Ship Scrapping
Ship Scrapping
So, more than once have I been in a game where mining has become superfluous for some reason or another, and I find myself eyeing the slots those ships unnecessarily occupy quite hungrily, envisioning chompers or destroyers in their stead. Now, getting rid of these is possible, but I'd rather not have to die repeatedly in order to free up hangar slots.
Thus, I propose some mechanism for scrapping ships in the hangar (For some percentage of the resources used to build them, if any) to facilitate some reasonable manner of freeing up those ships besides loading them up with plasma transfers and kamakazi bombing the enemy cruiser.
Thoughts?
Thus, I propose some mechanism for scrapping ships in the hangar (For some percentage of the resources used to build them, if any) to facilitate some reasonable manner of freeing up those ships besides loading them up with plasma transfers and kamakazi bombing the enemy cruiser.
Thoughts?
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LordDragon
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Re: Ship Scrapping
I agree with this. I've used the plasma transfer once, just to see it. Never again though; I'm quite proud of the KDR I have now lol
Only problem I see is newbies/trolls scrapping ships and leaving the team defenseless. Also, scrapping in regards to emergency construction leaves room for exploitation. It needs some careful thought before even slight implementation.
Only problem I see is newbies/trolls scrapping ships and leaving the team defenseless. Also, scrapping in regards to emergency construction leaves room for exploitation. It needs some careful thought before even slight implementation.
Re: Ship Scrapping
I actually thought of those myself, too. I figured I would at least get the ball rolling on this thought though.
Re: Ship Scrapping
I am against scrapping until an official Captain mode is added to the game (where only the captain can do some things)
I dont want my newbs scrapping their miners so they can build a wraith and go get killed
I dont want my newbs scrapping their miners so they can build a wraith and go get killed
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LordDragon
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Re: Ship Scrapping
Caladbolg wrote:I am against scrapping until an official Captain mode is added to the game (where only the captain can do some things)
I dont want my newbs scrapping their miners so they can build a wraith and go get killed
So say we all.
- Red-Rocket
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Re: Ship Scrapping
give that ability to the mass replicator, it seems like a job for the mass replicator
Oh its not orders I'm giving, but rather... "aggressive suggestions".
Re: Ship Scrapping
Do something similar to booting players off console. Requires 2 people to scrap a ship. Otherwise, l agree with caladbolg.
There are 10 kinds of people in the world; those who understand binary, and those who don't.
Re: Ship Scrapping
yeah its such a touchy thing to alter, if 1 player could be designated as captain in an in game lobby that would be awesome, space dodgeball has a method of choosing teams in game with a menu up showing player levels and expertise, we need to utilize something of those sort and add the captain role to that window. Captains and first mates should be the only ones able to handle upgrades and power, while all other consoles are free to be handled by other players.
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- PIEFROMHELL
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Re: Ship Scrapping
Man all that just to make space in the hangar, I don't like the idea of set jobs like that for anyone. This is a touchy subject. Why not just make an upgrade to expand the amount of hangar space. Maybe even the proposed (Megaton Chamber) idea suggested in core specializations. Just add like 2 hangar spaces or something?
I personally liked the ideas I tweaked about DumbMarine's original ideas from the core specializations thread, about the Megaton Chamber, Stabilizer Emitter, and Entropy Converter. I added making 2 spaces in hangar to my tweak on the Megaton Chamber.
I personally liked the ideas I tweaked about DumbMarine's original ideas from the core specializations thread, about the Megaton Chamber, Stabilizer Emitter, and Entropy Converter. I added making 2 spaces in hangar to my tweak on the Megaton Chamber.
PIEFROMHELL wrote: Megaton Chamber
--Ability-- Increases capacitor production by 75gw. Choice Between Megaton Chamber or Mass Replicator. Adds 2 hangar slots. Shields/weapons charge 5% faster, and engines increase and decrease 10% faster.
--Activation Method-- Passive (renders Mass Replicator no longer available)
--Cost-- 150y 200b 75r 200g
--Research-- Science Console/consoles/Mass Replicator, Megaton Chamber
"implying that Consoles branch is moved from Upgrades Console to Science Console"
Stabilizer Emitter
--Ability-- If the BC is stationary for 5 seconds, it does not lose core stability up to 135% output as long as BC remains stationary. Installation costs 35000gw.
--Activation Method-- Trigger (BC movement speed at 0 for duration of 5 seconds)
--Cost-- 100y 150b 75r 100g 35000gw
--Research-- Science Console/
Entropy Converter
--Ability-- While the BC's shields are offline, it gains 125gw production to weapons. Ability duration costs core decay at same rate as Emergency Shields. (The BC's shields are not offline if the emergency shield reinitializer ability thing is active)
--Activation Method-- Ability Command (Button in the Power Management console right next to Emergency Sheilds)
--Cost-- 75y 100b 75r 75g
--Research-- Science Console/