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Posted: Mon Apr 27, 2009 6:29 pm
by Dorjan
QUOTE I would remove MRM seismic at the least since SRM seismic is available under starbase nowadays.[/quote]

SRM Seismic is 1/3 the power... it just takes 3 MRM sesimics to blow a tech rock... now there are situations where you might want to do this but there is normally other tools to do the job (galvs for example) but this is quick!

P.s not everyone goes starbase before SY ;)

Posted: Mon Apr 27, 2009 6:54 pm
by Xeretov
Thats true Dorjan, but when was the last time you saw MRM seismic used? On the same note, does that mean the SRM version needs a perk? Its a very situational piece of tech, hence why I brought it up. Either way, the idea was more to free up the pre/def slot than to remove the actual tech, although I admit I didn't make that point very clearly. :doh:

I'd be content with tying the Seismic research to something else, or even just one of the different tiers. Its just an option since the eventual introduction of OH will take up a lot of the pre/def slots and the SY suggestion I commented about required more as well. Again - putting options forward for consideration.

There's actually quite a bit of tech all over the core that could be tied together without affecting gameplay very much, if a number of slots needed to be freed up. But I'm sure the dev team already knows that.

Posted: Mon Apr 27, 2009 7:59 pm
by Dorjan
Thats a fair point. I think the SRM should be made the power of the MRM and the MRM is rid.

Posted: Mon Apr 27, 2009 9:28 pm
by apochboi
Xeretov wrote:QUOTE (Xeretov @ Apr 27 2009, 07:54 PM) Thats true Dorjan, but when was the last time you saw MRM seismic used? On the same note, does that mean the SRM version needs a perk? Its a very situational piece of tech, hence why I brought it up. Either way, the idea was more to free up the pre/def slot than to remove the actual tech, although I admit I didn't make that point very clearly. :doh:

I'd be content with tying the Seismic research to something else, or even just one of the different tiers. Its just an option since the eventual introduction of OH will take up a lot of the pre/def slots and the SY suggestion I commented about required more as well. Again - putting options forward for consideration.

There's actually quite a bit of tech all over the core that could be tied together without affecting gameplay very much, if a number of slots needed to be freed up. But I'm sure the dev team already knows that.
The good news is we arent out of space at the moment. We do have a bit left even with Omicron in the core. Tying tech together is never ideal. Also removing tech which is useful in certian situations like seismics isnt idea either. Keeping the options for different play styles and tactics is in the games advantage. I'll have to do a recount on how many 'slots' we have free in the core so we arent working with maybes.

Posted: Mon Apr 27, 2009 10:06 pm
by Valiance
well if phoenix took up 100+ pre/defs out of 400 total, and they were removed, and since then, afaik, there hasnt been enough time for 100 pieces of tech to appear randomly, so unless OH is absolutely massive on re/defs, then there isnt a problem with space is there? :unsure: this is all very confusing to me :o

Im sure someone will explode with anger when they read this.

Posted: Mon Apr 27, 2009 10:35 pm
by apochboi
Umm Phoenix was alot of def's maybe not 100 though :P . Omicron is around 40 defs. Anyway this topic is about shipyard. So get back on track :P

Posted: Tue Apr 28, 2009 6:51 am
by Valiance
apochboi wrote:QUOTE (apochboi @ Apr 27 2009, 02:35 PM) not 100 though
Im pretty sure Andon said it was 100.
As for sy, i havent played it enough to know more than TF sy is cheese and Giga sucks :unsure:

Posted: Tue Apr 28, 2009 10:19 am
by apochboi
Valiance wrote:QUOTE (Valiance @ Apr 28 2009, 07:51 AM) Im pretty sure Andon said it was 100.
As for sy, i havent played it enough to know more than TF sy is cheese and Giga sucks :unsure:
Just did a recount for you. DN = had 93 free slots CC_03 has 138 free slots. So from that you can take phoenix used 45 slots.

Hope this answers your question.

-Apoch

Posted: Tue Apr 28, 2009 10:07 pm
by Adept
Wizards comment on more SY tech got me thinking. [warning, this may be a bit far out]

An anti cap turret cannon could be interesting. A thing that fires like a Long Tom, but without any AoE. Heavy shells to hammer a cap with, but not good vs. small craft. Maybe also nerf SC vs. capital ship armour (possibly util too), in the style of util cannons/snipers.

The idea would be that when equipping a cap you can load some turrets with the anti-cap cannons, and some with the point defence SC's. In a cap vs. cap fight the side with more cannons would have the advantage, but vs. a fighter swarm it would be the other way.

How's that for adding variability to SY? (Apologies about lack of math, lord spidey)

Posted: Tue Apr 28, 2009 10:30 pm
by Drizzo
Okay so let's say you make SY cheaper

If you've been around long enough, I am sure you people remember the powerhouse that was IC Supyard. What's going to stop that from coming back around?