2% chance to summon a creature on movement.
A twenty-room ship would have 1400 hull strength, 6.7% chance to dodge attacks, 12.2% chance to summon a creature on movement.
A fifty-room ship would have 2000 hull strength, 3.6% chance to dodge attacks, 16.4% chance to summon a creature on movement.
Unknown2009-01-17 00:00:04
Without understanding the true intent of a drawback to larger ships, I like the idea of being able to consistently improve my ship. It can act as a gold sink and perhaps even lower the credit prices if aetherspace becomes worth the risk.
Unknown2009-01-17 00:10:06
QUOTE (Jozan @ Jan 17 2009, 10:00 AM) <{POST_SNAPBACK}>
Without understanding the true intent of a drawback to larger ships, I like the idea of being able to consistently improve my ship. It can act as a gold sink and perhaps even lower the credit prices if aetherspace becomes worth the risk.
I like to think it is a balancing mechanic that allows smaller ships to be involved in aethercombat and aetherspace without requiring the player to mortgage their house, heh. I also don't think its a good idea to have two or three 50-200 room megaships that completely decimate all other competitors without effort, because that would make for a boring conflict as well. I do think it would be nice to have some drawback, just not one that is quite as bad as the current speed penalty.
Edit: Oh, another nice change would be to have creatures weigh up both ship size and distance when determining which of two ships to attack. As in, if a dragon is closer to a tiny 2 room ship, but there's a massive 50 room ship twice as far away, the dragon will ignore the little one and go for the battlecruiser.
Unknown2009-01-17 01:45:32
It seems like that would make big ships even worse. Big ships should be better than small ships simply at something because they cost more. No better at offense, but able take more hits.
The number of rooms you have should increase the rate of healing and the strength of the hull at a much larger rate. +100 hull per room and raise healing rate by 10% per room. A 24 room ship would heal at twice the rate of a 7 room ship and have 1700 more hull.
The number of rooms you have should increase the rate of healing and the strength of the hull at a much larger rate. +100 hull per room and raise healing rate by 10% per room. A 24 room ship would heal at twice the rate of a 7 room ship and have 1700 more hull.