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Post by resistor on Mar 21, 2019 19:23:42 GMT -5
Storm Engine Mass: (Normal for ship mass class) Speed: -2 from Balanced type Agility: +2 from Balanced type Shielding bonus: +8% Safety: Dangerously low Special: +36 to Radiation damage, +8 Radiation Resist I like this one and think it'd still be worth it with -8 Radiation Resist instead! The idea was that the shielding and failsafes installed to prevent the plasma capacitors in the engine from harming the crew would double as a small Shielding and Rad Resist buff. Subtracting 8 Rad Resist would be an interesting tradeoff, but I'm not sure it makes sense in-universe.
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Post by resistor on Mar 22, 2019 13:25:16 GMT -5
I suggest having an engine that is more massive than a normal engine by around 375 mass, but gives 2 additional RP, and improves both Speed and Agility by +2. It would also have more Pilot dice than the Balanced type.
The pros and cons compared to the Warhammer engine are that it would have additional Speed/Agility, but require more mass and would not have the Warhammer's Armor and Shield bonus.
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Post by drspendlove on Mar 23, 2019 13:42:53 GMT -5
I suggest having an engine that is more massive than a normal engine by around 375 mass, but gives 2 additional RP, and improves both Speed and Agility by +2. It would also have more Pilot dice than the Balanced type. The pros and cons compared to the Warhammer engine are that it would have additional Speed/Agility, but require more mass and would not have the Warhammer's Armor and Shield bonus. I assume you mean for the two biggest ship sizes, right? If so, this is an excellent idea. Perhaps a mid-ship-size engine with the same name that has a proportionally similar mass penalty but retaining the small speed and agility bonuses but +1 RP would be a cool mirror to also include.
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Post by drspendlove on Apr 18, 2019 12:46:30 GMT -5
Name: Void Regulator Size: Medium Effect: +moderate amount of shields, +large amount of void resist, +Ship Ops (medium), +Electronics (small), -10 or -15%% accuracy
Idea: Give a component for turtling builds for carriers that won't be using many/any ship weapons, but instead will rely on bombers who won't be impacted by the accuracy loss.
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Post by pendell on Apr 18, 2019 12:47:59 GMT -5
With the addition of carriers in 140, recommend non-carriers should have special anti-small craft modules which would increase defense specifically against these craft.
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Post by fallen on Apr 18, 2019 13:18:22 GMT -5
With the addition of carriers in 140, recommend non-carriers should have special anti-small craft modules which would increase defense specifically against these craft. Check out #142 for the first additions in this direction. Existing components like Targeting Matrix get in on the fun.
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Post by drspendlove on Apr 18, 2019 13:24:21 GMT -5
You tease us. 142 isn't out yet.
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Post by drspendlove on May 8, 2019 11:50:40 GMT -5
Alta Mesa Mass Reducer
Costs 60% more than the 4th tier of these but...
Adds 1 fewer ops Adds 1 pilot! Reduces 5 more mass! Is restricted by Faction
Thulun Mass Reducer
Costs 60% more than the 4th tier of these but...
Adds 1 fewer Ops Adds 1 electronics! Reduces 5 more mass! Is restricted by faction
Just having some slight upgrade options that give players a bit of optimization to spend excess money on after they've kitted out their bridge.
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Post by fallen on May 9, 2019 11:16:03 GMT -5
drspendlove - thanks, great suggestions! Sorry we don't reply enough to this thread. Many of the great ideas are picked up and put into a futures file, but we are now looking at making most of the major changes to the ship component lists story-locked, so larger, cooler additions are not as quick to be made
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Post by drspendlove on May 13, 2019 11:59:09 GMT -5
Void Sheer Plating
Price: 28,000 Mass: 125 Slot: Small
Ship Pools: +2 Ship Ops Effect: +30 Void Resist, +2 Armor Rating (10% in-game display), -12 Radiation Resist, +1 Jump Cost
Suggested Level 2, 3, 4 options if desired: +36 Void Resist, +2 Armor Rating, -14 Radiation Resist, +1 Jump Cost, +3 Ship Ops +40 Void Resist, +3 Armor Rating, -18 Radiation Resist, +2 Jump Cost, +3 Ship Ops +42 Void Resist, +3 Armor Rating, -20 Radiation Resist, +3 Jump Cost, +4 Ship Ops, +1 Electronics
Analysis: An early-game option for surviving torps. This competes very favorably against other +Void resist components, gives some armor, and helps a smidgen in Ops saves (unless you're now understaffed of course.) However, it makes you decidedly weaker to radiation damage. This would really really hurt if a large number of low-radiation weapon attacks hit you as they'd all get a flat +12 radiation damage. Thus missiles become a grave threat as their baseline radiation damage is very small. Stacking two of these would negate almost all void damage you'd encounter unless you were debuffed but would make your radiation vulnerability really risky. It is important that no parallel component for radiation resist at the cost of void resist be added. Otherwise they'd be used together for superior protection with limited downside.
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Post by drspendlove on May 13, 2019 12:26:31 GMT -5
Double-Interceptor Hanger
Price: Double the Advanced ones Mass: 210% the mass of a hanger Slot: Medium Faction Restriction: Cadar
Ship Pools: +1 Ship Ops Effect: House up to two interceptors but ONLY interceptors. -4 Ship Combat Initiative, +40 Jump Fuel Cost
Analysis: Obviously a stellar choice for a carrier that wants to use 2+ interceptors. The mass cost is prohibitive unless serious cuts are made elsewhere. The fuel cost adds an economic barrier beyond the initial price. The ship combat initiative makes them less effective at defending against early turn missiles/torps. No armor/shielding bonus helps with balance.
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Post by drspendlove on May 14, 2019 8:21:15 GMT -5
Redundant Life Support
Price: ~300k Mass: 580 Slot: Large Faction Restriction: None
Ship Pools: +11 Ship Ops, +3 Electronics Effect: 5 Medical Rating, 35% Resistance to Morale damage in combat, +6 Shield Rating
Analysis: Requires and grants a ton of ship ops as an extra life support system (artificial gravity?) would be challenging to maintain. Has some medical rating but it pales in comparison to other large medical component. Makes up for this with some good shielding but more importantly a 35% resistance to morale damage from the hits that do breach the shielding. Crew not disoriented by losing partial life support are less likely to break under pressure. Has the advantage of using up a bit less mass than other medical components too.
This would have the amusing niche side-effect of immunity to morale damage if you managed to stack three of them on the same ship. Of course, you'd be sacrificing considerably to do so. I'd probably cap the morale damage resistance (from talents + this component) to 90% for balance.
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Post by resistor on May 14, 2019 18:25:43 GMT -5
What about quadrant-specific components? I'm sure some quadrants developed particular expertise for certain technologies, in a similar way to how some quadrants have special rare trade goods.
Here is one idea:
Advanced-Efficiency Hyperdrive Available only in the quadrant that originally invented the hyperdrive (no idea which one that is), this hyperdrive has 1 more Nav soak and 2 less jump cost than the Longhaul hyperdrive, made possible by local expertise in the hyperwarp.
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Post by drspendlove on May 19, 2019 10:58:24 GMT -5
Secondary Thrusters Price: ~650k Mass: 600 Slot: Large Faction Restriction: None
Ship Pools: +4 Ship Ops, +4 Pilot Effect: +2 Engine Agility, Engine resists 10% Damage, +20 Water-Fuel
Analysis: This would be a way primarily for very large ships to use a large slot to make up for an ultra-low agility engine. They're never going to gain an engine advantage versus small ships but they might downgrade their foe's multiplier with one of these. Stacking these would be awkward and expensive but potentially interesting. It'd give some resilience to having your engine shot down quickly but would give a decent bonus to defensive Dice via Agility and Pilot dice. Ultimately you'd probably be better served by +Armor components for resisting engine damage here, but this is friendlier on your fuel economy, I suppose. This could also be used by players trying to leap into range 3 with Flash Charge.
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Post by drspendlove on May 19, 2019 11:11:42 GMT -5
Javat Surveyor's Hold
Price: Same as Cargo Hold 5 from Mok Mass: 625 (same as CH5) Slot: Large Faction Restriction: Javat
Ship Pools: +3 Ship Ops, +3 Navigation Effect: 40 Cargo, 95 Fuel Capacity, -3 Jump Cost
Analysis: Is intended to be an alternative to the Cargo Hold 5. Holds 10 less cargo and grants/requires 1 fewer Ship Ops. On the upside, it grants Navigation for a more escape or long-range oriented captain, and has far superior fuel economy: 20 more fuel on hand with 5 points difference in jump cost.
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