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Post by drspendlove on Oct 29, 2019 10:09:09 GMT -5
Hmm, perhaps it should only attract more hostile Bounty Hunters...
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Post by drspendlove on Nov 10, 2019 10:38:51 GMT -5
Wide-spray Plasma Cannon
Small slot 2 RP to fire 121 - 140 damage, 28-80 Radiation damage +4 Accuracy 30% Critical Chance 15% Cripple Chance +3 Ship Ops +2 Electronics +8 Gunnery 100 Mass 50% chance to hit small craft Very High Cost (for a small slot weapon)
Compared to X2 Plasma Battery, has -2 Accuracy, -15% Cripple, +2 Gunnery, -10 Max Radiation Damage, But an abnormally high chance to hit small craft for a plasma cannon.
Now that I understand small craft mechanics, I no longer like this weapon. ^^
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Post by resistor on Nov 17, 2019 15:27:29 GMT -5
Can we get a series of barracks with a Medical Rating bonus? If you want to faction-lock it, De Valtos would probably be the most fitting option Medical Barracks 2-5 +3 Medical Rating, +2% Shielding, +1 Jump Cost Medical Barracks 6+ +4 Medical Rating, +2% Shielding, +1 Jump Cost Being inspired by this suggestion on another thread... I have a quick suggestion for a new small craft related component. Perhaps an engine component that could be specifically designed for carriers. Or maybe an engine that is designed for defense against carriers and small craft. Let me know what you think. ...I suggest adding a bridge type that increases chance to hit craft, possibly locked to Steel Song or Cadar
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Post by drspendlove on Nov 18, 2019 11:54:51 GMT -5
Alright, let's give an anti-craft engine a shot. I'll be using stats about on par for an M9000 Engine
Mass: 1800 (slightly raised) Pilot: 14 (low-ish) Ship Ops: 15 (high-ish) Electronics: 9 (low) Navigation: 0 (only warhammer and behemoth have +nav) Speed: 9 (balanced) Agility 11 (higher than any other for the tier) Fuel/AU: 5 (tied for highest) Reactor Points: 9 (awkward middle ground between warhammer and the normal kinds) RP/Range Change: 4 (normal) Safety: 9 (low-ish) Armor: 0 Shielding: 0 +6% to dodge small craft +5 boarding
The main engine to compare this to is the Chaser. In effect this is a chaser with even more agility, but at the cost of pilot/electronics dice, higher fuel cost, and slightly less safety. In return you get that slightly higher agility, built-in small craft dodge (which is indirectly aided by the agility) and a boarding bonus that helps on the offense but also on the defense against shuttles and enemy capital boarding. You also get +1 RP. But if you're moving you'll still have 5 left over like the Chaser.
Price point should be on par with Chaser.
Suggested faction gates: Thulun for the M9000, Cadar for M6000, M7000 M8000, and SSC for M5000, M3400 and M2400
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Post by cerseisadvocate on Nov 21, 2019 9:34:18 GMT -5
I would like to suggest some advanced versions of mission components and officer quarters that would improve the building options in the late game (and probably should not be available from the begining).
- Compact Prison Cell: A Small component that can hold 2 prisoners (I know you need some space for the security stuff but if you can fit 6 crew members in this space 2 prisoners should be possible).
- Luxury Quarter: A small component that houses 1 Guest and provieds 10% bonus to mission payment (It does not have the space of a suite but still i is more classy then your normal quarters.)
- Advanced Officer Suites: A medium Compomnent that can house up to 3 Officers (perhaps with a shilded/armored variant)
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Post by drspendlove on Nov 28, 2019 13:17:01 GMT -5
Previous Component suggestion I gave on a weapon component was garbage. Let's try again.
What would be nice to see is a high level Large slot railgun. The trick would be:
Significantly larger chance to hit craft than large plasma.
Less combined damage than Grav Cannon.
Far less radiation damage than large Plasma Cannon.
Accuracy slightly higher than large plasma cannon.
Higher Critical Chance than medium lances (10%) but still not great: 20%
Slightly lower Cripple Chance as medium lances (55%): 50%
Requires slightly less gunnery than large plasma (and thus loses some accuracy, but has this made up for with base accuracy dice.)
Only gives/requires a single point of electronics. (Grav cannons give 0, plasma gives 2.)
Don't fill out the ranks with several large lances. Maybe make the only ones available faction locked. The trick is these would be a way to kind of fill a large slot with anti-craft capability but not so much as to be a hard counter in the space. If you wanted raw damage, you'd get a grav cannon. If you wanted crew/component death, you'd grab the plasma. But if you want high cripples while also having a good chance at nailing small craft and have a spare large slot and 4 RP, the lance makes sense.
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Post by drspendlove on Mar 13, 2020 10:42:01 GMT -5
Backup Life Support 1
Small Component
Mass: 95
Pilot: 0
Ship Ops: 5
Electronics: 1
Navigation: 0
Adds 10% Engine Safety, -1 Jump Cost
Armor: 0
Shielding: 0 Cost: 20k
Backup Life Support 2
Small Component
Mass: 95
Pilot: 0
Ship Ops: 6 Electronics: 2
Navigation: 0
Adds 12% Engine Safety, -2 Jump Cost
Armor: 0
Shielding: 0
Cost: 56k
Backup Life Support 3
Small Component
Mass: 95
Pilot: 0
Ship Ops: 7 Electronics: 3 Navigation: 0
Adds 13% Engine Safety, -3 Jump Cost
Armor: 0
Shielding: 0
Cost: 95k
Double-Redundancy Life Support 3 Zenrin Faction
Small Component
Mass: 110 Pilot: 0
Ship Ops: 9 Electronics: 2
Navigation: 0
Adds 15% Engine Safety, -2 Jump Cost
Armor: 0
Shielding: 0
Cost: 140k
Armored Life Support 3 Cadar Faction Small Component
Mass: 100 Pilot: 0
Ship Ops: 7 Electronics: 2
Navigation: 0
Adds 13% Engine Safety Armor: +1.5 points (~9%) Shielding: 0
Cost: 110k
Explorer Life Support 3 Javat Faction Small Component
Mass: 95 Pilot: 0
Ship Ops: 8 Electronics: 2
Navigation: 2 Adds 13% Engine Safety, -4 Jump Cost
Armor: 0 Shielding: 0
Cost: 115k
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Post by drspendlove on Apr 30, 2020 11:53:48 GMT -5
Compact Officer Suites Steel Song Exclusive
190 Mass/Medium (Down from 225)
Quarters for 2 Officers, +2% Armor, -1 Fuel Cost
Cost: Same as Zenrin Armored Officer Suites
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Post by drspendlove on Apr 30, 2020 12:01:57 GMT -5
Exo-Medical Bay
Javat or maybe Mok exclusive 325 Mass, Medium
Cost: ~$160k
+4 Ship Ops, +1 Electronics, +1 Navigation 5 Medical Rating Reduces Crew Damage by 20% During Exploration (does not stack, damaged on use), +1% Death Save during Exploration (includes CC on planet)
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Post by nerezzar on Apr 30, 2020 14:20:55 GMT -5
Precision guidance matrix
100 mass cost somewhere between railtrak guidance matrix and tracking matrix
Lvl1 4 gunnery 2 electronics +3% accuracy +5% crippling chance
Lvl2 4 gunnery 3 electronics +5% accuracy +7% crippling chance
Lvl3 5 gunnery 3 electronics +7% accuracy +9% crippling chance
Lvl4 (exclusive to a faction? I lack the overview who deserves a module like this) 5 gunnery 4 electronics +8% accuracy +10% crippling chance +1 initiative
The idea is to improve weapons that apply strong crippling hits. You have to install multiples to make this really strong. That makes you sacrifice part of your defense to get the powerful but cleansable debuffs.
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Post by sparda4 on May 1, 2020 18:59:26 GMT -5
War Bridge (Zenrin)
Large
Captains quarters, adds 10% armor +3% defense and 5% accuracy
Price 400k-700k range
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Post by Guest Captain on May 3, 2020 8:11:33 GMT -5
More of a ship archetype suggestion but it does come with a new component. Currently there's carrier and freighter hulls, even though you can customize one into the other if you really want. What about a "troop transport" hull, trading a lower max craft for a higher max crew/officers relative to hull size. Obviously necessitating one last level of barracks.
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Post by Guest Captain on May 3, 2020 9:38:13 GMT -5
More of a ship archetype suggestion but it does come with a new component. Currently there's carrier and freighter hulls, even though you can customize one into the other if you really want. What about a "troop transport" hull, trading a lower max craft for a higher max crew/officers relative to hull size. Obviously necessitating one last level of barracks. To add, they could be less survivable but better at escape than similar size ships. An endgame ship for explorer playthroughs that don't want ship combat.
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Post by drspendlove on May 5, 2020 7:27:12 GMT -5
This is a suggested buff + two new components.
I propose that Non-Warhammer, Non-Behemoth 2400 engines all gain +3% Craft Evasion base, and the Dual-Field gain +4% (it needs a little love.) This will help a tiny bit with those ships as they try to even approach their very high craft dodge potential.
Then: Add an engine, the Crucible class engine:
Pilot 8, Ops 6, Electronics 5, Nav 0, Speed/Agility 27, Fuel/AU 2, RP 8, Range Change 3, Safety 6, Armor 3, +12% Craft Evasion, mass 200. Cost 25% Above Dual Field.
Trades 1 Electronics for 1 pilot. Loses 2 Navigation for 12% Craft Evasion.
And the 3400 Version:
Pilot 9, Ops 8, Electronics 6, Nav 0, Speed/Agility 24, Fuel/AU 2, RP 8, Range Change 3, Safety 5, Armor 2, +9% Craft Evasion, Mass 400. Cost 25% Above Dual Field.
Same trades, lower craft evasion bonus. But this would make sense if the +3 or +4% buff were applied across most engines in the 2400 class only. It's still a 9% lead over the balanced engine. Thoughts?
(No 5000+ versions would exist)
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Post by drspendlove on Jul 17, 2020 14:56:52 GMT -5
Navigator's Office
Medium Slot, same mass as two officer component
Space for 1 officer, +2 Navigation -3 Fuel Cost per jump
Same price as two officer medium component.
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