How would you fix Ship Yard?
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Youngmoose
- Posts: 440
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- Location: Backwoods of Idaho.
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NightRychune
- Posts: 3065
- Joined: Tue Feb 17, 2004 8:00 am
The following are my thoughts on how I think shipyard can be balanced.
Make shipyard an extension to the existent techbase like an research station from GT. So an combination of an tech base and shipyard will unlock different research and different ships.
For example shipyard with expansion will unlock frigate class ships, this ships wont be able to rip but they willhave high accelaration and high top speed. tier 1 frigate class ship will be able to lauch from outpost to defend and stuff. And ofcourse researching higher tier will give better ships. expansion shipyard wont be able to bomb but rather have base capturingcapalities.
I will post further ides after i myself have an clear vision.
Make shipyard an extension to the existent techbase like an research station from GT. So an combination of an tech base and shipyard will unlock different research and different ships.
For example shipyard with expansion will unlock frigate class ships, this ships wont be able to rip but they willhave high accelaration and high top speed. tier 1 frigate class ship will be able to lauch from outpost to defend and stuff. And ofcourse researching higher tier will give better ships. expansion shipyard wont be able to bomb but rather have base capturingcapalities.
I will post further ides after i myself have an clear vision.

I had similar thoughts.TheDevil™ wrote:QUOTE (TheDevil™ @ Apr 7 2012, 08:37 AM) The following are my thoughts on how I think shipyard can be balanced.
Make shipyard an extension to the existent techbase like an research station from GT. So an combination of an tech base and shipyard will unlock different research and different ships.
For example shipyard with expansion will unlock frigate class ships, this ships wont be able to rip but they willhave high accelaration and high top speed. tier 1 frigate class ship will be able to lauch from outpost to defend and stuff. And ofcourse researching higher tier will give better ships. expansion shipyard wont be able to bomb but rather have base capturingcapalities.
I will post further ides after i myself have an clear vision.![]()
Tac would get Assault ships so they could stealthily rip in 100000 sbs
Sup would get manned carriers n @#(!
There's a new sheriff in town.
Exp SY ----> Mfrig/Cruiser
Sup SY ----> Ass Carrier / Devastator
Tac SY ----> Ass ship / Corv
Something like this?
Sup SY ----> Ass Carrier / Devastator
Tac SY ----> Ass ship / Corv
Something like this?



Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
This is interesting idea, would be like mk4 tech I would only make a requirement adv techbase for SY like:
AdvExp + SY ----> Mfrig/Cruiser
AdvSup +SY ----> Ass Carrier / Devastator
AdvTac +SY ----> Ass ship / Corv
What about gartech?
AdvExp + SY ----> Mfrig/Cruiser
AdvSup +SY ----> Ass Carrier / Devastator
AdvTac +SY ----> Ass ship / Corv
What about gartech?
- "History repeats itself for a reason" - "It's easy to cry for war when you've never experienced it" - "It's better to negotiate for 10 years then make war for 10 days" - "The strong do as they will, and the weak do as they must"


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phungus420
- Posts: 78
- Joined: Fri Oct 17, 2008 11:24 am
I actually really like the MkIV idea for SY.
If you do this would it be possible to give Frigs and Cruisers aleph res so that they can help break aleph camps in Expo v Expo games?
Basically agree with what has been posted:
Expo: MFrig, Cruiser (let MFrigs and Cruisers carry aleph res)
Sup: Ass Carrier (give rip2 so bombers/fbs can rip to it), Devestator, Battleship
Tac: Ass Ship, Freighter
Starbase: Corv, Destroyer
If you do this would it be possible to give Frigs and Cruisers aleph res so that they can help break aleph camps in Expo v Expo games?
Basically agree with what has been posted:
Expo: MFrig, Cruiser (let MFrigs and Cruisers carry aleph res)
Sup: Ass Carrier (give rip2 so bombers/fbs can rip to it), Devestator, Battleship
Tac: Ass Ship, Freighter
Starbase: Corv, Destroyer
should be very effective in conjunction with aleph res especially considering large shield (2?) can eat aleph res damage
and aleph res is mostly crappy otherwise due to it's two-sided-nature
but yeah a MKIV game-ending/anti-turtle thing is not a bad idea
and don't even try to cry about cheese - if you let your enemy afford mkIV then you are an epic phail
and stop playing on high/high money
and aleph res is mostly crappy otherwise due to it's two-sided-nature
but yeah a MKIV game-ending/anti-turtle thing is not a bad idea
and don't even try to cry about cheese - if you let your enemy afford mkIV then you are an epic phail
and stop playing on high/high money
Last edited by Mastametz on Sun Apr 08, 2012 12:11 am, edited 1 time in total.
There's a new sheriff in town.
I don't understand why you are having Cruiser with exp when it is obviously more sup oriented with it's ability to rip (as opposed to MF which can cloak and is strong and Belter version (maybe put for all versions) can NG), and devastator suits Exp more by being a ship soley on AB weaponry then turrets. Destroyer works well for Tac with long range missiles of death.
Exp -> Frig/Devestator
Sup -> Ass Carrier/Cruiser
Tac -> Ass Ship/Destroyer
(MK5 Tech) Starbase + Techbase + Drydock-> Battleship
SY Standard-> Corv/Freighter
Exp -> Frig/Devestator
Sup -> Ass Carrier/Cruiser
Tac -> Ass Ship/Destroyer
(MK5 Tech) Starbase + Techbase + Drydock-> Battleship
SY Standard-> Corv/Freighter
Last edited by HSharp on Sun Apr 08, 2012 12:27 am, edited 1 time in total.



