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[FAQ
Forum Index » » Developer Feedback » » Ship capturing
 Author Ship capturing
Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2004-01-14 11:38   
Ok have been reading the logs and found that in a upcomming it COULD be possible to fly a captured ship...

so a Kluth would be able to fly MY AD...
i dont like that so here's a counter idea.

I capture a Kluth Scarab.
My tech crew would need to have a few mins to "fix " the ship so i would need to capture it... * the ship would go Neutral so its allies can see a capture is in progress *

Now the ship is fixed and sticks around for 2-5 mins..
after that the ship simply heads for deepspace to be sold on the black market..
ofcourse YOU get some nice credits for capturing it * if a group is involved the credits are evenly devided *

Here's the price list

Transports - 1500 credits.
Supply - 1500 credits
Engineers - 1500 credits
Scouts - 5000 credits
Frigates - 3000 credits
Destroyers - 4000 credits
Cruisers - 9000 credits
Dreadnought - 20000
Station - 100000


Now you see that a scout is a whopping 5K in credits... why? ITS A SCOUT.. scouts carry 1 big important thing... information... High command would be more happy to get a scout than a destroyer


* due to populair demand changed the prices a bit *
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[ This Message was edited by: Axianda *XO* on 2004-01-14 14:09 ]
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Barthezzz
Fleet Admiral

Joined: May 31, 2001
Posts: 5630
From: The Netherlands
Posted: 2004-01-14 11:49   
You just captured a station?
A ship the size of a planet with Thousands of enemy troops in it and your faction has the guts you rip you off by giving a lousy 40k?
I would charge at least a million! The amount of scrap metal that comes from it, the prisoners they can suck info out, the joy of towing it into a star and sending the pictures to the enemy high command!

No way in hell I will sell my freshly capped station for 40k…

Anyway; Im not a fan of the entire suggestion anyway.
Seeing as the econo. system will someday return and the credits right now are easy to get the econo. system will be useless.
Heck look at the top 50 people in the Credits ranking
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Baron Von Virtu
Cadet

Joined: November 01, 2003
Posts: 58
Posted: 2004-01-14 13:41   
Why is an engineer worth more than a station? An engineer can easily be captured. The engineer has 4x the credits as a station, that is crazy.
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Bigwolfe
Fleet Admiral

Joined: October 16, 2003
Posts: 156
From: Bland County
Posted: 2004-01-14 13:53   
engie would have another factions completely tech tree........like kluth would get cl2ks.....and what not.......i do however think this will be vastly reedited....a station, should be more powerful, and still be worth more then an engie
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2004-01-14 14:06   
By that logic, then, a station should be worth much more.

They would come with both repair and build components.
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2004-01-14 15:07   
I put the prices up to give an idea of how it would work...

also remember the funds would go in theorie to the ICC faction not all to the player so what ya see is just a percentage of the big moela
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philll
Admiral

Joined: September 13, 2003
Posts: 268
Posted: 2004-01-14 15:27   
how about u have a choice between selling it flying it or program it to deffend a planet or some thing? so u could decide what to do with the ship that U caputered not the goverment or faction
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2004-01-14 15:31   
I would think they should head for the nearest starport. Or even put your ship on follow and YOU have to go to the starport, and when you're within 250 of it, the ship will head over to it, sit there a minute or two, then disappear, and add to your account some credits.
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Rocki
Grand Admiral

Joined: August 13, 2002
Posts: 1029
Posted: 2004-01-14 16:02   
With the new shipyard system, I would suggest having it deconstructed at a planet with shipyard, adding the metals to the planet's stockpile. That way everyone benefits from it, as the planet will be able to build more ships.

In case of modded ships/ships having items not buildable on said planet, the items would be removed from the ship and placed in the starport available to buy.

I think thats the most reasonable thing to do with caotured ships. Just my $0.02
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Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2004-01-14 16:31   
I like the idea of flying enemy ships, with a few limits.
1. only one enemy ship in your gate account(new ones get sold at slightly higher prices, or you can order them somewhere)
2. capturing should be VERY HARD(lots of troops for even small ships)
3. the ship appears as green to the enemy to which it belongs until you attack one of their ships with it or land enemy inf on one of their planets
4. You cannot mod captured ships

That's my $0.03
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2004-01-14 16:34   
Quote:

On 2004-01-14 15:31, Shigernafy wrote:
I would think they should head for the nearest starport. Or even put your ship on follow and YOU have to go to the starport, and when you're within 250 of it, the ship will head over to it, sit there a minute or two, then disappear, and add to your account some credits.




nice addition and in the mean time its set to guard YOU so youll have a bodyguard
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philll
Admiral

Joined: September 13, 2003
Posts: 268
Posted: 2004-01-14 16:40   
but the transfer of ur comand should take awhile and you should depending on the shipp class either not be able to have serten systems due to crew shorting and/or u have to abanod ur other ship.
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DangerBabe
Cadet

Joined: December 21, 2002
Posts: 429
From: Charlotte, NC
Posted: 2004-01-14 17:00   
Cool ideas. Speaking of it being hard to capture a ship, if you're ship is boarded, could your teammates drop THEIR inf on you to help keep your ship from being capped?
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Tbone
Grand Admiral

Joined: July 21, 2001
Posts: 1756
From: Vancouver
Posted: 2004-01-14 20:18   
Quote:

On 2004-01-14 17:00, DangerBabe wrote:
Cool ideas. Speaking of it being hard to capture a ship, if you're ship is boarded, could your teammates drop THEIR inf on you to help keep your ship from being capped?




Now there's something I hadn't thought of.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2004-01-14 21:37   
I like this idea. however here is my way of doing it..


Ship spots enemy

Ship weakens enemy

Ship gets within 25gu of enemy

Ship drops inf

minor inf battle occurs

Your troops win. the ship is now NEUTRAL

You DOCKyour ship with the now-neutral ship.

After 2 FULL minutes of non-docking and niether ship blows up, the ship becomes yours

Ship is set to GUARD you.

You may orbit a planet with a starport. doing so adds a generoud ammount of metal, heavy metal, weapons to the starport, and credits to income

w00t
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