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Post by beverage on Apr 2, 2016 4:09:54 GMT -5
Targetting System (lore it is relic like the advanced bridge) Each Electronics in hold increases Gun/Torpedo accuracy+damage by x% Increased chance of encounters, Guns+Torps replacement more expensive
Reactive Armor Armour gets better chance to soak another systems damage. Armor repair more expensive.
Xeno Lab Provides bonuses in all actions against all Xeno encounters, Records improve this Bonus. Stacks with Veteran/Templar bonuses. Increases Chance of Xeno encounters and Templar Xeno assassination contracts.
And maybe some +20% ~ Weapons/Electronics/Records/WF/Artifacts would be cool for late game.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on May 29, 2016 12:36:05 GMT -5
Sorry for the late reply, but I have to pose my opinion on it too AS far as I saw, I would decline any upgrades regarding torps/guns accuracy or damage, since it makes it just too easy to dominate. Even now it is not that hard to build a dominating captain for both gun bunnies and torps shooters, especially with custom stats. Also, having a double torpedo blaster would make torps OP as far as I am concerned. I would prefer basic upgrades with mixed stats and bonuses or penalties for encounters. But I also have some rather funky ideas for upgrades Radio wave planetary scanner Explorer bonus Safety roll bonus Penalty for avoiding hostile encounters Dying alien sound transmitter Penalty for prices in Exchange Increased water-fuel consumption Penalty for avoiding encounters Increased chance to meet aliens
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Darth Cthoras
Star Hero
For the Sith, the Cadar, and the Xenos!
Posts: 557
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Post by Darth Cthoras on Jun 1, 2016 17:29:58 GMT -5
Poryg, how exactly did you expect the sound of dead aliens to travel in a vacuum? =)
Actually, now that I'm thinking about it, a series of alien-inspired upgrades, all powered by cargo artefacts, would be all sorts of awesome. Superior to human tech, but with serious drawbacks, perhaps, beyond merely the whole artefact downsides. Alien luring, perhaps, and maybe penalties dealing with the factions with certain upgrades or upgrade combos - after all, your ship's heavily relying on Alien tech!
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Jun 2, 2016 9:36:38 GMT -5
Poryg, how exactly did you expect the sound of dead aliens to travel in a vacuum? =) The sound can travel in a vacuum with no problems at all. Just like light travels, just like radio wave travels, just like a Cadar torp travels in a vacuum, even sound can travel through vacuum. But my idea was that this sound would, like, be transmitted through radio waves, meaning both humans and aliens would be catching it. After all no alien ever dies so loud that he is heard through the entire quadrant
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Darth Cthoras
Star Hero
For the Sith, the Cadar, and the Xenos!
Posts: 557
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Post by Darth Cthoras on Jun 2, 2016 10:21:09 GMT -5
Yes, sound waves can transmit through space... But without molecules to vibrate, we'll never hear it.
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Post by Cory Trese on Jun 3, 2016 17:24:36 GMT -5
Unfortunately, anyone who uses Xeno derived upgrades ends up a sword enemy of the Templars and the Star Traders. You can find out more in our latest game, Templar Battleforce!
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Darth Cthoras
Star Hero
For the Sith, the Cadar, and the Xenos!
Posts: 557
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Post by Darth Cthoras on Jun 19, 2016 19:49:43 GMT -5
Unfortunately, anyone who uses Xeno derived upgrades ends up a sword enemy of the Templars and the Star Traders. You can find out more in our latest game, Templar Battleforce! Dangit. I assume by this that even Indeps would hate you, then, and deny you access to supplies and refits/repairs?
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Post by Cory Trese on Jun 19, 2016 23:07:01 GMT -5
Your Captain would also be assimilated by a Narvidian cult and turned against you.
Luckily ST RPG doesn't have the permissions necessary for Narvidian codez to get in your Droid.
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Darth Cthoras
Star Hero
For the Sith, the Cadar, and the Xenos!
Posts: 557
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Post by Darth Cthoras on Jun 21, 2016 16:30:39 GMT -5
Your Captain would also be assimilated by a Narvidian cult and turned against you. Luckily ST RPG doesn't have the permissions necessary for Narvidian codez to get in your Droid. Congrats. You've managed to crush my dreams of terrorizing the galaxy as an Alien cultist entirely. =(
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Jun 22, 2016 10:05:20 GMT -5
I haven't played a merchant for a while, but that can be a very obstructive problem. One thing you can do for now is to get a very high military rank with factions. It will make you immune to trade embargoes, but it is very expensive to achieve, so may not be worth it. That's my current game on crazy. I'm 150+ In all factions with high ranking. It doesnt make you immune. chronic, you need Rank 18. See this post. My favourites on this thread so far: beverage's 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. [in my head, this idea makes more sense if it increases W-F usage when Plants are on-board but generates Luxury Rations] poryg's Radiowave Planetary Scanner+ Explorer bonus + Safety roll bonus - Penalty for avoiding hostile encounters [during exploring] building on JohnDramey's idea... Radio-absorptive Paneling(you can substitute "radio" with whatever medium that long-range sensors rely on) Replaces a portion of armor plating with special paneling that obscures the ship's signature, thus reducing encounters. + Stealth bonus, stacks with Omni-Stealth and Null Field Generator - 20% armor (rounded up)
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Jun 22, 2016 11:30:40 GMT -5
I have more ideas Poryg's upgrades fun edition! Christmas tree Once a year, improves morale by 1 point Penalty for alien encounters (because Aliens hate Christmas) Cadar greeting Torpedoes Increased chance of hostile encounters Chance of a ship turning hostile Pack of lockpicks Help in case of jail Diplomacy randomizer Can influence reputation bonuses/penalties in up to 300% Relations reverser Inverts reputation gains/losses. So what is supposed to gain reputation, loses it instead and vice versa. The only exception is trade embargo. Impossible upgrade Obtainable only on Impossible difficulty Penalty for avoiding encounters All contracts generate no income Blockade/surveillance generates no profit Increased water-fuel consumption Morale loss fighting non-Aliens Doubles reputation penalties Increases all ship's stats by 33% The purpose of such an upgrade? To make the game even more of a challenge instead.
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Post by Cory Trese on Jun 22, 2016 15:50:40 GMT -5
I love the idea of an upgrade that just decreases all stats by 33%. People would love it
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Jun 22, 2016 15:53:12 GMT -5
Signature decrease, sounds good
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Post by Cory Trese on Jun 22, 2016 17:24:53 GMT -5
Signature decrease, sounds good Seems legit. I hope I can find time next week to get back to this new upgrade project!
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Post by redartrats on Jun 22, 2016 18:43:33 GMT -5
Your Captain would also be assimilated by a Narvidian cult and turned against you. Luckily ST RPG doesn't have the permissions necessary for Narvidian codez to get in your Droid. Congrats. You've managed to crush my dreams of terrorizing the galaxy as an Alien cultist entirely. =( Hmmm. What about a new class of Captain, the Alien Cultist? He will be hated by all Factions and all Indies, bounty hunters will be constantly chasing him down, and there will be a high chance of Narv encounters. But some (though not all!) Alien ships will be friendly. Repairs can only be done in wild zones, since no Faction or Indy planet will allow him into a star port. If there are rumors of Aliens in that wild zone, and he's carrying a sufficiently large quantity of Artifacts (which cannot be bought from any Exchange, since he is banned from all exchanges, but can be obtained by stealing from smuggler ships), then there's a chance that the Aliens are friendly and may turn X units of Artifacts into a ship upgrade. But there's also a chance they are unfriendly or installing the artifacts into the ship may cause a gigantic explosion and severe damage. Also, the more Alien upgrades the ship receives, the more it will attract hostile Aliens and Narvs, so the captain has to play a fine balance between a ship that's powerful enough to survive, and a ship that will attract hostiles too powerful to defeat.
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