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lance

Ok... I have been thinking of new equipment to make things more interesting in the systems after Draconis. But i have tried to make sure that none of the ideas are completely rediculous, like a lot of the suggestions here.

For the 9th and 10th slot:

All (as 10th) or a replacement for 2nd

collector field: collects everything in a certain radius: the better the collector the bigger the radius.


Storm

Thermodome--

Description: same as thermoblast but effects multiple targets for a shorter amount of time.
Cooldown: same as stun dome
Charge up: same as stundome


Engineer

Temporary invinsibility--

Description: Sound overpowered? If it lasted for 15 seconds (ish) It would not actually make the engi overpowered. It would however stop it from being destroyed so easily in clan wars and CQ's as it could be protected better. Whilst invinsible, all cool-downs stop. (nothing cools down in the period of invinsibility being active).
Cooldown: 90 seconds
Charge up: 2 seconds


Stun
I had a hard time thinking anything up for the stun without it being overpowered.

Leech--

Description:VERY slowly saps targets health and replenishes yours, but lasts for a considerable amount of time. In total, it might leech about 1/4 of the first bar of health if used for the maximum length of time.
Cooldown: 120 seconds
Charge up: 4 seconds


Tank

Target manipulator--
Description: Allows user to select a target and then force the enemy to target it for a set period of time. The better the manipulator, the longer they are forced to target it.
Cooldown: 90 seconds
Charge up: 4 seconds

I also calme up with:

Target hologram--
Used with the target manipulator, has infinite health and is a good target for the tank to use whilst using the target manipulator.

Perhaps the two could be combined into one Equipment slot?

Sniper
Again, hard to make it not overpowered. But, as it is a SNIPER,

Temporary cloak--
Description: Allows the pilot to become invisible (like assassin) and unable to target, IF they are not targetted in the first place. As soon as they fire, The cloak is compromised. This would allow them to get in position before launching an ambush on pirates, and get the first hit in in pvp, ETC. Duration depends on how good the blueprint is.
Cooldown: 120 seconds
Charge up: 8 seconds

Ok, PLEASE post what you think of my ideas, and DONT post any of your own before thinking VERY carefully about how powerful it is. Sensible ideas only. :mrorange:
 
C

CommanderCody

ok 1st of all, YOU STOLE MY X-STAM SHADOW IDEA :mad: :mrorange:
P.S. I'm glad the general idea is in the minds of people cuss I really wana c it in-game.

2nd, my replys are in italic

3rd Collector Field replace Collector. :mrorange:
lance said:
Ok... I have been thinking of new equipment to make things more interesting in the systems after Draconis. But i have tried to make sure that none of the ideas are completely rediculous, like a lot of the suggestions here.

For the 9th and 10th slot:

All (as 10th) or a replacement for 2nd

collector field: collects everything in a certain radius: the better the collector the bigger the radius.
as i said above, replace Collector with this, but add 1 or 2 disadvantages such as it has a 10 sec recharge and if not collecting e, uses like a certain amount of e per item depending on how good the bp is


Storm

Thermodome--

Description: same as thermoblast but effects multiple targets for a shorter amount of time.
Cooldown: same as stun dome
Charge up: same as stundome
Ok effects a certain range around you, also, you could do it having slightly stronger damage but also damage allies so same damage as you were thinking but not damage allies


Engineer

Temporary invinsibility--

Description: Sound overpowered? If it lasted for 15 seconds (ish) It would not actually make the engi overpowered. It would however stop it from being destroyed so easily in clan wars and CQ's as it could be protected better. Whilst invinsible, all cool-downs stop. (nothing cools down in the period of invinsibility being active).
Cooldown: 90 seconds
Charge up: 2 seconds
ok this should be for a Shadow Engineer or a Special X-Engineer cuss temporary invinsiblity in my opinion shouldnt be on engineers, it should either be on a specail engineer or a specail x-engineer as i just said. Otherwise I love Cloaking.

Stun
I had a hard time thinking anything up for the stun without it being overpowered.

Leech--

Description:VERY slowly saps targets health and replenishes yours, but lasts for a considerable amount of time. In total, it might leech about 1/4 of the first bar of health if used for the maximum length of time.
Cooldown: 120 seconds
Charge up: 4 seconds
Ok interesting though but it sound acually underpowered to me personally, the only time it would be useful would be in a near even fight. Also, how about Arrgo-Shock Bomb? A bomb that blows out ANYONEs electionic operations and throws them away from you while also causing damage, in tight areas if they hit the wall they will loose even more HP and also they will loose HP is they hit another ship projected by the blast, it also stuns themall for 5 seconds. This effects everyone arround you inluding allies so be careful. It has NO stun effect on ships with ANY shields on and their shields will only take 50% as much damage from the blast.(I compenstated for the 50% decrease with a combo-aim/pref/speed ac) It uses an enormus amount of e and also suffors from a long cooldown time.(I originally though up this for my X-STAM Shadow but Idk, it might work on a stun just as well.

Tank

Target manipulator--
Description: Allows user to select a target and then force the enemy to target it for a set period of time. The better the manipulator, the longer they are forced to target it.
Cooldown: 90 seconds
Charge up: 4 seconds
targets YOU or like something of a arrgo-beackon? This personally sounds like a human taunt/arrgo beackon system, I think taunt and arrgo beac should be able to do these things and thus personally I dont c any point to this idea, if SS isnt gona fix taunt and arrgo then I will take this as 2nd best choice for now.
I also calme up with:

Target hologram--
Used with the target manipulator, has infinite health and is a good target for the tank to use whilst using the target manipulator.
Please explain alil more what you mean, I dont fully understand.
Perhaps the two could be combined into one Equipment slot?
Idk, depends on your answers to me questions

Sniper
Again, hard to make it not overpowered. But, as it is a SNIPER,

Temporary cloak--
Description: Allows the pilot to become invisible (like assassin) and unable to target, IF they are not targetted in the first place. As soon as they fire, The cloak is compromised. This would allow them to get in position before launching an ambush on pirates, and get the first hit in in pvp, ETC. Duration depends on how good the blueprint is.
Cooldown: 120 seconds
Charge up: 8 seconds
How about this instead: Cloak - You can use it as long as you want but per minute it uses 60E (one for each second) and 100E to Activate, to keep u cloaked and for every minute you use it, it takes 30 seconds to recharge, if you use it for no more than 59 seconds it will take 1 Min to recharge. You cannot use ANY weapons other than collect, also, other ships in cloak can see and target you and if someone targets you just before you turn on cloak they will still be able to tell where u are till they target someone else or you go out of range. You can be uncloaked by stun dome and your ship will show for 3 seconds if you are too close to a Rocket Aftershock, Arrgo-Bomb, ThermoDome, Arrgo-Shock Bomb, or an Oribital Strike

Ok, PLEASE post what you think of my ideas, and DONT post any of your own before thinking VERY carefully about how powerful it is. Sensible ideas only. :mrorange:
I did my best to do that
 

Sorrow

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LOL c'est un peu notre idée sur trantor je psot ici :

S'échauffe se craque les doigts ....

Bon moi je dit je prèfère écrire comme ça qu'avec l'iPhone mdr c'est plus rapide et moins chiant, faut l'avouer. Bon pour ce qui est de l'idée, j'y est médité très très longtemps aujourd'hui et hier soir avant de dodo XD.

Déja j'ai penser effectivement que le cammouflage total était trop puissant surtout pour son temps d'activation de deux minutes alors j'ai reconsidérer le truc. En gros ce vaisseau est un vaisseau de traque comme une Chasse, sauf que ici ça serait une traque de pirate. Un vaisseau tout comme le choc orienter avant tout sur le pvp et les stratégies de combat, un vaisseau capable de l'égaler dans son art :)

Donc je vous passe les items principaux ça on est tous ok j'ai réfléchit à deux trois truc à modifier

Déja ce que tout le monde parle le camouflage item très puissant comme décrit plus haut ce qui changerai c'est son temps d'activation dans le dernière épisode il était environ à 120 s et invisibilité total de l'écran cible ....
Je propose simplement de descendre cette valeur à 15-30s à voir selon vous
Explication de l'item :
Le cammouflage ( j'ai fait déja le dessin des items et du vaisseau lol tellement ce truc ma fait choc XD )
Une fois l'item actif tout force hostile ( mantis, pirates,... ) perd son lock sur la cible elle disparait complètement des radars et de la vision des joueurs ce pendant le temps qu'on lui attribura.
il est possible pendant son activation de poser une mine simple, une Déto, ou une vague d'impulsion IEM ( item suivant ) sans relever le cammouflage. Seul un tir de blaster de la part du joueur ou un temps éxpiré pourra relever le cammouflage.
Conclusion pour l'item : force de cet item considérablement baisser par le temps de son fonctionnement et qui se fait un item à la norme en connaissant que le simple blaster fait peut de dégats ...

Ensuite en item numéro 6 je propose les mines simples je dévellope un peu plus :
Ces mines se déclenche dés l'arriver d'une force hostile dans ça zone de rayonnement elle inflige des dégâts de zones ces items sont complètement invisible (sinon aucun piège ) elles peuvent aussi être directement placer sur un joueur elles explosent dans ce cas la directement et font plus de dégat

On peut poser jusqu'a 5 mines simples n'importe où sur une planète dés qu'on met une 6 ème bombe la première disparait comme ceci il y a simplement une limite de 5 bombes quand le joueur remonte en orbite ces bombes s'auto détruise pour ne pas surcharger :)



La vague d'IEM déclencher par le canon iem ne provoque aucun dégâts.Tout simplement ces effets seront de déstabiliser l'adversaire il ne taze pas. Le joueur dans face est libre de ces mouvements, il peut se déplacer etc... bon alors tout le monde va me dire ça sert à rien ! Mais attender l'item en question fait beuguer les items de l'adversaire. exemple le blaster fonctionne une fois sur deux la rep de même enfin tout les items .... il s'active se désactive au bon vouloir de la chance imaginer qu'on force l'ennemie à utiliser une frappe orbital pendant que le vaisseau se répare :) Donc voila pour ceci à mon avis un très bon item qui correspond au vaisseau et que j'aimerai bien incorporer au vaisseau


Ensuite : La Déto

Alors la bon il met passer je sais pas quoi dans la tète au début mon idée de départ était une bombe de groupe mais en réfléchissant la mine simple fesait pareil ... donc je me suis atteler à chercher une nouvelle idée. Béton cette fois
Du coup voici la déto je me suis dit ça va en accord avec ton idée de départ faire exploser les bombes quand on veut et bien ici j'ai un petit peut modifier le truc :)

Cette Déto possèble un rayon d'action comme toute mine chaque force hostile qui passe dans sont sillage est obligatoirement stoper; Vous aller me dire encore un taze ? je vous répond que non le joueur dans le piege est libre il peut bouger collecter réparer .... Par contre si il s'avisait de tirer sur la déto ( celle ci elle est parfaitement visible ) le joueur qui tire se prendrai les dégats qu'il envoie à la déto ( un peut mazo pour faire exploser la déto quand même mais pratique pour se sortir de se piege mortelle ) Car si la déto n'est pas toucher et que le joueur détenteur clic sur le bouton mortel.... Ca va faire bobo ... imaginer une bonne frappe orbital ( juste la première vague en plein sur vous XD )

Donc voila à mon avis assez adapter pour l'item 8 pour la recharge de l'item comme tout les autre item ... thermo bombe ... vu que c'est un item redoutable.

Item 8 pour moi :)


Donc pour résumer Le Chasseur ou traqueur ou ... je ne sais pas quoi donner en nom lol est un vaisseau pas si dangereux que ça pour les pilotes habiles suffit d'esquiver la fameuse déto et le tour est jouer :)

J'attend déjà de voir ce que vous en penser pour la description item et vaisseau que j'ai réaliser ...
 
C

CommanderCody

Sorrow said:
LOL c'est un peu notre idée sur trantor je psot ici :

S'échauffe se craque les doigts ....

Bon moi je dit je prèfère écrire comme ça qu'avec l'iPhone mdr c'est plus rapide et moins chiant, faut l'avouer. Bon pour ce qui est de l'idée, j'y est médité très très longtemps aujourd'hui et hier soir avant de dodo XD.

Déja j'ai penser effectivement que le cammouflage total était trop puissant surtout pour son temps d'activation de deux minutes alors j'ai reconsidérer le truc. En gros ce vaisseau est un vaisseau de traque comme une Chasse, sauf que ici ça serait une traque de pirate. Un vaisseau tout comme le choc orienter avant tout sur le pvp et les stratégies de combat, un vaisseau capable de l'égaler dans son art :)

Donc je vous passe les items principaux ça on est tous ok j'ai réfléchit à deux trois truc à modifier

Déja ce que tout le monde parle le camouflage item très puissant comme décrit plus haut ce qui changerai c'est son temps d'activation dans le dernière épisode il était environ à 120 s et invisibilité total de l'écran cible ....
Je propose simplement de descendre cette valeur à 15-30s à voir selon vous
Explication de l'item :
Le cammouflage ( j'ai fait déja le dessin des items et du vaisseau lol tellement ce truc ma fait choc XD )
Une fois l'item actif tout force hostile ( mantis, pirates,... ) perd son lock sur la cible elle disparait complètement des radars et de la vision des joueurs ce pendant le temps qu'on lui attribura.
il est possible pendant son activation de poser une mine simple, une Déto, ou une vague d'impulsion IEM ( item suivant ) sans relever le cammouflage. Seul un tir de blaster de la part du joueur ou un temps éxpiré pourra relever le cammouflage.
Conclusion pour l'item : force de cet item considérablement baisser par le temps de son fonctionnement et qui se fait un item à la norme en connaissant que le simple blaster fait peut de dégats ...

Ensuite en item numéro 6 je propose les mines simples je dévellope un peu plus :
Ces mines se déclenche dés l'arriver d'une force hostile dans ça zone de rayonnement elle inflige des dégâts de zones ces items sont complètement invisible (sinon aucun piège ) elles peuvent aussi être directement placer sur un joueur elles explosent dans ce cas la directement et font plus de dégat

On peut poser jusqu'a 5 mines simples n'importe où sur une planète dés qu'on met une 6 ème bombe la première disparait comme ceci il y a simplement une limite de 5 bombes quand le joueur remonte en orbite ces bombes s'auto détruise pour ne pas surcharger :)



La vague d'IEM déclencher par le canon iem ne provoque aucun dégâts.Tout simplement ces effets seront de déstabiliser l'adversaire il ne taze pas. Le joueur dans face est libre de ces mouvements, il peut se déplacer etc... bon alors tout le monde va me dire ça sert à rien ! Mais attender l'item en question fait beuguer les items de l'adversaire. exemple le blaster fonctionne une fois sur deux la rep de même enfin tout les items .... il s'active se désactive au bon vouloir de la chance imaginer qu'on force l'ennemie à utiliser une frappe orbital pendant que le vaisseau se répare :) Donc voila pour ceci à mon avis un très bon item qui correspond au vaisseau et que j'aimerai bien incorporer au vaisseau


Ensuite : La Déto

Alors la bon il met passer je sais pas quoi dans la tète au début mon idée de départ était une bombe de groupe mais en réfléchissant la mine simple fesait pareil ... donc je me suis atteler à chercher une nouvelle idée. Béton cette fois
Du coup voici la déto je me suis dit ça va en accord avec ton idée de départ faire exploser les bombes quand on veut et bien ici j'ai un petit peut modifier le truc :)

Cette Déto possèble un rayon d'action comme toute mine chaque force hostile qui passe dans sont sillage est obligatoirement stoper; Vous aller me dire encore un taze ? je vous répond que non le joueur dans le piege est libre il peut bouger collecter réparer .... Par contre si il s'avisait de tirer sur la déto ( celle ci elle est parfaitement visible ) le joueur qui tire se prendrai les dégats qu'il envoie à la déto ( un peut mazo pour faire exploser la déto quand même mais pratique pour se sortir de se piege mortelle ) Car si la déto n'est pas toucher et que le joueur détenteur clic sur le bouton mortel.... Ca va faire bobo ... imaginer une bonne frappe orbital ( juste la première vague en plein sur vous XD )

Donc voila à mon avis assez adapter pour l'item 8 pour la recharge de l'item comme tout les autre item ... thermo bombe ... vu que c'est un item redoutable.

Item 8 pour moi :)


Donc pour résumer Le Chasseur ou traqueur ou ... je ne sais pas quoi donner en nom lol est un vaisseau pas si dangereux que ça pour les pilotes habiles suffit d'esquiver la fameuse déto et le tour est jouer :)

J'attend déjà de voir ce que vous en penser pour la description item et vaisseau que j'ai réaliser ...
This is the english only side of the forum.
 

Sorrow

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Joined
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Messages
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lol on french forum sometimes people speak english and gm translate in french ;)
 
C

CommanderCody

Sorrow said:
lol on french forum sometimes people speak english and gm translate in french ;)
oh thats why when I used google translator for spanish to english it didnt make sence :mrorange: :mrorange: :mrorange:
 
C

CommanderCody

Ok now for the english verision thanks to google translator...
'
LOL it's a little idea about our Trantor I psot here:

Heats will crack your fingers ....

Well I said I prefer to write like that with the iPhone lol it's faster and less annoying, admittedly. What is good for the idea, I meditated is very, very long today and last night before sleep XD.

Already I think actually that the total cammouflage was too strong especially for its activation time of two minutes while I reconsider the trick. Basically this vessel is a vessel as a stalking hunt, except that here it would be a hunt for pirate. A ship like the direct impact primarily on the strategies and PvP combat, a ship that can match him in his art

So I'll spare you the main items that we are all ok I thought two or three things to change

Already what everyone is talking about the camouflage item powerful as described above is what will change its activation time in the last episode was about 120 s and total invisibility of the target screen ....
I just moved down this value to 15-30s to see your opinion
Explanation of Item:
The cammouflage (I've already done the design of items and ship this thing lol so did my shock XD)
Once the item active all hostile force (mantis, hackers, ...) loses its lock on the target it disappears completely from the radar and vision of the players during this time that he attribura.
it is possible during its activation to ask a single mine, a detonation, or a pulse wave EMI (item below) without raising the cammouflage. Only a blaster shot from the player or can meet the time expired cammouflage.
Conclusion for the item: Force of this item considerably lower by the time it works and that an item is the standard by knowing that the mere fact blaster can damage the ...

Then I move item number 6 mines simple I develloped a bit more:
These mines are triggers the arrival of a hostile force in this area of radiation inflicts damage areas these items are completely invisible (or no trap) may also be placed directly on a player they explode in this case directly and do more damage

We can ask up to 5 mines anywhere on a single planet that puts a 6 th the first bomb disappears like this it is simply a limit of 5 bombs when the player goes into orbit these bombs destroy itself to avoid overloading



EMI wave triggered by the barrel iem dégâts.Tout simply causes no such effects will destabilize the opponent it does not taze. The player is free in the face of these movements, so it can move ... good then everyone will say it is useless! But hold the item in question is beuguer items of the adversary. example blaster works half the time the same rep finally all items .... it turns itself off to the whims of luck imagine that forces the enemy to use an orbital strike while the ship is repaired So here for this in my opinion a very good item that corresponds to the ship and that I would love to incorporate into the vessel


Then: The detonation

Then he puts the good pass I know not what in my head early idea was a bomb group, but after considering the mine fesait such simple ... So I'm looking for a couple new idea. Concrete this time
So here is the detonation I told myself it's going to agree with your initial idea to detonate the bombs when you want it here and I have a little thing can change the

This DETO possèble a radius of action as a mine every hostile force who are going on in the wake is mandatory stop; You go taze me say another? I said no player in the trap is free to move it can collect repair .... By cons if he resolved to pull the detonation (this one is clearly visible) is the player who draws will take the damage that it sends to the detonation (a bit mazo to detonate the detonation but still convenient for out to trap fatal) For if the detonation is not touched and the player holding the button is clicked deadly .... It's gonna be sore ... imagine a good orbital strike (just the first wave right on you XD)

So here in my opinion enough to adapt to item 8 for charging the item like any other item ... Thermo bomb ... as it is a formidable item.

Item 8 for me


So to summarize the hunter or tracker or ... I do not know what to give as a ship name lol is not that dangerous for pilots skilled enough to dodge the famous detonation and you're playing

I wait already to see what you think for and ship the item description that I realize ..."
 
C

CommanderCody

Sorrow said:
np, I was squaded up with a guy in germany once so I got really good at doing this. :mrorange:

Now idk if I realy wana try wadding throught that "wall" of "words".
 
L

lance

CommanderCody said:
ok 1st of all, YOU STOLE MY X-STAM SHADOW IDEA :mad: :mrorange:
P.S. I'm glad the general idea is in the minds of people cuss I really wana c it in-game.

2nd, my replys are in italic

3rd Collector Field replace Collector. :mrorange:
lance said:
Ok... I have been thinking of new equipment to make things more interesting in the systems after Draconis. But i have tried to make sure that none of the ideas are completely rediculous, like a lot of the suggestions here.

For the 9th and 10th slot:

All (as 10th) or a replacement for 2nd

collector field: collects everything in a certain radius: the better the collector the bigger the radius.
as i said above, replace Collector with this, but add 1 or 2 disadvantages such as it has a 10 sec recharge and if not collecting e, uses like a certain amount of e per item depending on how good the bp is


Storm

Thermodome--

Description: same as thermoblast but effects multiple targets for a shorter amount of time.
Cooldown: same as stun dome
Charge up: same as stundome
Ok effects a certain range around you, also, you could do it having slightly stronger damage but also damage allies so same damage as you were thinking but not damage allies


Engineer

Temporary invinsibility--

Description: Sound overpowered? If it lasted for 15 seconds (ish) It would not actually make the engi overpowered. It would however stop it from being destroyed so easily in clan wars and CQ's as it could be protected better. Whilst invinsible, all cool-downs stop. (nothing cools down in the period of invinsibility being active).
Cooldown: 90 seconds
Charge up: 2 seconds
ok this should be for a Shadow Engineer or a Special X-Engineer cuss temporary invinsiblity in my opinion shouldnt be on engineers, it should either be on a specail engineer or a specail x-engineer as i just said. Otherwise I love Cloaking.

You have misunderstood it. INVINSIBILITY not INVISIBILITY. What I am talking about here is the ability to become temporarily undamageable, not become invisible.

Stun
I had a hard time thinking anything up for the stun without it being overpowered.

Leech--

Description:VERY slowly saps targets health and replenishes yours, but lasts for a considerable amount of time. In total, it might leech about 1/4 of the first bar of health if used for the maximum length of time.
Cooldown: 120 seconds
Charge up: 4 seconds
Ok interesting though but it sound acually underpowered to me personally, the only time it would be useful would be in a near even fight. Also, how about Arrgo-Shock Bomb? A bomb that blows out ANYONEs electionic operations and throws them away from you while also causing damage, in tight areas if they hit the wall they will loose even more HP and also they will loose HP is they hit another ship projected by the blast, it also stuns themall for 5 seconds. This effects everyone arround you inluding allies so be careful. It has NO stun effect on ships with ANY shields on and their shields will only take 50% as much damage from the blast.(I compenstated for the 50% decrease with a combo-aim/pref/speed ac) It uses an enormus amount of e and also suffors from a long cooldown time.(I originally though up this for my X-STAM Shadow but Idk, it might work on a stun just as well.

The problem with this is that with an extra multiple enemy stun charge or any type of stun charge in any way, you would be able to continiously stun the opponent with no break. This would make it the GOD ship for pvp and CQ. Considering that it already wins most pvps, with the addition of my original ideas for all the other ships this would still keep it balanced. Bearing in mind that the leech REPLENISHES your health, the combo:
"stun--> leech" would be pretty good on low health.


Tank

Target manipulator--
Description: Allows user to select a target and then force the enemy to target it for a set period of time. The better the manipulator, the longer they are forced to target it.
Cooldown: 90 seconds
Charge up: 4 seconds
targets YOU or like something of a arrgo-beackon? This personally sounds like a human taunt/arrgo beackon system, I think taunt and arrgo beac should be able to do these things and thus personally I dont c any point to this idea, if SS isnt gona fix taunt and arrgo then I will take this as 2nd best choice for now.
I also calme up with:

Target hologram--
Used with the target manipulator, has infinite health and is a good target for the tank to use whilst using the target manipulator.
Please explain alil more what you mean, I dont fully understand.
Perhaps the two could be combined into one Equipment slot?
Idk, depends on your answers to me questions

I will clarify this. FORGET the target hologram, The target manipulator creates a hologram that is invunerable. It then forces everyone who is locked onto the tank to target the hologram for a limited amount of time; the better the blueprint the longer the time they must spend locked onto it.

Sniper
Again, hard to make it not overpowered. But, as it is a SNIPER,

Temporary cloak--
Description: Allows the pilot to become invisible (like assassin) and unable to target, IF they are not targetted in the first place. As soon as they fire, The cloak is compromised. This would allow them to get in position before launching an ambush on pirates, and get the first hit in in pvp, ETC. Duration depends on how good the blueprint is.
Cooldown: 120 seconds
Charge up: 8 seconds
How about this instead: Cloak - You can use it as long as you want but per minute it uses 60E (one for each second) and 100E to Activate, to keep u cloaked and for every minute you use it, it takes 30 seconds to recharge, if you use it for no more than 59 seconds it will take 1 Min to recharge. You cannot use ANY weapons other than collect, also, other ships in cloak can see and target you and if someone targets you just before you turn on cloak they will still be able to tell where u are till they target someone else or you go out of range. You can be uncloaked by stun dome and your ship will show for 3 seconds if you are too close to a Rocket Aftershock, Arrgo-Bomb, ThermoDome, Arrgo-Shock Bomb, or an Oribital Strike

I like this version just as much as mine, It is a concept that needs to be put into the game somehow.

Ok, PLEASE post what you think of my ideas, and DONT post any of your own before thinking VERY carefully about how powerful it is. Sensible ideas only. :mrorange:
I did my best to do that
 
C

CommanderCody

lance said:
CommanderCody said:
ok 1st of all, YOU STOLE MY X-STAM SHADOW IDEA :mad: :mrorange:
P.S. I'm glad the general idea is in the minds of people cuss I really wana c it in-game.

2nd, my replys are in italic

3rd Collector Field replace Collector. :mrorange:
lance said:
Ok... I have been thinking of new equipment to make things more interesting in the systems after Draconis. But i have tried to make sure that none of the ideas are completely rediculous, like a lot of the suggestions here.

For the 9th and 10th slot:

All (as 10th) or a replacement for 2nd

collector field: collects everything in a certain radius: the better the collector the bigger the radius.
as i said above, replace Collector with this, but add 1 or 2 disadvantages such as it has a 10 sec recharge and if not collecting e, uses like a certain amount of e per item depending on how good the bp is


Storm

Thermodome--

Description: same as thermoblast but effects multiple targets for a shorter amount of time.
Cooldown: same as stun dome
Charge up: same as stundome
Ok effects a certain range around you, also, you could do it having slightly stronger damage but also damage allies so same damage as you were thinking but not damage allies


Engineer

Temporary invinsibility--

Description: Sound overpowered? If it lasted for 15 seconds (ish) It would not actually make the engi overpowered. It would however stop it from being destroyed so easily in clan wars and CQ's as it could be protected better. Whilst invinsible, all cool-downs stop. (nothing cools down in the period of invinsibility being active).
Cooldown: 90 seconds
Charge up: 2 seconds
You have misunderstood it. INVINSIBILITY not INVISIBILITY. What I am talking about here is the ability to become temporarily undamageable, not become invisible.

Ok, only let it be used on targets, not itself then, that overrides its extreme power, also maybe Stun Dome and Charge cause it to end and start the cooldown cycle.

Stun
I had a hard time thinking anything up for the stun without it being overpowered.

Leech--

Description:VERY slowly saps targets health and replenishes yours, but lasts for a considerable amount of time. In total, it might leech about 1/4 of the first bar of health if used for the maximum length of time.
Cooldown: 120 seconds
Charge up: 4 seconds
The problem with this is that with an extra multiple enemy stun charge or any type of stun charge in any way, you would be able to continiously stun the opponent with no break. This would make it the GOD ship for pvp and CQ. Considering that it already wins most pvps, with the addition of my original ideas for all the other ships this would still keep it balanced. Bearing in mind that the leech REPLENISHES your health, the combo:
"stun--> leech" would be pretty good on low health.


It applies both ways, remeber that its USELESS against tanks and engineers if they have their shields on and also every time u use it, your friends, unless they have a shield on, will suffor damage and also get stunned. Its the unltimate weapon against a storm but fails against tank and engineer.

Tank

Target manipulator--
Description: Allows user to select a target and then force the enemy to target it for a set period of time. The better the manipulator, the longer they are forced to target it.
Cooldown: 90 seconds
Charge up: 4 seconds

I also calme up with:

Target hologram--
Used with the target manipulator, has infinite health and is a good target for the tank to use whilst using the target manipulator.

Perhaps the two could be combined into one Equipment slot?

I will clarify this. FORGET the target hologram, The target manipulator creates a hologram that is invunerable. It then forces everyone who is locked onto the tank to target the hologram for a limited amount of time; the better the blueprint the longer the time they must spend locked onto it.
Ah ok, minor problem, this ship will become the unltimate CQ and PvP weapon, just because it only has effect on 1 person doesnt mean isnot a GOD Peice of equipment

Sniper
Again, hard to make it not overpowered. But, as it is a SNIPER,

Temporary cloak--
Description: Allows the pilot to become invisible (like assassin) and unable to target, IF they are not targetted in the first place. As soon as they fire, The cloak is compromised. This would allow them to get in position before launching an ambush on pirates, and get the first hit in in pvp, ETC. Duration depends on how good the blueprint is.
Cooldown: 120 seconds
Charge up: 8 seconds
How about this instead: Cloak - You can use it as long as you want but per minute it uses 60E (one for each second) and 100E to Activate, to keep u cloaked and for every minute you use it, it takes 30 seconds to recharge, if you use it for no more than 59 seconds it will take 1 Min to recharge. You cannot use ANY weapons other than collect, also, other ships in cloak can see and target you and if someone targets you just before you turn on cloak they will still be able to tell where u are till they target someone else or you go out of range. You can be uncloaked by stun dome and your ship will show for 3 seconds if you are too close to a Rocket Aftershock, Arrgo-Bomb, ThermoDome, Arrgo-Shock Bomb, or an Oribital Strike

I like this version just as much as mine, It is a concept that needs to be put into the game somehow.
aye, maybe both of em' put in, my cloak for a X-Shadow, urs for the sniper

Ok, PLEASE post what you think of my ideas, and DONT post any of your own before thinking VERY carefully about how powerful it is. Sensible ideas only. :mrorange:
I did my best to do that
 

ridoi

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lance said:
Ok... I have been thinking of new equipment to make things more interesting in the systems after Draconis. But i have tried to make sure that none of the ideas are completely rediculous, like a lot of the suggestions here.

For the 9th and 10th slot:

All (as 10th) or a replacement for 2nd

collector field: collects everything in a certain radius: the better the collector the bigger the radius.


Storm

Thermodome--

Description: same as thermoblast but effects multiple targets for a shorter amount of time.
Cooldown: same as stun dome
Charge up: same as stundome



Engineer

Temporary invinsibility--

Description: Sound overpowered? If it lasted for 15 seconds (ish) It would not actually make the engi overpowered. It would however stop it from being destroyed so easily in clan wars and CQ's as it could be protected better. Whilst invinsible, all cool-downs stop. (nothing cools down in the period of invinsibility being active).
Cooldown: 90 seconds
Charge up: 2 seconds
maybe make it a little bit longer like it will ne shot-down when he/she attacke's.

Stun
I had a hard time thinking anything up for the stun without it being overpowered.

Leech--

Description:VERY slowly saps targets health and replenishes yours, but lasts for a considerable amount of time. In total, it might leech about 1/4 of the first bar of health if used for the maximum length of time.
Cooldown: 120 seconds
Charge up: 4 seconds
That is not so overpowered but how about it will repair 15 sec and will just repair 5-10% less? and that speed atc will do nothing to it.

Tank

Target manipulator--
Description: Allows user to select a target and then force the enemy to target it for a set period of time. The better the manipulator, the longer they are forced to target it.
Cooldown: 90 seconds
Charge up: 4 seconds

I also calme up with:

Target hologram--
Used with the target manipulator, has infinite health and is a good target for the tank to use whilst using the target manipulator.

Perhaps the two could be combined into one Equipment slot?

Sniper
Again, hard to make it not overpowered. But, as it is a SNIPER,

Temporary cloak--
Description: Allows the pilot to become invisible (like assassin) and unable to target, IF they are not targetted in the first place. As soon as they fire, The cloak is compromised. This would allow them to get in position before launching an ambush on pirates, and get the first hit in in pvp, ETC. Duration depends on how good the blueprint is.
Cooldown: 120 seconds
Charge up: 8 seconds
Like it storm with overpowered with thermo field and thermo blaster extra crit and sniper just will come from no where and do a part damage before storm can do anything :p
Ok, PLEASE post what you think of my ideas, and DONT post any of your own before thinking VERY carefully about how powerful it is. Sensible ideas only. :mrorange:
 

xamphibiosx

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The engineer cloak, what i would like to call: Camouflage, has to last for long and no bad things.

It would be great an invisible engineer repairing someone but not getting hit, when he uses his blaster the thing fails.

When it uses other weapons like repair target, repair field protector materializer it shows for 5 sec a ship. that you can target but it goes back invisible.
 
C

CommanderCody

Its not Invisablity(CLoak) its Invinsablity(Impossible to Loose HP and 100% Maxxed out HP when it dies)
 
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