Mother Ship Technologies
Posted: Tue Jul 31, 2007 9:28 am
Mother Ship Technologies
First:, I did search, at most I found a few threads where MS tech had sort of been just on the side line of other ideas, but in general receiving support from all players that MS need upgrades. This thread is to be just MS Technology with no other ideas like structures, or Hero's, or general technology threads, etc for the upgrades. Just like current Technology, this is solely MS Tech with one click of the button and its yours.
Now, these technologies are not race specific. All techs can be purchased by every race. At most, race will merely determine what starting Tech you get. I believe that player should get at least one tech.
First, while you can purchase multiple Techs, you can only have one installed on your Mother Ship at any point in time.
Switching between Techs can be done instantly, but it costs 3 turns each time. Just like nox and realm alert.
---Having it done on each turn would create additional lag, which nobody wants.
At this time, I’m just throwing out the price for each tech is 25 billion, or the first one costs 1bil, then the second costs 2bil, third cost 4bil, etc regardless of what tech you buy.
*costs are of course subject to change.
Last, all %'s/numbers down here are subject to change, I did my best to keep them fair and balanced, but for the most part, I was throwing out a starting figure.
Mother Ship Technologies
Zero Point Module Shielding
Increases shield ability to absorb damage by 50%.
So if your shield used to be 1 bill, it is now 1.5bil and damage accordingly.
Zero Point Module Weapons
Increases weapons ability to deal damage by 50%.
So if your weapons used to be 1 bill, it is now 1.5bil and damages accordingly.
Maneuvering Thrusters
This allows your MS extra maneuvering power while in battle; allowing your MS to dodge a % of the damage thrown at your MS. What ever % does hit the MS, then damages it the same way, and then infuses if enough is left over.
So if someone’s MS deals 1bil damage, the damage the other MS will take will be between 0 and 1bil.
Cloaking Shields
This allows your MS A to bypass MS B, allowing has all of MS A damage infused directly onto strike/defense. However, when MS A fires, then MS B will be able to lock on the MS A and fire at it. Due to the cloaked MS not having shields as they are being used for the cloak, the damage taken is increased by a factor of 10.
So if it would have lost 480 shields, 210 weapons, it would lose 4800 shields and 2100 weapons instead. If MS A and MS B are cloaked, then both provide a bonus to ground troops.
*I personally still not 100% happy with one.
Advance Hyper drive
This allows one’s MS to defend that player’s planets. Only works if the defending MS breaks through the attacking MS shields. Fleet vs planetary defense stays the same. The defending ms deals its damage against the attacking MS. If the damage gets through the attacking MS shields, the attacking MS returns fire on the defending MS and returns home regardless if the fleets overcame the planetary defenses. If damage doesn’t get though shields, the attacking MS laughs, then takes the planet if the fleets overcame the planetary defense. So you might have to massing a MS to take a planet, but seeing as you can do that while massing the defense on a planet if you need too.
Fleet Hyper drive
This allows your fleets to attack planets even if you have 10. Notice it says attack, not take. You can’t capture them, but you can damage them. Planetary defenses are not destroyed at all. But stat facilities do lose some. Like 1.5% or something of the total number on the planet if fleets survive the planetary defenses. Like in WWII, bombers would bomb manufacturing planets instead of the AA guns shooting at them. Fleet damage remains the same. If the fleets take 25% or more damage from the planetary defenses, they abort and the planet takes no damage.
This also operates much like Covert Capacity, as in your fleets can only launch so many missions. Right now, I'm saying the Cap is 20, and it increases by 1 each turn.
--Also, when you switch to this tech, it starts at 0, so you have to let it build up.
Phasing Technology
This basically moves your MS out of phase. Same Tech the Tollan had. Not the same one as Merlin’s. So you can’t attack those planets. This useful, your MS has taken damage; you want it somewhere safe till you can fully repair it. However, it still follows you in attacks and defense, it just doesn’t do anything. The other player MS will act like yours is not even there. Your MS just sits there and watches.
So, MS A fires 2bil damage, it goes though the opposing MS B, through the defending army without doing anything. Opposing MS B fires, goes through MS A, and infuses on to the ground troops.
Why does it follow? Because if Both MS are using this tech, then they fight each other as normal, just no bonus gets added to the attack/defense.
Long Range Sensors
Either A, have a MS search only take 12 hrs, or B, the MS can search twice as much area increasing the likelihood that a planet will be found in the 24hr search. Either way, the senors perform the same function in that they can scan a greater amount of area in a given amount of time.
Also, for the cost of 15 Turns, these sensors can scan an opposing MS to determine what technology is running on it. They don't give you the weapon/shield strengths.
--If the opposing MS is cloaked, the sensors wont detect it, if the opposing MS is Phased, it won't be detected.
Justification
Zero Point Module Shielding
A basic Tech with no major advantages/disadvantages.
Zero Point Module Weapons
A basic Tech with no major advantages/disadvantages.
Maneuvering Thrusters
Mostly, it is used to keep an opposing MS from infusing its bonus as the fire power is wasted trying to hit the defending MS. A smaller MS will find this useful against a bigger MS. But it will mostly end up making the bigger MS spend more AT by having to attack more often. Also very useful if the MS has no weps.
Cloaking Shields
Seemed like a tech that should be there, again, I'm not completely happy with using cloak this way. Mostly, it can allow a bigger MS to still provide its bonus to the troops. Helpful if a massed MS keeps using the Maneuvering Thrusters.
Advance Hyper drive
Increase defense of planets/help protect against the next tech listed. This however leaves the MS vulnerable to another equal MS or even inferior MS using one of the first 2, or even 3 techs. Once an MS is massed, this tech is pretty much useless.
Fleet Hyper drive
As planets have become more common, more people are getting 10 of them and they are influencing peoples stats more and more. Sense a lot of people invest in their planets, both in stats, defense, not many will want to abandon them This allows the planet stats to be damaged, but not the defense which is expensive to replace with bigger planets. So it can helps the attackers by reducing stats, especially UP stats. Having it build up from 0 prevents people from switching then massing, then back again. The disadvantage is the same as using the Advance Hyper drive.
Phasing Technology
This can allow you to somewhat hide your MS during war. Disadvantage is it can't help you in your fights.
Long Range Sensors
Mostly to detect the tech on other MS. The planet searching is just an extra bonus.
You are of course, more than welcome to share your thoughts and ideas, if you do change mine, or add a completely new one, I will add it to my list, (with your name one it) so that we have a complete list of all suggested techs.
I will do my best to keep a system, using a
system next to each tech name based on the majority of people currently feel about that particular tech.
Closing Comments
I ask that you not just look at each tech individually, but also as whole.
Few examples,
Someone’s MS using Advance Hyper drive is preventing you from taking a planet; you can try using Maneuvering Thrusters or ZPM Shields.
Someone’s MS fleets are attacking your planet; get your Advance Hyper drive up and running on your MS, and next time those fleets come, with no MS to protect them….
As you see, some techs are designed to work against another tech. Some techs such as Maneuvering Thrusters can help smaller players when dealing with a bigger MS. Cloaking is maybe a tech for if you want to farm a particular player once, but not so effective if you’re planning on massing. Instead, one of the ZPM techs would be better.
Last, keep in mind, players can only have 1 tech at a time, if their MS is using the Advance Hyper drive, it’s not going to do them a lot of good against and equal MS with a ZPM tech. So using one tech leaves you vulnerable to another MS using another Tech.
First:, I did search, at most I found a few threads where MS tech had sort of been just on the side line of other ideas, but in general receiving support from all players that MS need upgrades. This thread is to be just MS Technology with no other ideas like structures, or Hero's, or general technology threads, etc for the upgrades. Just like current Technology, this is solely MS Tech with one click of the button and its yours.
Now, these technologies are not race specific. All techs can be purchased by every race. At most, race will merely determine what starting Tech you get. I believe that player should get at least one tech.
First, while you can purchase multiple Techs, you can only have one installed on your Mother Ship at any point in time.
Switching between Techs can be done instantly, but it costs 3 turns each time. Just like nox and realm alert.
---Having it done on each turn would create additional lag, which nobody wants.
At this time, I’m just throwing out the price for each tech is 25 billion, or the first one costs 1bil, then the second costs 2bil, third cost 4bil, etc regardless of what tech you buy.
*costs are of course subject to change.
Last, all %'s/numbers down here are subject to change, I did my best to keep them fair and balanced, but for the most part, I was throwing out a starting figure.
Mother Ship Technologies
Zero Point Module Shielding
Increases shield ability to absorb damage by 50%.
So if your shield used to be 1 bill, it is now 1.5bil and damage accordingly.
Zero Point Module Weapons
Increases weapons ability to deal damage by 50%.
So if your weapons used to be 1 bill, it is now 1.5bil and damages accordingly.
Maneuvering Thrusters
This allows your MS extra maneuvering power while in battle; allowing your MS to dodge a % of the damage thrown at your MS. What ever % does hit the MS, then damages it the same way, and then infuses if enough is left over.
So if someone’s MS deals 1bil damage, the damage the other MS will take will be between 0 and 1bil.
Cloaking Shields
This allows your MS A to bypass MS B, allowing has all of MS A damage infused directly onto strike/defense. However, when MS A fires, then MS B will be able to lock on the MS A and fire at it. Due to the cloaked MS not having shields as they are being used for the cloak, the damage taken is increased by a factor of 10.
So if it would have lost 480 shields, 210 weapons, it would lose 4800 shields and 2100 weapons instead. If MS A and MS B are cloaked, then both provide a bonus to ground troops.
*I personally still not 100% happy with one.
Advance Hyper drive
This allows one’s MS to defend that player’s planets. Only works if the defending MS breaks through the attacking MS shields. Fleet vs planetary defense stays the same. The defending ms deals its damage against the attacking MS. If the damage gets through the attacking MS shields, the attacking MS returns fire on the defending MS and returns home regardless if the fleets overcame the planetary defenses. If damage doesn’t get though shields, the attacking MS laughs, then takes the planet if the fleets overcame the planetary defense. So you might have to massing a MS to take a planet, but seeing as you can do that while massing the defense on a planet if you need too.
Fleet Hyper drive
This allows your fleets to attack planets even if you have 10. Notice it says attack, not take. You can’t capture them, but you can damage them. Planetary defenses are not destroyed at all. But stat facilities do lose some. Like 1.5% or something of the total number on the planet if fleets survive the planetary defenses. Like in WWII, bombers would bomb manufacturing planets instead of the AA guns shooting at them. Fleet damage remains the same. If the fleets take 25% or more damage from the planetary defenses, they abort and the planet takes no damage.
This also operates much like Covert Capacity, as in your fleets can only launch so many missions. Right now, I'm saying the Cap is 20, and it increases by 1 each turn.
--Also, when you switch to this tech, it starts at 0, so you have to let it build up.
Phasing Technology
This basically moves your MS out of phase. Same Tech the Tollan had. Not the same one as Merlin’s. So you can’t attack those planets. This useful, your MS has taken damage; you want it somewhere safe till you can fully repair it. However, it still follows you in attacks and defense, it just doesn’t do anything. The other player MS will act like yours is not even there. Your MS just sits there and watches.
So, MS A fires 2bil damage, it goes though the opposing MS B, through the defending army without doing anything. Opposing MS B fires, goes through MS A, and infuses on to the ground troops.
Why does it follow? Because if Both MS are using this tech, then they fight each other as normal, just no bonus gets added to the attack/defense.
Long Range Sensors
Either A, have a MS search only take 12 hrs, or B, the MS can search twice as much area increasing the likelihood that a planet will be found in the 24hr search. Either way, the senors perform the same function in that they can scan a greater amount of area in a given amount of time.
Also, for the cost of 15 Turns, these sensors can scan an opposing MS to determine what technology is running on it. They don't give you the weapon/shield strengths.
--If the opposing MS is cloaked, the sensors wont detect it, if the opposing MS is Phased, it won't be detected.
Justification
Zero Point Module Shielding
A basic Tech with no major advantages/disadvantages.
Zero Point Module Weapons
A basic Tech with no major advantages/disadvantages.
Maneuvering Thrusters
Mostly, it is used to keep an opposing MS from infusing its bonus as the fire power is wasted trying to hit the defending MS. A smaller MS will find this useful against a bigger MS. But it will mostly end up making the bigger MS spend more AT by having to attack more often. Also very useful if the MS has no weps.
Cloaking Shields
Seemed like a tech that should be there, again, I'm not completely happy with using cloak this way. Mostly, it can allow a bigger MS to still provide its bonus to the troops. Helpful if a massed MS keeps using the Maneuvering Thrusters.
Advance Hyper drive
Increase defense of planets/help protect against the next tech listed. This however leaves the MS vulnerable to another equal MS or even inferior MS using one of the first 2, or even 3 techs. Once an MS is massed, this tech is pretty much useless.
Fleet Hyper drive
As planets have become more common, more people are getting 10 of them and they are influencing peoples stats more and more. Sense a lot of people invest in their planets, both in stats, defense, not many will want to abandon them This allows the planet stats to be damaged, but not the defense which is expensive to replace with bigger planets. So it can helps the attackers by reducing stats, especially UP stats. Having it build up from 0 prevents people from switching then massing, then back again. The disadvantage is the same as using the Advance Hyper drive.
Phasing Technology
This can allow you to somewhat hide your MS during war. Disadvantage is it can't help you in your fights.
Long Range Sensors
Mostly to detect the tech on other MS. The planet searching is just an extra bonus.
You are of course, more than welcome to share your thoughts and ideas, if you do change mine, or add a completely new one, I will add it to my list, (with your name one it) so that we have a complete list of all suggested techs.
I will do my best to keep a system, using a
Closing Comments
I ask that you not just look at each tech individually, but also as whole.
Few examples,
Someone’s MS using Advance Hyper drive is preventing you from taking a planet; you can try using Maneuvering Thrusters or ZPM Shields.
Someone’s MS fleets are attacking your planet; get your Advance Hyper drive up and running on your MS, and next time those fleets come, with no MS to protect them….
As you see, some techs are designed to work against another tech. Some techs such as Maneuvering Thrusters can help smaller players when dealing with a bigger MS. Cloaking is maybe a tech for if you want to farm a particular player once, but not so effective if you’re planning on massing. Instead, one of the ZPM techs would be better.
Last, keep in mind, players can only have 1 tech at a time, if their MS is using the Advance Hyper drive, it’s not going to do them a lot of good against and equal MS with a ZPM tech. So using one tech leaves you vulnerable to another MS using another Tech.