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[FAQ
Forum Index » » Developer Feedback » » some changes to kluth is needed
 Author some changes to kluth is needed
Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2005-12-15 07:35   
All know that kluth are to weak in battel as it is now
So as with icc and ugto have extra armor options, I would like to se something similar on K'Luth but suitet to their weapon tech.

Elf armor:
hit a kluth ship with beams or psi weapons and it sucks all the power out of the attacker (the attacked ship still takes dammage points though) this will make space bar smashing K'Luth ships a bad idiear.

Bionic Particel converter armor:
converts hits from particel weapons to energi and weapon reloads (same as above takes dammage but get free reload )

Elf torpedo:
heavy spicial weapon where (for the si spot) all In the blast radius depending on the lvl of the weapon lose 50% to 100% of the stored power.

Elf mine:
same effect as above but smaller blast radius 25 % - 50 % power loss depending on range and lvl.

Also I would advocate for the return of the Elfwave for the K'Luth ships either as bust device or similar to dictor device (could be same slot)

All these should only be for K'Luth ships due to the nature of the biological tech implementet in these weapons.

Let me note that this is defencive weapons all that use correctly can make up for the weak hull on K'Luth, some of them have drawbacks as they also inflect the efect on other K'Luth ships, so kinda balance out that way and should be used with caution.

_________________
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