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Fatal Afro Man *NCO* Marshal Fatal Squadron
Joined: September 09, 2006 Posts: 201
| Posted: 2007-02-22 17:30  
Well since the new modding system in 484 will pretty much make factories useless why don't we put them to use in other ways, like instead of makeing p-cannons and such you could make a tank that would have an advantage and could live through nute runs or something or internal defences so you don't need rines etc... Anywayz just an idea leme know wut u think.
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Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2007-02-22 17:33  
Honestly... I think I plan to make factories something like power generation... they simply add to the industrial output of the planet in general.
In order to perform certain upgrades at the planet... it may require X industrial output as well.
-Richard
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2007-02-22 17:38  
as it is right now, factories act as a resource multiplier for mining output
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Lyedtau Admiral
Joined: January 18, 2007 Posts: 147 From: Dev land
| Posted: 2007-02-22 19:00  
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On 2007-02-22 17:33, Faustus wrote:
Honestly... I think I plan to make factories something like power generation... they simply add to the industrial output of the planet in general.
In order to perform certain upgrades at the planet... it may require X industrial output as well.
-Richard
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That's sort of how they work now. All that's needed is to require a certain # of factories/industrial output on the planet for this kind of system.
The initial rollout of 484 will have little to no new weapons, gadgets, or components. It's not that we don't want to add them, it's that it complicates things a lot more, the more we add when we're trying to balance the entire game.
Once we have the basics under control, we'll certainly look at adding more weapons and components so that players have a lot more choice when modding their ships - however, I doubt we'll see this level of modifaction again (IE - allowing ships with missiles to replace them with torpedoes, and beams with cannons), if this works.
"What kinds of weapons?"
For ICC, for example, we could add (this is not a deffinate, just something off the top of my head), a beam with longer range than the pulse beam, but a longer recharge, and slightly more damage (so as to fit in with defencive play style).
For UGTO, we might (another example, also a non-deffinate), add a torpedo that does less overall damage, but does system damage if it hits hull.
For K'luth, we could add a slower moving, more damaging cannon.
As for the tank idea, it's been suggested a large number of times. It's not something I've thought about much, but something called a "Tank", with 3x the build time of Heavy Infantry, and 3x the stats, could be done easily.
The possibilities are (almost) endless, and we have lots to do before adding new weapons/components/gadgets to the game. But rest assured, factories have their uses in 1.484.
[ This Message was edited by: Lyedtau on 2007-02-22 19:14 ]
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Supertrooper Marshal Pitch Black
Joined: March 18, 2004 Posts: 1895 From: Maryland, U.S.A
| Posted: 2007-02-22 19:43  
Faust got a new sig o/
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Leonide Grand Admiral Templar Knights
Joined: October 01, 2005 Posts: 1553 From: Newport News, Virginia
| Posted: 2007-02-22 20:08  
the F man is becoming a LOT more active.. and Ly, what you said about the ICC lazer... you just described the current Chemical Lazer... LMAO!
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captain of the ICC Assault Cruiser C.S.S. Sledgehammer
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Enterprise Chief Marshal Raven Warriors
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2007-02-22 20:32  
Good ideas, F and Lyed.
Stuff like that certainly sounds interesting.
-Ent
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Fatal Afro Man *NCO* Marshal Fatal Squadron
Joined: September 09, 2006 Posts: 201
| Posted: 2007-02-22 22:44  
sounds pretty sweet i can wait ^_^
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Lyedtau Admiral
Joined: January 18, 2007 Posts: 147 From: Dev land
| Posted: 2007-02-23 00:27  
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On 2007-02-22 20:08, leonide*FM* wrote:
the F man is becoming a LOT more active.. and Ly, what you said about the ICC lazer... you just described the current Chemical Lazer... LMAO!
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Shhh, you're killing me! They weren't supposed to know!
*sweeps it under the carpet*
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Made by Doran
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Sixkiller Marshal Courageous Elite Commandos
Joined: May 11, 2005 Posts: 1786 From: Netherlands
| Posted: 2007-02-23 03:41  
nice sig F
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2007-02-23 04:56  
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On 2007-02-23 03:41, Sixkiller wrote:
nice sig F
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I believe I did it for him about 1 - 2 years ago.
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2007-02-23 05:00  
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On 2007-02-22 17:33, Faustus wrote:
Honestly... I think I plan to make factories something like power generation... they simply add to the industrial output of the planet in general.
In order to perform certain upgrades at the planet... it may require X industrial output as well.
-Richard
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i like it, a lot like the research method?
to build something you need the following:
1) Tech level
2) Enough industrial power.
this way you can make some devices industrial dependant and others Tech lvl dependant giving you 2 completely different type of mod planets
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- Axi
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doda *EP5 no longer exception...* Grand Admiral
Joined: December 11, 2005 Posts: 1012 From: happy land
| Posted: 2007-02-23 10:49  
rolf
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GothThug {C?} Fleet Admiral
Joined: June 29, 2005 Posts: 2932
| Posted: 2007-02-23 14:14  
I was thinking of something along the lines of an Ion Cannon Tank that Sits at the planet Firing Core Weapons at you if you get within a certain distance something like a Blockade Stopper or something
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-Smokey- Grand Admiral
Joined: October 22, 2004 Posts: 784 From: Florida
| Posted: 2007-02-24 19:27  
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On 2007-02-23 14:14, Fatal GothThug *Ens* wrote:
I was thinking of something along the lines of an Ion Cannon Tank that Sits at the planet Firing Core Weapons at you if you get within a certain distance something like a Blockade Stopper or something
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yea im sure thats gonna happen
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