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Posted: Sat Apr 07, 2012 5:26 am
by Youngmoose
It is an anti turtle tech. Make it cost $10 to research it and give it a 1 hour research time. Or whatever.

Posted: Sat Apr 07, 2012 2:03 pm
by jbansk
Just hop on the noob server, give everyone a cap ship and you got your 5v5 cap ship game.

Enjoy

Posted: Sat Apr 07, 2012 3:08 pm
by NightRychune
there's a game mode for "spend x money and win the game," you know

Posted: Sat Apr 07, 2012 3:37 pm
by TheDevil
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. :)

Posted: Sat Apr 07, 2012 4:43 pm
by Mastametz
TheDevilâ„¢ wrote:QUOTE (TheDevilâ„¢ @ 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. :)
I had similar thoughts.
Tac would get Assault ships so they could stealthily rip in 100000 sbs
Sup would get manned carriers n @#(!

Posted: Sat Apr 07, 2012 6:13 pm
by DasSmiter
Exp SY ----> Mfrig/Cruiser
Sup SY ----> Ass Carrier / Devastator
Tac SY ----> Ass ship / Corv

Something like this?

Posted: Sat Apr 07, 2012 7:33 pm
by dusanc
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?

Posted: Sat Apr 07, 2012 9:04 pm
by phungus420
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

Posted: Sun Apr 08, 2012 12:06 am
by Mastametz
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

Posted: Sun Apr 08, 2012 12:26 am
by HSharp
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