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[FAQ
Forum Index » » Developer Feedback » » Different Enhancement Suggestions
 Author Different Enhancement Suggestions
-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2010-03-28 13:21   
For the non-battle types.

Supply Ships - Maybe a way to increase the supply speed

Eng Ships - Faster Mining of resources so they can build platforms faster.


I'm just throwing things out there.
_________________


Riley!
Chief Marshal

Joined: May 29, 2002
Posts: 257
Posted: 2010-03-29 00:08   
WH Distance Extender
+25k distance

Upgraded Beam Emitter
+5 mining

Chao's Array Upgrade
+5 eccm range
+5 eccm power
-3 signature reduction
+3 Energy Usage
**unique
**rare
**scout, frig, destroyer, station

Artisens Fury
+12 Beam Dmg
+12 Projectile Dmg
+7 Energy Usage
**ultra rare
**unique
**station only

Medujula's Rebuilt Engines
+8 Speed
+8 Turn rate
+8 Thrust
+3 Energy Usage
**rare
**scout, frigate, destroyer
**unique



_________________


Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2010-03-29 02:04   
OO look good riley, but where currently looking at enhancments again, the standard one's work. now gota look at all the custom one's.
More like make a plan that includes all functions con's and pro's.
Ask draf about it, he knows more. (but be warry he already has to much work on him.)

Quote:
On 2010-03-28 13:21, --Daedalus-- wrote:
For the non-battle types.

Supply Ships - Maybe a way to increase the supply speed

Eng Ships - Faster Mining of resources so they can build platforms faster.

I'm just throwing things out there.

Ooooo ya, totaly forgot about secondary support ships. this would be nice. still i would never use the Supply ship one, the faster the repair speed the less prestige you gain. (supp points are given for as long as you have your drones active, the faster the repair the less time, the less points.)

But i totaly love the mining beam enhancment.
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2010-03-29 21:49   
Class A (for awesome) Enhancements



Dylithium Crystal Array: (ANY)
Increased Jump Velocity for all Jumpdrives

Tachyon Emmitters: (HUMAN)
Increased Jump Velocity for tachyon drives
Increased Energy Output for all jumpdrives (recharge time decrease & energy usage decrease)
Increased mass for any ship.

Magnifying Glass: (ANY)
Greatly Increase Damage for beam weapons
Greatly Increase Falloff for beam weapons

Flux Capacitor: (UGTO)
Increase Range of Flux Weapons
Increase Damage of Flux Weapons
Increase Energy Usage of Flux Weapons
+100% change of time travel beyond 88GU/s

Mirrors: (K'Luth)
Increase Cloak Efficiency.
Decrease Beam Damage.

Double "A" Batteries: (ICC)
Greatly Increase Energy Output.
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2010-03-30 05:49   
Possible Transport enhancements

** Medical Bay **
Heals loaded infantry to full health over time


** onboard training facility **
Trains you troops while onboard.


** Battlefield Command. **
troops could be set for specific purposes, attack, defend and Raze.
What if this enhancement lets your troops attack certain structure types.
for instance attack ANY power generator in your area.

or simply drop your troop in your designated stance like Raze.


** Drop Pods MKII **
Drop pods that are more restistant to attacks.

[ This Message was edited by: Axianda The Royal on 2010-03-30 05:50 ]
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- Axi

Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2010-03-30 10:19   
Daedalus and Axianda have the right idea.
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DarkSpace Developer - Retired

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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2010-04-06 12:20   
how about on enhancements you have a option to buy x amount of an item. would cut down on time in buying enhancements
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Ulven Skyblade
Marshal
Non Omnis Moriar


Joined: March 04, 2007
Posts: 230
From: Timbo400
Posted: 2010-04-08 02:39   
id like to add one more enh to the fine list deadalus and axianda made.

ammo bin enh.

ups the amount of ammo you have on each slot.
this would be very handy for icc (with there cannons having ammo) and missile ships in general
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2010-04-08 08:25   
not as much as an enhancement but an addition to the enhancement system it self.

when i buy 1 enhancement the screen goes away.
I need to pop up the buy screen again scroll and select my item and repeat.


Improving the buy screen/system itself would be an great enhancement.

_________________

- Axi

Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2010-04-09 11:22   
Come to think of it, Many of these ideas could work well as "Modules" instead of enhancements

Say each ships have 1 Module slots they can fit a medibay,ammo bin, Training barracks,

Of course, we could have the command dread/command carrier/Brood have 2 module and an extra "fleet Module" slot, maybe like a Fire control tower for slight boost in damage and/or Accuracy of missiles(We really need fleet perks, too may people dint join fleet because they see being jam in a single faction is a con and there's no Pros of being in fleet)


and make a Command cruiser that have this 1 Fleet module and a standard module

of course, they still have to find these Rare modules for there ships
but maybe allow Command ships to just switch different Fleet modules
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Fallen |3lood Angel*Kiyoh*
Vice Admiral

Joined: November 29, 2009
Posts: 47
From: Lagrange 4
Posted: 2010-04-09 23:56   
The modules would be cool, they could work with missions for example, they only affect the people you team with? so if you have a team of transports, they all share a fleet module. what i'm trying to say is like the fleet module is only effective when in a team if they are implemented, otherwise, they dont do anything. It would help so people dont login in and jump somewhere far away, go afk and everyone gets the bonus
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2010-04-21 22:18   
Quote:

On 2010-04-09 11:22, Zero28 wrote:
Come to think of it, Many of these ideas could work well as "Modules" instead of enhancements

Say each ships have 1 Module slots they can fit a medibay,ammo bin, Training barracks,

Of course, we could have the command dread/command carrier/Brood have 2 module and an extra "fleet Module" slot, maybe like a Fire control tower for slight boost in damage and/or Accuracy of missiles(We really need fleet perks, too may people dint join fleet because they see being jam in a single faction is a con and there's no Pros of being in fleet)


and make a Command cruiser that have this 1 Fleet module and a standard module

of course, they still have to find these Rare modules for there ships
but maybe allow Command ships to just switch different Fleet modules




sounds like a nice idea, but if your playing on a faction who normally has less players, sparing a usefull combat ship for a useless command dred would gimp that faction in combat.
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Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2010-04-23 08:45   
Point taken, it is bad if you lose a combat capable ship, and if that fleet don't take the command dread, there goal should to kill the other faction's command

We can't really start saying "if one will be outnumbered", In EVERY single fight theirs always gonna be a time your fleet/faction is outnumbered, that cannot be avoided, if we start to judge balance upon numbers, were gonna be stuck doing so for the rest of DS's life


Beside, your outnumbered? use your brain, drag one of em out of there buddies and dico his butt, maybe you can drag that command dread if your lucky...
[ This Message was edited by: Zero28 on 2010-04-23 08:46 ]
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