Forums » Suggestions

weapons, grid power, etc.

Feb 18, 2015 mitchness link
I was looking at weapons and ship usage and came to the conclusion there isn't much in the form of strategic planning for ships, then I noticed the one thing that could be altered to greatly improve the standard. What I have written down is much longer so these are only the examples I felt I would use on different ships.

Several new energy cells, includes buffing the mission reward and manufactured ones. All of these cells require the status in () following them and all require 12+ in combat and 12+ in trade.
(ideas with weapons lower in the thread to match why these cells are like this)
Military Cell: 24 grid, 46 regen, 300 max energy. (Only POS Serco/Itani can buy and must be member of that faction's military)
Mining Cell: 28 grid, 40 regen, 280 max energy. (Only POS UIT can buy and must never take the military mission for Serco and Itani which includes updating that mission with a warning)
Racing cell: 4 grid, 56 regen, 150 max energy. (POS Aeolus, Tunguska, and Biocom and cannot be POS with Serco, Itani, or UIT)

All other standard cells remain as-is. These are not my only ideas though.

Ok now for the weapons.
Free issue, Mk1, Mk2 weapons besides unguided missiles, and lower leveled versions of guided missiles (Locust Swarm, Singray) all remain the same.

Mk3, Hive, higher level guided missiles all take the standard 4 grid to start.
These weapons will have CPU attachments available. The amount of attachments can be modified through missions and manufacturing, but all come with 1 or 2 CPU attachments.
Attachments available include but not limited to:
Controlled Overload CPU chip: Small chance of the weapon attached to have 1 shot be a "critical" of sorts, causing that shot 50% more damage, but raises the grid usage of the weapon by 9.
Burst shot chip: Small chance of the weapon to have one shot fire followed by 3 other tracer shots taking the exact same path and using no energy except for the first shot and raises grid use by 11.
Deflect chip: Small chance of an incoming shot reflecting right off of you. Does not reflect back at the shooter, but rather reflects it using the geometry in which you were hit. Causes grid usage to grow by 6.
Fire chip: Small chance of setting a small fire on opponent's ship causing it to take X damage over Y seconds and causes grid to go up by 6.
Repair chip: Small chance of incoming shot to instantly repair you for 50% of what the shot would have damaged you for.
Missile Accuracy chip: (Missiles only) : Increase speed of unguided and maneuverability of guided missiles but lowers the damage and concussion by 15%. Grid use raised by 13.
Missile Damage Chip: Missiles move 15% slower but do 10% more damage. Grid 9.
Laser Accuracy chip: (Laser weapons only, excludes Rail series) : Increases auto-aim accuracy and raises grid by 8.
Laser Damage chip: Lowers lifespan of shot by 100m, causes weapon to use 5% more energy per shot, makes weapon deal 5% extra damage. Grid 9.

Again, these aren't the only. If you like this, keep it going. I personally enjoy having to plan stuff out in an MMO, so giving multiple options to make someone think I feel is what keeps me entertained in a game. Have just a set of redundant gear doesn't really allow for the whole "combat readiness" aspect. It is always the same people in the same ships and some dual flare/misses every laser shot even during concussion type of player that run around annoying everyone. Let's think outside the box here.
Feb 18, 2015 abortretryfail link
Where does one suggestion/idea start and the other one end?
Feb 22, 2015 mitchness link
Do ideas ever have to end?