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Post by slayernz on Jan 27, 2016 23:13:02 GMT -5
I like the upgrade that reduces armor but increases stealth A Matt-black paint job would also be very useful as an upgrade
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Post by Cory Trese on Jan 27, 2016 23:40:45 GMT -5
We're definitely talking about ST RPG Ship Upgrades.
However, I'm not able at this point to re-write major parts of the ST engine (because, ick!) to support a bunch of new rules.
Keep posting ideas -- especially where you think the existing upgrades are lacking.
The ones that don't make it into ST RPG might be represented as Ship Components in ST2.
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Post by johndramey on Jan 28, 2016 0:25:05 GMT -5
That's good to hear! How about a simple upgrade like;
High speed mounts +Increase accuracy of your guns at close range -decrease accuracy of your guns at medium range -increase cost of gun repairs "Outfitting your ship with high speed mounts allows your guns to precisely target enemy systems at the cost of reducing accuracy from distance. Replacing the mounts requires expensive precision parts."
You could do the opposite as well, mounts that increase medium range accuracy while lowering close range accuracy. Maybe Stabilized mounts? Also, torpedo upgrades! Skirmish torpedo tubes that increase medium range accuracy while lowering long range, and Precision torpedo tubes that do the opposite!
Man, upgrades ideas are fun!
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Post by johndramey on Jan 28, 2016 0:29:39 GMT -5
Oh, oh, oh! How about
Boarding drones +Function as extra crew while boarding/boarded, increasing damage done. -Very expensive =Maybe require some resource, like metal, to function properly?
Maybe stick it in the weapons upgrade list, so the player would have to forgo other weapon upgrades to get them?
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Post by Cory Trese on Jan 28, 2016 0:30:53 GMT -5
That gives me an idea. What about Defensive Turrets to provide your ship some internal defenses against boarders?
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Post by johndramey on Jan 28, 2016 0:32:41 GMT -5
Excellent idea! I, for one, don't usually build boarding captains. I'd definitely kit my ship out with turrets to repel boarders.
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Post by beverage on Jan 28, 2016 7:44:07 GMT -5
Training Holo-Deck - Weapons provide a bigger bonus to crew members.
Research Lab - Holds 10 Electronics and 20 Records. Imrpoved harvest results and chance to generate records when moving through Red sectors.
Hydroponics Bay - Holds up to 25 Plants. Improves W/F efficiency and protects against morale loss in Deep Space and a chance to generate plants.
Repair Workshop - Holds up to 10% of Total hold of Metal and Crystals and provides some auto repair in flight (boosted by Mechanic)
Elite Guard - +8 crew / +8 weapons These guys provide Large bonus and extra weapon bonus over regular crew when 'You are Being Boarded.'
A cold beer - because you deserve it.
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Post by fallen on Jan 28, 2016 10:35:16 GMT -5
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Post by slayernz on Jan 28, 2016 17:04:08 GMT -5
Nukes! We need nukes. At least a torp upgrade that allows you to replace all existing torp tubes with 2 or 4 nuke launchers. Torp availability drops by 90% Torp price increases by 200% Torp damage increases by 500% Zero salvage chance (nukes are NOT compatible with torps)
Max 4 nuke launchers on a ship though
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Post by Cory Trese on Jan 28, 2016 17:52:10 GMT -5
Great thread so far. Keep them coming!
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Post by beverage on Jan 29, 2016 5:21:34 GMT -5
Armor Cabinet - Holds 25 clothing and makes Clothing provide bonus defence to crew.
Torp Proximity Module - Gives torps a free extra chance to hit after a miss.
Torp Hacking Module - Enemy Torps that miss you have a chance to hit their own vessel.
Salvage Collection Arm - Wreckers pay twice the value for destroyed ships.
Point Defence System - Adds extra guns, significantly reduce chance to hit yourself with guns at "Duelling" range.
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Post by slayernz on Jan 29, 2016 16:21:38 GMT -5
Laser defense turrets - provides increased protection against torps (CIWS) - Uses 2 gun turret positions.
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Post by slayernz on Feb 1, 2016 4:55:30 GMT -5
Anti torp torps? - Torps that are designed to target and shoot down torps. And then you could also have Anti torp torp torps. Torps that are specifically designed to fly with normal torps and take out anti torp torps. ... to show you this has been thought about long and hard ... Why on earth would you want an anti-anti ? You certainly want an anti-torp torp which counters a torp. However, I would not want an anti-anti-torp-torp torp ... my counter would be to take out your anti-torp torp with an anti-torp-torp TORP. It's a torp specifically designed to take out anti-torp-torps. Further, if you were wiley enough to launch a counter anti-torp-torp-torp TORP at me (countering my anti-torp-torp torp), then I couldn't very sell send an anti-anti-torp-torp-torp torp at you. I could send an anti-anti-torp-torp-torp torp, but anti-s have a bad habit of cancelling eachother out and I'd end up with a torp-torp-torp torp ... and pretty soon I'd begin to sound like Gravling as a swedish chef bork bork bork Torping you with borks all the same
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Post by slayernz on Feb 1, 2016 17:07:15 GMT -5
Vudka-WaterFuel converter When WF drops to 10 units or less, this clever device begins the process of ultra-distilling the Vudka, resulting in a 25% recovery of water for fuel. That is, for every 4 units of Vudka you feed into the machine, you get 1 unit of fuel. There is a 25% chance your crew might accidentally try and drink the almost 200proof alcohol that is generated as a byproduct. If this happens, your ship's signature will increase (flashing party lights are visible from quite a distance). The crew will hit targets a lot less (although, seeing double, they'll claim they have hit twice as much). Boarders have a 50% change of being overcome by fumes when stepping on board. Crew morale will automatically be 10 until such time as the Vudka is all used up. Then morale drops to 2.
Oh oh ... and my old request still stands Crew-WF Converter In case of emergency, insert crew member into the crew-sized orifice. The CWFC-6000 efficiently and humanely extracts all of the water from the crew member. This process is so efficient, it provides 1WF unit for every crew member. Unfortunately, the crew member has a slight chance of not surviving due to having zero liquid left in his or her body. Fortunately, desiccated crew members require dramatically less storage space. Even better, there is a potential untapped market for Crew-Jerky (or Crerky) that could rival luxury ration prices.
Obviously, this might have a tiny impact on crew morale, but those who complain too vocally are certainly the first to "benefit" the rest of the crew.
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Post by resistor on Mar 26, 2016 18:14:56 GMT -5
Dreadnought Guns [Structural Upgrade]*
Increases gun damage by two times Increases crew required for operating guns by three times Increases gun repair costs Slightly increases chance of taking damage to guns in battle
*I think this should be a structural upgrade because if someone has both this and Extended Gun Deck I don't know how the game would behave with determining the amount of crew required for guns
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