Darth Cthoras
Star Hero
For the Sith, the Cadar, and the Xenos!
Posts: 557
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Post by Darth Cthoras on Jul 25, 2016 11:15:44 GMT -5
Woo, he called my Song-Seeking Torp Upgrade a great idea! Now we just need some other Anti-Song upgrades that make you weaker against everyone else, while letting you trash the Song with impunity.
Anti-Song Flamethrower (Combat Upgrade): A new boarding weapon for yourself and Crew! Burn those cardbox boxes to cinders, along with everyone aboard! Doesn't work as well against others as only the Song build with cardboard.
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Post by Zer0Winds on Jul 25, 2016 17:58:01 GMT -5
Can we have a Steel Song only upgrade that cancels out ANYTHING Cadar... they're really getting on my nerves, more than De Valtos...
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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 Jul 25, 2016 18:23:53 GMT -5
Can we have a Steel Song only upgrade that cancels out ANYTHING Cadar... they're really getting on my nerves, more than De Valtos... Anti-Cadar technology has an even bigger chance of summmoning Xenos than Artifacts do. Are you reaaaally sure you dare to try this?
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Post by slayernz on Jul 25, 2016 18:27:05 GMT -5
Zer0Winds if you only stopped throwing your teacups at Cadar when you encountered them, you'd find that they don't cause you grief. Cadari logic is simple. You're either an enemy, a threat, or ... no that's pretty much it. You're either an enemy or a threat. Threats mean that Cadari captains will be at battle stations, ready to launch at a moment's notice. Throw a teacup at them and that's provocation. I would recommend that instead of fighting them - join them. Being Cadari is so much more rewarding than being Steel Song. You live longer for one thing. You get to appreciate the sleek lines of a well-crafted torp for another. It's quite a revelation for Steel Song Captains when they first realize that torps are NOT shaped like this
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Post by Zer0Winds on Jul 25, 2016 18:53:14 GMT -5
I only throw my teapots when they're allied with De Valtos... which is surprisingly often. To not throw teapots at them, would be an insult to myself, and I would die even quicker than being an enemy.
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Post by Deleted on Jul 26, 2016 0:57:14 GMT -5
Some ideas:
- Predator Stealth Array (combat): Provides a Stealth bonus for ship to ship combat.
- Engine Rooms (+10 Crew, +3 Engines) (propultion): Installs a small, secondary engine room near propulsion systems. Increases Engines by 3, Crew by 10. Slightly decreases crew needed to operate Engines.
- Captain Records Database (armament): Stores data on most of the quadrant's captains, faction tactics and xeno types, new and old. Gives very broad information on enemy captain stats and his/her preferred method of attack.
- Torpedo Bulkheads (+2 Armor) (structural): Increases armor damage resistance and armor soak for enemy torpedoes.
- Shaulun Armor (+3 Armor) (structural): Provides armor artistically designed to resemble that carried by the profit Shaulun. This armor increases respect for you and your crew by faction leaders and decreases reputation loss for most actions taken in orbit or deep-space.
- Smuggler's Vault (internal): Installs a secret vault deep inside the floorboards of the ship. Prevents a certain amount of cargo from being found by enemy military and pirates based on the captain's Charisma.
- New Age Weaponry Systems (+3 Guns, +3 Torps) (armament): Increases Torps by 3, Guns by 3.
- Gunnery Accuracy AI (combat): Increases accuracy when targeting Engines and Decks. Decreases hull damage when targeting Engines and Decks.
-Luxury Room (~15 Rations/~10 Vodka) (internal): Adds the ability to store 15 luxury rations, 10 vodka and provides a morale bonus that stacks with Officer bonuses.
- Super-Dreadnought Displacement (+1/+20%) (structural): Increases the ship’s maximum armor by 20% of its hull, and adds 1 if Hull is less than 40. Does not provide any additional combat bonuses like those of Battle Prow and Dreadnought Architecture.
- Reverse-Engeneered Reactors (+8 Engines) (propultion): Increases Engines by 8. Provides a major combat bonus vs aliens and hulks at medium range and lower. Engines do not help for combat vs non aliens.
- Propulsion Boost Combo (+2 Engines/+3 Sails) (propulsion): Increases the ship's reactor engines by 2 and solar sails by 3.
- Impact Shield Bulkheads (combat): Provides a 50% Impact Shield bonus and a 50% Heavy Bulkhead bonus.
- Torpedo Sail System (+2 sails/+3 torps) (armament): Increases Sails by 2, Torps by 3.
- Pursuit Sails (+4 sails) (propulsion): Installs unique solar sails specially designed to handle gravitational pull from planetary orbits and increase speed and agility when pursuing enemy ships. Increases the ship's maximum solar sails by 4 and provides bonuses for blockade and patrol operations.
- Reactor Armor (+3 armor) (structural): Adds 3 to the maximum armor. Increases resistance vs engine damage. Provides a major bonus for preventing engine beaches. Works well with Escape Shuttle upgrade.
- Cargo Masker (+8 Cargo) (structural): Makes cargo hold enviro-sealed and armored to prevent detection and artifacts gone rouge. Increases the ship's maximum cargo by 8 and negates all penalties for avoiding encounters and accidents for the first 8 contraband cargo in the ship's hull.
- Apollo Training Deck (internal): Slightly increases XP while in deep-space. Bonus based on captain LV.
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Post by slayernz on Jul 26, 2016 4:09:45 GMT -5
-BaitBait. Adds a beacon to your ship that broadcasts to Aliens saying "I slept with your sister - or at least I thought it was your sister"
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AA
Templar
Torps away!
Posts: 1,382
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Post by AA on Jul 26, 2016 5:46:10 GMT -5
... I would have been your daddy... But the xeno beat me over the fence!
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Jul 26, 2016 11:53:03 GMT -5
- Engine Rooms (+10 Crew, +3 Engines) (propultion): Installs a small, secondary engine room near propulsion systems. Increases Engines by 3, Crew by 10. Slightly decreases crew needed to operate Engines. I like this one. Quite a few of the others seem like they would be game-breaking, or simply don't fit how ST RPG is built.
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Post by Deleted on Jul 29, 2016 20:39:22 GMT -5
- Engine Rooms (+10 Crew, +3 Engines) (propultion): Installs a small, secondary engine room near propulsion systems. Increases Engines by 3, Crew by 10. Slightly decreases crew needed to operate Engines. I like this one. Quite a few of the others seem like they would be game-breaking, or simply don't fit how ST RPG is built. Yeah I have a habit of suggesting upgrades which are unbalanced. I could see how upgrades which would change speed or agility or max officer count would be unbalanced so I took them out. Also added some new ones in that I've suggested in the past.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Jul 30, 2016 5:40:02 GMT -5
That armor upgrade increasing armor by 20% of ship's hull.. . I don't like it. Especially if it is an armament, because in this case it would completely replace hyperion superstructure for ships with at least 20 hull.
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Post by Deleted on Jul 30, 2016 13:42:43 GMT -5
That armor upgrade increasing armor by 20% of ship's hull.. . I don't like it. Especially if it is an armament, because in this case it would completely replace hyperion superstructure for ships with at least 20 hull. It's a structural upgrade. And while it can provide more armour for bigger ships, it doesn't provide any board or ram combat bonuses like dreadnought and battle prow to make up for it. For ram and board attack the prow is still better and for avoiding being boarded dreadnought is still better. This new upgrade would only be better for decreasing damage because of the armour buff.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Jul 30, 2016 16:57:28 GMT -5
I haven't read that Dreadnought gives boarding advantage.. . Only battle prow. But well, if I were to choose between higher armor and small boarding advantage, I would still go for the higher armor I guess.. .
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Post by resistor on Jul 30, 2016 17:00:35 GMT -5
I haven't read that Dreadnought gives boarding advantage.. . Only battle prow. But well, if I were to choose between higher armor and small boarding advantage, I would still go for the higher armor I guess.. . I'm pretty sure Dreadnought gives bonus to boarding resist, while Battle Prow gives bonus to boarding attack.
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Post by Deleted on Jul 30, 2016 17:05:45 GMT -5
I haven't read that Dreadnought gives boarding advantage.. . Only battle prow. But well, if I were to choose between higher armor and small boarding advantage, I would still go for the higher armor I guess.. . Yes dreadnought provides a board defense and ram defense bonus, while prow provides a board and ram attack and ram defense bonus. And the bonuses are pretty significant, especially the prow's ram bonus. I'm currently playing as a gun bunny, and I'd much prefer a bonus to evade enemy boarding than more armor. When I go up against a xeno, more armor isn't gonna stop my captain from getting killed. A bonus to prevent the enemy from boarding me would be much preferred than resisting damage and being boarded. For others though, like those with slow ships that focus on taking damage more than evading it, the super-dreadnought upgrade might be better.
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