|
Post by drspendlove on May 19, 2019 12:12:38 GMT -5
Decryption Chamber
Price: 28k Mass: 110 (10 more than Triple-Arc Signal Array) Slot: Small Faction Restriction: Rychart
Ship Pools: +5 Electronics Effect: +10% to Credit rewards when Spying; Starts Spying missions with +2% Chance of drawing mission card.
Analysis: For a small orbital op component it is somewhat expensive. It's mass is 10 more than the most similar existing component, which can force an upgrade of a mass reducing component to squeeze it into some ships. It gives a healthy amount of electronics, which makes it viable, but not optimal, in an electronics-defense ship combat strategy. The credit reward when spying comes from slicing into the encrypted channels, and will the dedicated spy boost the herself toward getting other meaningful upgrades to her ship. The bonus to mission card features like the Military Officer trait and can be stacked. In fact, this component coupled with the Triple-Arc Signal Array both stacked could make for very lucrative and efficient spying missions with some significant ship combat defense dice at the expense of having the crew be heavily geared toward +Electronics skill.
|
|
|
Post by drspendlove on May 20, 2019 11:39:18 GMT -5
Grand Ambassador's Office
Price: Reinforced Officer's Cabin + 5% Mass: Reinforced Officer's Cabin + 5 Mass Slot: Small Faction Restriction: Thulun
Ship Pools: None Effect: +5% Credit Bonus to Diplomatic missions, Houses 1 Officer, +1 Shield Rating
Envoy's Office
Price: Reinforced Officer's Cabin Mass: Reinforced Officer's Cabin - 5 Slot: Small Faction Restriction: Rychart
Ship Pools: None Effect: +3% Credit Bonus to Diplomatic or Spy missions, Houses 1 Officer
Trader's Quarters
Price: Reinforced Officer's Cabin + 50% Mass: Reinforced Officer's Cabin + 10 Slot: Small Faction Restriction: Moklumnue
Ship Pools: None Effect: +3% Credit Bonus to Merchant missions, +2 Cargo Space, Houses 1 Officer
Merchant's Cabin
Price: Reinforced Officer's Cabin + 5% Mass: Reinforced Officer's Cabin Slot: Small Faction Restriction: De Valtos
Ship Pools: None Effect: +6% Credit Bonus to Merchant missions, Houses 1 Officer
Adventurer's Cabin
Price: Reinforced Officer's Cabin + 10% Mass: Reinforced Officer's Cabin Slot: Small Faction Restriction: Javat
Ship Pools: +1 Ship Ops Effect: +4% Credit Bonus to Exploration missions, Houses 1 Officer, +1 Armor
Navigator's Office
Price: Reinforced Officer's Cabin - 20% Mass: Reinforced Officer's Cabin Slot: Small Faction Restriction: Alta Mesa
Ship Pools: +1 Navigation Effect: -2 HW Fuel Cost, Houses 1 Officer
Compact Officer's Cabin
Price: Reinforced Officer's Cabin Mass: Reinforced Officer's Cabin - 30 Slot: Small Faction Restriction: Zenrin
Ship Pools: None Effect: Houses 1 Officer
Military Officer's Cabin
Price: Reinforced Officer's Cabin + 15% Mass: Reinforced Officer's Cabin Slot: Small Faction Restriction: Cadar
Ship Pools: +1 Ship Ops Effect: +5% Credits for Military Missions, Houses 1 Officer
Hunter's Lodge
Price: Reinforced Officer's Cabin + 20% Mass: Reinforced Officer's Cabin + 5 Slot: Small Faction Restriction: Steel Song
Ship Pools: None Effect: +5% Credits for Bounty Hunter missions, +1 Shielding, Houses 1 Officer
|
|
|
Post by drspendlove on May 23, 2019 8:38:11 GMT -5
Aggressor Guidance System Cost: 55k/85k/130k/195k Slot: Medium Mass: 280 Faction Restriction: Steel Song for Level 4
-- Level 1 -- Ship Pools: +4 Navigation +4 Pilot Effects: +12 Range Change, +5 Boarding, -15 Escape
-- Level 2 -- Ship Pools: +5 Navigation +4 Pilot Effects: +15 Range Change, +5 Boarding, -20 Escape
-- Level 3 -- Ship Pools: +6 Navigation +5 Pilot Effects: +18 Range Change, +5 Boarding, -25 Escape
-- Level 4 -- Ship Pools: +7 Navigation +5 Pilot Effects: +20 Range Change, +5 Boarding, -30 Escape
Analysis: Competes with Peak Velocity Module. Has better Piloting than it, lending itself to a Pilot Defense build. Gives Navigation instead of Electronics and Ship Ops, further helping it get out of long range positions. Harms escape chances but not enormously with the lower level modules. Higher level modules indicate a commitment to combat in all settings. Boarding bonus is flat so it doesn't heavily compete with small modules that are dedicated to that option.
|
|
|
Post by drspendlove on May 26, 2019 8:48:36 GMT -5
Interrogation Cell Cost: 20k Slot: Small Mass: Prison Cell + 10 Faction Restriction: Steel Song Other Restriction: Requires Government Rating 9+, Military Rating 8+ Effect: Houses 1 Prisoner, Missions requiring a prisoner grant 1 intel upon completion.
Note: Intel is never conflict intel.
|
|
|
Post by fallen on May 26, 2019 10:28:45 GMT -5
Interrogation Cell Cost: 20k Slot: Small Mass: Prison Cell + 10 Faction Restriction: Steel Song Other Restriction: Requires Government Rating 9+, Military Rating 8+ Effect: Houses 1 Prisoner, Missions requiring a prisoner grant 1 intel upon completion. Note: Intel is never conflict intel. Hey that's very cool twist What a evil monster you are tho lol
|
|
|
Post by drspendlove on May 29, 2019 7:30:57 GMT -5
Storm Demagnetizer Small 150 Mass Cost: 65k Restrictions: None
Ship Pools: +3 Electronics, +2 Navigation Effect: +15% Safety in Radiation Storms, +18 Radiation Resist
|
|
|
Post by drspendlove on May 29, 2019 7:43:54 GMT -5
Storm Engine Large Normal Mass + 5% Cost: Normal Engine Cost +10% Restrictions: None
Ship Pools: Slightly more Electronics than Balanced, slightly worse Pilot Effect: +50% Safety in Radiation Storms, +10 Radiation Resist, +1 Shield Rating
Notes: Radiation Storm safety doesn't raise above the safety of a non-radiation storm ever. This engine should only be available to very small ships for balance.
|
|
|
Post by drspendlove on Jun 1, 2019 14:13:48 GMT -5
"Negotiator" Plasma Artillery 415 Mass (+115 over level 7) Medium Size +2 Ship Ops (-1) +3 Electronics (+1) +10 Gunnery (+1) +10 Accuracy (0) 38% Critical Chance (+8%) 22% Crippling Chance (-8%) 2 RP to fire (-1) 140-150 Damage (-11 to -20) 30-170 Radiation Damage (-10 to +40) 5% to Hit Craft (0) Cost: 180k (About 80k more than undiscounted price of level 7) Restrictions: Event gated Here's one perhaps to be unlocked in the fight against Xeno ships or anything you want to be wrecked with Radiation Damage. Overall a very small improvement in Skill pools. The main tradeoffs are considerably heavier mass for an amazing 2 RP cost for a medium weapon. Additionally, it focuses more on defeating via critical hits than crippling hits. Notably it has a bit less standard damage and even slightly less radiation damage if you're unlucky. However, the max radiation damage is extreme and the 2 RP cost means it could be stacked with more/other weapons, supposing you find a way to make the mass work out for you. It retains the horrible chance to hit craft.
|
|
|
Post by contributor on Jun 1, 2019 15:10:46 GMT -5
Ok, I'm not going to be nearly as detailed as everyone else on here. Components that I think would be cool are armors that protect against certain kinds of debuffs. They would provide lower armor value but remove or reduce the chance of weapon caused debuffs. 2-3 different classes for long (medium) and short range. So for long range, the armor would protect against Void Contortions, Electrical Fire and Secondary Explosions etc. Short range armor would protect against System Blackout, Radiation Wash, Venting Hull and Ruptured Bulkheads. These armors would offer the player the chance to choose to further focus their defense strategy, but offer real tradeoffs.
|
|
|
Post by nerezzar on Jun 5, 2019 7:47:53 GMT -5
Catapult launch bay (Catapult micro bay?)
Stats similar to launch (micro) bay, but locked behind story process/sacrifices fuel capacity/double fuel cost? The first (/number of catapult bays/favors interdictor?/only usable with interdictor & shuttle?) launched craft each round will immediately close in on the enemy ship effectively saving one round of flight time. (This obviously ignores defensive flight plans)
I'm not entirely sure that this is still needed but I'll suggest it nonetheless. As is, the damage from craft is pretty acceptable. However, due to the slow nature, you still can't really solely rely on them but still need weapons to use up your RP/apply early debuffs.
This might help applying that crucial early -20% accuracy from interdictors and only marginally increases the damage: 25% for one craft (launch&close, bomb, retreat&land instead of launch, close, bomb, retreat&land) if you launch 2 interdictor T1, 2 Bombers T2 and it applies to one of each, that's a Savage increase of roughly 10%.
Compare that to e.g. scanners and I'd say that's acceptable as you can't stack them as easily.
|
|
|
Post by drspendlove on Jun 6, 2019 7:45:14 GMT -5
Reference above with 22% discount showing Micro Extraction Drill Price: 22k (about the same as extraction Drill) Mass: 115 Size: Small Faction Restriction: None Ship Pools: +1 Ship Ops Effect: Increases yield of Raw and Refined Resource discoveries by up to +5 during Exploration Micro Resource Processor Price: 27k Mass: 125 Size: Small Faction Restriction: Javat Ship Pools: +2 Ship Ops Effect: Increases yield of Raw and Refined Resource discoveries by up to +8 during Exploration; Adds 5 Fuel Capacity. Analysis: We don't have a ton of ops choices with small components. We have intel gathering and damage mitigation. Small components are known for their skill pool bonuses so these give a token amount of ship ops. The weaker of the two does require slightly less mass, making it attractive in very select circumstances, but is generally inferior to the Javat-specific choice. These generally pale in comparison to the medium size components and wouldn't stack very effectively. But there are cases where small ships want to do some exploring and this would be an option to dip into that domain without sacrificing a limited availability medium slot.
|
|
|
Post by resistor on Jun 7, 2019 14:30:22 GMT -5
Reference above with 22% discount showing Micro Extraction Drill Price: 22k (about the same as extraction Drill) Mass: 115 Size: Small Faction Restriction: None Ship Pools: +1 Ship Ops Effect: Increases yield of Raw and Refined Resource discoveries by up to +5 during Exploration Micro Resource Processor Price: 27k Mass: 125 Size: Small Faction Restriction: Javat Ship Pools: +2 Ship Ops Effect: Increases yield of Raw and Refined Resource discoveries by up to +8 during Exploration; Adds 5 Fuel Capacity. Analysis: We don't have a ton of ops choices with small components. We have intel gathering and damage mitigation. Small components are known for their skill pool bonuses so these give a token amount of ship ops. The weaker of the two does require slightly less mass, making it attractive in very select circumstances, but is generally inferior to the Javat-specific choice. These generally pale in comparison to the medium size components and wouldn't stack very effectively. But there are cases where small ships want to do some exploring and this would be an option to dip into that domain without sacrificing a limited availability medium slot. I like the concept, but have some nitpicks.
The existing exploration yield components don't give Ship Ops, and small components are supposed to be weaker, so I don't think they should get a unique bonus like that.
Instead of +5 fuel capacity for the Javat one, why not +5 cargo? I think it would make more sense for it to be a cargo bonus because it would be consistent with how Medium exploration yield components give more cargo than fuel, if any fuel at all. Also I think it would be better utility to be able to store the bonus loot dug up.
If small explore yield components are added, Medium Extraction Drill should be raised to +8 cargo so that it can be an at least somewhat competitive option
|
|
|
Post by drspendlove on Jun 8, 2019 10:11:08 GMT -5
Eh, I think having components be strictly better than others is a less fun pattern than having some nuance between them. I don't feel strongly about the exact details though.
|
|
|
Post by drspendlove on Jun 8, 2019 10:26:57 GMT -5
Comparing against Capital Bridges, but should be somewhat applied to all Bridges. It might make sense to have level 1-4 varieties then it could be fun to have these on faction-specific ships by default. Bridge of Memories Grants 25% Resistance to Morale damage in deep space rolls. Slightly less Navigation than level 4 Bridges, no armor bonus, same jump cost Cost = Level 4 cost +5% Restriction: Zenrin, 8+ Military, 9+ Spaceport Fleet Captain's Bridge Grants +10% Accuracy at range 4 and 5. Slightly less Electronics than level 4 Bridges, +3 Jump cost instead of +1 Cost = Level 4 cost +15% Restriction: Cadar, 10 Military, 10 Spaceport Ace Pilot Bridge Grants moderately more piloting than other bridges Slightly less Ship Ops, no armor bonus. Cost = +15% Restriction: Alta Mesa, 9+ Military, 10 Spaceport
|
|
|
Post by resistor on Jun 9, 2019 14:16:01 GMT -5
Javat-exclusive Cargo Hold that gives 60 cargo, but only 40 fuel capacity. Compared to other cargo holds, it is giving 10 more cargo than Cargo Bay 5, but has the fuel capacity of a Cargo Hold 1.
Javat mining, refinery, and industrial worlds have so much supply it would make sense for them to develop super high capacity holds to move huge bulk shipments of goods. Also, Jav is the only one of the three 'economy factions' that doesn't have an exclusive cargo hold yet.
|
|