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[FAQ
Forum Index » » English (General) » » Heavy Engineers
 Author Heavy Engineers
Arcanum {C?}
Cadet

Joined: June 25, 2005
Posts: 222
Posted: 2005-09-07 06:24   
I was considering the idea of having a "heavy engineering" class of ships, which are not only able to build planets, but can load 1 structure into their cargo bag, and haul it onto another planet and drop it there.

This way, if a faction captures technology from another faction (factories, shields, defense bases), one could transport these back to a home-sector to improve those planets.

This also reduces the incentive to Mirv planets, because the structures on these planets become very valuable.
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Knife
Cadet

Joined: September 05, 2005
Posts: 2
Posted: 2005-09-07 06:27   
Interesting idea. I'm not sure how practial that would be for the game developers to code.....but it sounds like it would make the game more interesting.
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Lord DowneyBUM (UK)
Fleet Admiral

Joined: January 13, 2003
Posts: 437
From: London England
Posted: 2005-09-07 06:28   
Very interesting idea,
Should be able to use the dreadnought class building ships for this
I.E Brood, command carrier etc.
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Virus
Marshal
Courageous Elite Commandos


Joined: August 18, 2003
Posts: 116
Posted: 2005-09-07 08:52   
pointless..............



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Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-09-07 10:17   
Its an idea...

It would need some restrictions (im sure someone would find a way to abuse soemthing)
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Arcanum {C?}
Cadet

Joined: June 25, 2005
Posts: 222
Posted: 2005-09-07 10:26   
The only way I could think of that this could be used as abuse is to sabotage one's own faction...equivalent to scrapping strategic structures on friendly planets.

Heavy engineers should probably be only limited to Vice Admiral or higher to avoid newbie mistakes.
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Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2005-09-07 10:35   
arcanum they said that command dread and ships like that could do it, wich is above VA.
And thats still abusable, using a SY with new ships all the time taking off every structure..
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Lux (Polaris)
Fleet Admiral
Raven Warriors

Joined: April 20, 2004
Posts: 835
From: Asgard
Posted: 2005-09-07 13:35   
Quote:

On 2005-09-07 06:24, Arcanum {C?} wrote:
This also reduces the incentive to Mirv planets, because the structures on these planets become very valuable.



Actually, this might not, because.. I mean, when you don't need any of the stuctures, or already have all the other faction tech. Speaking of factories, this would reverse the specific faction tech thing that most of us seem to want...at the least, it will make it too easy to get all tech from all factions.

IMO. (If I make some errors, it's because I'm in school)
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Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-09-07 14:19   
What if someone logs out with a structure and it saves to garage. then someone could theoreticly spawn a extractor with 10 structures in it, and you'd have a planet ready made. Instant building.
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Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2005-09-07 14:38   
@Jack

then make the structure not save to the garage or only make the heavy builder acually load it.
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Crim
Fleet Admiral
Sundered Weimeriners


Joined: March 16, 2003
Posts: 1336
Posted: 2005-09-07 14:41   
A way to abuse it..A) During combat, the Shipyard is blockaded. You get in there with your heavy engie, take the SY off and place it back on..and Walla, it's unblockaded for 30-40 seconds, giving time to spawn a ship..

B) Taking the Colony as soon as an enemy inf lands on it, causing the planet to revolt, after the enemy caps it..
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Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2005-09-07 14:45   
make it be impossible to remove structurs on a planet thats blockaded, and make removing building have the same affect as scrapping a building, IE pres lost. doubt it would be abused any more then scrapping planets thats about to get capped now
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