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Post by Cory Trese on Jan 27, 2016 11:04:31 GMT -5
I'm considering adding another round of Ship Upgrades to Star Traders RPG.
What upgrades would you like to see added?
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Post by resistor on Jan 27, 2016 12:15:07 GMT -5
Maybe create an armor upgrade that has specialized defence against either torps or guns?
EDIT: I think an upgrade that gives special resistance versus guns would make boarding ships with normal/low agility more viable, but IDK I don't usually use boarders. SLOW ships could similarly benefit from specialized anti-torp defences.
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Post by chakravanti on Jan 27, 2016 13:14:10 GMT -5
There's a surprising lack of crew upgrades aside from interior. Probably intentional and I can't think of anythnng that wouldn't disrupt game balance but mostly because I don't really know what the game balance is yet.
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Post by resistor on Jan 27, 2016 15:12:24 GMT -5
I have an idea for a new Armament Upgrade! A "torpedo compatibility device" that makes bad quality or looted torps higher quality when you take them. It could be useful for Independent criminals.
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Post by slayernz on Jan 27, 2016 16:26:52 GMT -5
Laser tagging system. * Increases torp accuracy by 25% * Improves gun accuracy by 10% * Unfortunately, developed using the exact wavelengths that Aliens are most attracted to? Restricted Goods Hold* ~20 units of Weapons, Electronics, OR Artifacts (any combination). * Works the same as current hidden cargo holds (signature masked) Auto-Comms system* Automatically acknowledges faction ships where you have a TP with that faction * May offend enemy captains in error (resulting in a hostile encounter) * May sometimes be mistaken for an auto-torp launcher by Cadar captains Multi-Torp launcher* Fires 2x Torps per round - 2x torp rolls (to determine hits) - 2x damage rolls (as each torp is independent) Food Replicator (not to be mistaken for the FLDSMDFR)- Helps increase morale - Lowers risk of morale drops - Slight increase in WF consumption Weapons Factory- Produces weapons cargo units at the rate of 1x every 26 weeks - Consumes metal from hold at same rate
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Post by ntsheep on Jan 27, 2016 16:35:46 GMT -5
Laser tagging system. * Increases torp accuracy by 25% * Improves gun accuracy by 10% * Unfortunately, developed using the exact wavelengths that Aliens are most attracted to? Restricted Goods Hold* ~20 units of Weapons, Electronics, OR Artifacts (any combination). * Works the same as current hidden cargo holds (signature masked) Auto-Comms system* Automatically acknowledges faction ships where you have a TP with that faction * May offend enemy captains in error (resulting in a hostile encounter) * May sometimes be mistaken for an auto-torp launcher by Cadar captains Multi-Torp launcher* Fires 2x Torps per round - 2x torp rolls (to determine hits) - 2x damage rolls (as each torp is independent) Food Replicator (not to be mistaken for the FLDSMDFR)- Helps increase morale - Lowers risk of morale drops - Slight increase in WF consumption Weapons Factory- Produces weapons cargo units at the rate of 1x every 26 weeks - Consumes metal from hold at same rate I already got in my ship Read my Roaming the Pastures story.
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Post by resistor on Jan 27, 2016 16:45:05 GMT -5
I have another one, an enemy movement prediction system. It would be able to notify the captain of the enemy's move next turn, but has a chance to be wrong. I think it would be pretty interesting to have this.
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Post by fallen on Jan 27, 2016 17:36:32 GMT -5
All sounds very exciting feedback for ST2!
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Post by slayernz on Jan 27, 2016 17:53:02 GMT -5
Noooooooooooo fallen - your learned brother has already promised hinted all some of these upgrades will be put into considered for STRPG 1.0. We have it in writing - well almost. It's kind of explicit - kinda. You can't now say it's for ST2
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Post by fallen on Jan 27, 2016 18:17:45 GMT -5
I just say stuff It's what I'm paid to do! It's probably why I am paid so little and the sock puppets get all the take home.
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Post by slayernz on Jan 27, 2016 19:05:46 GMT -5
I just say stuff without the pay - but I do steal sock puppets from time to time.
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Post by fallen on Jan 27, 2016 19:21:19 GMT -5
Lol, very nice
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Post by johndramey on Jan 27, 2016 20:15:07 GMT -5
You've got lots and lots of upgrades already, it's hard to think of a new one without it being pie-in-the-sky levels of unbalanced. How about this one?
ECM emitter +Reduces damage of the first torpedo to hit the player in combat to 0 -Reduces the accuracy of player torpedoes by X% -Increases cost of replacement torpedoes Lore reasoning for the device could be something like "The ECM emitter produces an electromagnetic field that fools incoming torpedoes. Enemy captains will re-calibrate their torpedoes once they realize the field is in place. The ECM emitter adversely effects your torpedo accuracy."
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Post by xdesperado on Jan 27, 2016 22:32:38 GMT -5
I like a number of the combination upgrades already available in game that add small amounts to 2-3 different things. With that in mind would like to see even more of them. How about a possible alternative to the weapons locker that gives a lower storage value but includes a small number of Shalun Mercenaries for example.
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Post by johndramey on Jan 27, 2016 22:54:57 GMT -5
That's actually a good idea, Maybe an upgrade that reduces the amount of guns but adds torpedoes, and another one that does the opposite? Doesn't even have to be a 1:1 trade, as if the player is going for that kind of upgrade he or she probably is focusing on whatever is chosen.
An upgrade that reduces armor but increases stealth?
An upgrade that increases cargo but reduces crew/guns/torpedoes?
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