Mothership Cloaking devices?
- Wolf359
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Eternal Usul
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Well...this is for the ms cloaking device suggestion...
So lets leave the crew suggestion for another topic...
Because we're obviously not going to agree...
So lets leave the crew suggestion for another topic...
Because we're obviously not going to agree...
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DarkShad0w
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12agnar0k
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heres a nice idea , why nto throw in soem energy management into the equation , energy management ?
you say .
well heres my idea.
Cloaking Tech.
Weapon Power/Damage
Shield Power/DamagePrevention
(Any other ship systems people can think of , life support , medic bay, lighting, doesnt realy matter)
All takes up energy , a mothership only has a certain amount of energy it can produce, i.e the capacity of its engine , so you can choose what you put mroe energy into be that Cloaking, Shields or Weapons , what you put your energy into will depend on the situation, for exampel if your tryign to mass someones mothership, you know it has low weps, and high sheilds, your gonna want ot have high weps to damage it.
So forumn could make soem device to control the energy management , either percentages that scroll down like in officer income lvl , or a nice horizontal scroll bar system thats used in civ 3 to control lvls of science or income , (im sure someone knows what i mean)
This will allow you to customise which aspect of your mothership will use the most energy.
You will still have to purchase weapons and cloak devices, but the mroe you have the more total power you will need , you cant increase over your power capacity, so thus you also need a energy capacity increase upgrade ,
Also if crew are implemented as your crew increases so does your sub system costs, the life support e.t.c .
If anyone likes the idea ill post it as a suggesstion.
well heres my idea.
Cloaking Tech.
Weapon Power/Damage
Shield Power/DamagePrevention
(Any other ship systems people can think of , life support , medic bay, lighting, doesnt realy matter)
All takes up energy , a mothership only has a certain amount of energy it can produce, i.e the capacity of its engine , so you can choose what you put mroe energy into be that Cloaking, Shields or Weapons , what you put your energy into will depend on the situation, for exampel if your tryign to mass someones mothership, you know it has low weps, and high sheilds, your gonna want ot have high weps to damage it.
So forumn could make soem device to control the energy management , either percentages that scroll down like in officer income lvl , or a nice horizontal scroll bar system thats used in civ 3 to control lvls of science or income , (im sure someone knows what i mean)
This will allow you to customise which aspect of your mothership will use the most energy.
You will still have to purchase weapons and cloak devices, but the mroe you have the more total power you will need , you cant increase over your power capacity, so thus you also need a energy capacity increase upgrade ,
Also if crew are implemented as your crew increases so does your sub system costs, the life support e.t.c .
If anyone likes the idea ill post it as a suggesstion.
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rille
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Aegis99
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I like the idea by 12agnark0k. If you could make it like a 0-100 slide (increments of 5 maybe) you could have the systems and each one as you put more power into it will reduce all the power from somewhere else. You buy more "fusion genreators", Naquadria ect generators.
Then you could have one bank of weapons and put 30% of your power there, 30% in your one shield gen, and then 30% in misc like engines and life support.
The more power you put into weapons makes them more powerfull, you could buy more making each less powerfull but you could shoot more targets.
The more power to the shield gen. the more powerfull it becomes, or you could buy more less powerfull shield gens to have redundancy.
The more power gens you buy the harder it becomes to cloak since it would have a larger energy signature.
For stuff like life support you could make it that the more power in life support your ship would have people who could repair it, making it harder to kill.
With engines the more engines or power to engines would allow you be fast and your opponent would miss
Sensor would increase your accuracy.
Then you could have one bank of weapons and put 30% of your power there, 30% in your one shield gen, and then 30% in misc like engines and life support.
The more power you put into weapons makes them more powerfull, you could buy more making each less powerfull but you could shoot more targets.
The more power to the shield gen. the more powerfull it becomes, or you could buy more less powerfull shield gens to have redundancy.
The more power gens you buy the harder it becomes to cloak since it would have a larger energy signature.
For stuff like life support you could make it that the more power in life support your ship would have people who could repair it, making it harder to kill.
With engines the more engines or power to engines would allow you be fast and your opponent would miss
Sensor would increase your accuracy.

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Eternal Usul
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Eternal Usul
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[SBO] DarthYoda
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heres my opinions of whats been said so far (or more precicely what i think would be good)
1st cloak tech is bough in stages like the offence and defence
each cloak grid is able to cloak say 1 2 or 4 offence or defence weaps
your cloak works on a percentage... and can ONLY reach 100%
cloak generators are WEAKER than offence and defence mounts
you ALSO have an anti cloak scanner(ACS) upgrade (one time buyable only)
cloak can only hide either 80% or 90% of the ship when running at full capacity
ACS has a sliding scale amount of efficieny if ACS is at 0% power the 0% is doubled, if it is at 100% then it is timesd by one... (aka 50% power will be 50% timesd by 150% aka overall efficience 75%(debate this one alot)
cloak power is related directly to shield efficiency... 0% cloak = 100% defence, 100% cloak = 50% Defence ability (energy drain)
the power can be switched between your cloak and scanner. two ships fighting with 100% cloak and 0 % ACS will launch their entire salvo at eachother but 90% will miss hereby the motherships will NOT engage
EGs: 2 motherships engage same stats (working 2 cloaks per cloak generator)
you have 250 offence and 300 defence mounts
and 275 Cloak generators and an ACS
(same for all egs)
EG1: MS1 100% Cloak MS2 100% Cloak
both ships assault 10% hits from the offenceive blasts, both defences are at 50%, hereby 20% of the full attack hits the ship
EG2: MS1 50% Cloak 50% ACS, MS2 75% Cloak 25% ACS
MS1 50% ACS with 50%(of 50%) ACS bonus, (75% penetration of cloak) 75% * 75% = 56% damage inflicted through cloak, 25% not cloaked hereby 81% of MS1's damage inflicted on MS2
MS2 25% ACS + 75%(of 25%) ACS bonus = 43 % penetration of cloak 50 % not cloaked hereby 93% of damage is inflicted.
NOTE cloaks are destroyed BEFORE the offence and defence
this would allow the weaker players who can afford to get the ACS and enough cash to get the cloaking gens to rival the UBERS of the world
thats my idea if ya can understand it... ask on anything that isnt clear
1st cloak tech is bough in stages like the offence and defence
each cloak grid is able to cloak say 1 2 or 4 offence or defence weaps
your cloak works on a percentage... and can ONLY reach 100%
cloak generators are WEAKER than offence and defence mounts
you ALSO have an anti cloak scanner(ACS) upgrade (one time buyable only)
cloak can only hide either 80% or 90% of the ship when running at full capacity
ACS has a sliding scale amount of efficieny if ACS is at 0% power the 0% is doubled, if it is at 100% then it is timesd by one... (aka 50% power will be 50% timesd by 150% aka overall efficience 75%(debate this one alot)
cloak power is related directly to shield efficiency... 0% cloak = 100% defence, 100% cloak = 50% Defence ability (energy drain)
the power can be switched between your cloak and scanner. two ships fighting with 100% cloak and 0 % ACS will launch their entire salvo at eachother but 90% will miss hereby the motherships will NOT engage
EGs: 2 motherships engage same stats (working 2 cloaks per cloak generator)
you have 250 offence and 300 defence mounts
and 275 Cloak generators and an ACS
(same for all egs)
EG1: MS1 100% Cloak MS2 100% Cloak
both ships assault 10% hits from the offenceive blasts, both defences are at 50%, hereby 20% of the full attack hits the ship
EG2: MS1 50% Cloak 50% ACS, MS2 75% Cloak 25% ACS
MS1 50% ACS with 50%(of 50%) ACS bonus, (75% penetration of cloak) 75% * 75% = 56% damage inflicted through cloak, 25% not cloaked hereby 81% of MS1's damage inflicted on MS2
MS2 25% ACS + 75%(of 25%) ACS bonus = 43 % penetration of cloak 50 % not cloaked hereby 93% of damage is inflicted.
NOTE cloaks are destroyed BEFORE the offence and defence
this would allow the weaker players who can afford to get the ACS and enough cash to get the cloaking gens to rival the UBERS of the world
thats my idea if ya can understand it... ask on anything that isnt clear
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