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Posted: Wed Aug 05, 2009 6:29 pm
by Xeretov
LXY PATTIES

Posted: Wed Aug 05, 2009 6:40 pm
by Sushi
Xeretov wrote:QUOTE (Xeretov @ Aug 5 2009, 02:29 PM) LXY PATTIES
Yes please.

Posted: Wed Aug 05, 2009 6:47 pm
by raumvogel
Someone suggested a slow moving probe ship.No one ever probes enough (I try to do it when I can,but everytime I try,my miners end up dead).It could be made so it can be ripped to and defended.
Oh,and "fake" stations that look like tec bases,but turn out to be a McDonalds. :P

Posted: Wed Aug 05, 2009 8:34 pm
by Sushi
raumvogel wrote:QUOTE (raumvogel @ Aug 5 2009, 02:47 PM) Someone suggested a slow moving probe ship.No one ever probes enough (I try to do it when I can,but everytime I try,my miners end up dead).It could be made so it can be ripped to and defended.
Oh,and "fake" stations that look like tec bases,but turn out to be a McDonalds. :P
Actually, decoy constructors and/or stations would be kind of cool. Cheap, and you can't actually USE them (and they don't give any tech) but the other team won't know that (at least not immediately...)

Decoy tech bases could provide no tech, but still act like ops. Decoy ops and TPs would look just like the non-decoys, but be nonfunctional.

Posted: Wed Aug 05, 2009 8:39 pm
by Correct
Longtoms on Lxy Scouts.

Posted: Wed Aug 05, 2009 8:44 pm
by Weylin
One problem I see with decoy constructors, especially ones that can build on a tech rock, is that they destroy that rock in the process.

Instead of researching seismic missiles and bombing an asteroid, you could plant a cheap decoy constructor there to prevent the enemy team from getting it.

Posted: Wed Aug 05, 2009 9:13 pm
by Xeretov
Vlymoxyd wrote:QUOTE (Vlymoxyd @ Aug 5 2009, 03:45 PM) Well, this thread isn't about what I wanted it to be. Can we split it into 2?

I'd like my idea of a sticky thread to be used to hold all the ideas.
Keep it in here for now. If a really good discussion gets going on how to balance & implement "fun" tech then I'll clean up and maybe sticky. I think eventually we'll get to the point where we start looking for new and fun stuff to put in and it would be nice to have some well thought out ideas. Right now our focus is on changes to SY though.

Posted: Wed Aug 05, 2009 10:04 pm
by spideycw
Sushi wrote:QUOTE (Sushi @ Aug 5 2009, 04:34 PM) Actually, decoy constructors and/or stations would be kind of cool. Cheap, and you can't actually USE them (and they don't give any tech) but the other team won't know that (at least not immediately...)

Decoy tech bases could provide no tech, but still act like ops. Decoy ops and TPs would look just like the non-decoys, but be nonfunctional.
Just an FYI: This was used in both Bacon core and RPS Core. You would build your fake outpost or whatever on a rock and it would just turn into a probe. It was damn interesting - but they had to be cheap enough to make them worth buying instead of regular cons - which led to them being spammed at a rather unhealthy degree.

Essentially - good idea but hard to balance

Posted: Thu Aug 06, 2009 12:43 am
by Vortrog
Interceptor pods - heavy hull, booster 3 pods that consumes O2 instead of fuel at a rate equivalent to a lightbooster burn. (ie 200ms pod). For the Kamikaze retribution players who just have to make their rams count.
Stealth pod - Cloak mounted pod that consumes O2 at same rate as energy is consumed for Sig3 cloak. For the KB lovers/savers.
Fighter Pod - mounted with Gat1 and consumes O2 when gun is fired.
XRM Aleph anti-resonator missile - Opposite effect to aleph res. Heals all ships and boosts shields. Specially designed for Yiggs.

Posted: Thu Aug 06, 2009 12:56 am
by Xeretov
Vortrog wrote:QUOTE (Vortrog @ Aug 5 2009, 08:43 PM) Specially designed for Yiggs.
I loled