SHIP/WEAPONS/MISC. GUIDLINES

Ideas for improving Starport:GE

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gojira2000millenium
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Post by gojira2000millenium » Sat Jun 02, 2007 3:48 am

name:50 cal. gatling machine gun
specs:each round does 1 damage but has a fire rate of 3000-5000 rounds per minute. does not use energy
drawbacks: slows down ship slightly, rounds are bought,needs to be serviced , has a round cap of 40000, and if overheat's it will be disables for 15 seconds.

Price: (gun)5000000
(1500 round pack)2000000

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toast
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Post by toast » Sat Sep 22, 2007 6:27 pm

Name: Decoy

Ability or Modification: Carried in equipment bays, each one takes up four bays. So the ship can only carry two, unless it is a barge. When fired, the decoy will distract solar fire for a short time. (not sure how long..but maybe the cannon targets the decoy for 2 seconds or something). The decoy would not distract lasers or flaks, but would work against mines, although it would be destroyed after detonating one mine. The purpose of this is to make it so that people invading high solar colonies single handed have a chance.

Cost: 200k each. (i know it is high, but come on...we can afford it). Maybe also add a requirement that the user cannot be corped to buy/use them...

comments?

Seth_The Other Seth
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Post by Seth_The Other Seth » Thu Oct 04, 2007 3:47 am

Name:Smokescreen
Effect:Temporarily removes you from scanners. Even with Battle scanners.
Duration:8 Seconds
EC:None.
Drawback:You lose scanners as well, so hope you know where your going :D
Cost:50k
Reason? I was being chased by a certain...rank 1...member...and? i run into a planet...guess what? BANG BANG! i couldve escaped too. but, we all need this specially from the invading planet's corp comes up behind you with nukes a' blazin.-_-

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cheeser
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Post by cheeser » Sun Nov 04, 2007 4:56 pm

gojira2000millenium wrote:name:50 cal. gatling machine gun
specs:each round does 1 damage but has a fire rate of 3000-5000 rounds per minute. does not use energy
drawbacks: slows down ship slightly, rounds are bought,needs to be serviced , has a round cap of 40000, and if overheat's it will be disables for 15 seconds.

Price: (gun)5000000
(1500 round pack)2000000
Not a half bad idea actually

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feenix
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Post by feenix » Wed Jan 09, 2008 7:10 pm

lol i'd like to start by saying cheeser? you are cheezy lol (sorry had to get this joke of my cheezy chest lol.)

alright the ship i'd like modified is the un ship the imperial..... oh what the heck, the one that looks like the enteprise lol, i would like the photon torpedo modified so that when you shoot the torpedo, they would be like a nuke and track the players. i hope this idea has merit and that it gets accepted, because i died recently in pax everlasting (name over there feenix also) and i had the alien ship before but bought the imperial star cruiser (i think that's the name lol) after i died and i found a lot of things i hate about it and one of them is the fact that it is easy to miss when using the special weapon :x

gojira2000millenium wrote:Type: Star Tank
Shields: 20000
Primary Weapon: Plasma Gun
Special Weapon: fires 4 nukes at the cost of 250 energy
Scanners: Short-Range
Cargo holds: 120
Maximum Speed: 2 kps
Turning: 2 dps
Thrusting:1 kps^2
Energy Regen: 9 twps
Warp Fuel Efficency: 8 gpw
Cost: 10000000 $ credits
10 mills? man your ship has to be able to do a lot of cools things before plp will even consider buying this, i made a copy of your specs and modified them a little, hopefully the modifided version will help in it's sale
:modified below:

Type: Star Tank
Shields: 20000
Primary Weapon: explosive bullets (would give a nice look for a tank, just like a grenade laucher)
Special Weapon: fires 4 nukes at the cost of 250 energy
Scanners: Short-Range
Cargo holds: 130
Maximum Speed: 5 kps
Turning: 2 dps
Thrusting:3 kps^2
Energy Regen: 10 twps
Warp Fuel Efficency: 7 gpw
Cost: 10000000 $ credits

there is think this would be much cooler now, you would have a fuel efficient ship, with little bit more thrusting, since if you are into trouble you wouldn't want it to take a light year before getting to the warphole, and i think the explosive as well as the nuke would really pull of the tank look the explosive bullets would be like a grenade launcher and you would also have a nuke launcher
Seth_The Other Seth wrote:Name:Smokescreen
Effect:Temporarily removes you from scanners. Even with Battle scanners.
Duration:8 Seconds
EC:None.
Drawback:You lose scanners as well, so hope you know where your going :D
Cost:50k
Reason? I was being chased by a certain...rank 1...member...and? i run into a planet...guess what? BANG BANG! i couldve escaped too. but, we all need this specially from the invading planet's corp comes up behind you with nukes a' blazin.-_-
i like very much this idear
Last edited by feenix on Fri Feb 22, 2008 7:26 pm, edited 1 time in total.

Crazy1
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U.N Battle Crusier

Post by Crazy1 » Tue Jun 16, 2009 12:47 am

Type: U.N Battle Crusier
Shields:22000 ( Regenerates 300 Per 3 Minutes ) (Extra!: Halfed Damage)
Primary Weapon: (Cannot buy or sell) Energy Beam
Deals 45 damage per seconds and uses 2 energy per second this can peirce through 3 targets.
This deals 70-140 per second creating massive damage but it may use 95% of your energy and it takes about 30 seconds to reload. the blast radius is pretty big. in addition the explosion slowly grows untill at a point stops growth and disinagrates its self. it disintegrates after 15 seconds after that the reload begins.
Scanners: Master-Scanners (cannot buy or sell!!!)
This is the only ship that holds master scanners. it has all the abilities of all of the scanners avaliable.
Cargo holds:350
Maximum Speed:9.8
Turning:3.72
Thrusting:2^4
Energy Regen:15
Warp Fuel Efficency: 4.5
The Warp drive Uses NO Fuel at all. Extremely advanced ship indeed.
Cost:1,152,000,000

Reason: I dont think people have enough firepower without this :D

Crazy1
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Defence Turret: Beam Turret

Post by Crazy1 » Wed Jun 17, 2009 5:26 pm

Beam turret:
Shoots a large, powerful beam at the direction and takes out weak players like no ones buisniuess.

( CAN BE ONLY MADE BY COLONYS!!!)
on hit damage: 700-860


Damage oer second
105-125



(peirces through everything!)

Materials:

120 oil

250 metal ore

900 spices

500 organics

700 medicine

300 uranium


to research

porky55

Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by porky55 » Fri Jul 03, 2009 6:24 am

shipname: Aurora.
price: 30k tokens 100mill creds.
shields: 20k restoring.
primary weapon: Energy beam waepons. (like the guns they get from th azguard in stargate season 10 unending)
Max speed: Same as IGS.
Turning: Same as IGS.
Thrusting: Same as IGS.
Energy Regen: Same as IGS.
Warp Fuel Efficiency: 7gpw.
special abilitys: Wormhole drive and replicators.
effect_1{wormhole drive} Opens a smaller version of the black hole for your ship only, once paid for takes 20 seconds to make the jump. In which time your ship is completely dissabled apart from replicators.
effect_2{replicators} Replicators will use up uranium in your holds to make shields 10 sheilds for every 1 uranium.
Fired/Activated by: Secondary weapon button.
Energy usage: 600.
cargo bays: 400.
Equipment Bays 24.
scanners Usual choice or Subspace Scanners costing 5k tokens scan anysystem with the galaxy map.
Limitations Larger hull make for an easier target, gets alot hotter than standard ship so much easier to nuke.
sales pitch This fine peice of technology backwards engineered from a long dead but extreemly advanced race is now availible to you. With is wormhole drive on board replicators and fine weapons platform this ship is ideal for those of you who like to invade or fight the piratesout there. But not to worrie bcause if you are a peacfull builder this ships cargo and equiptment bays are just what you need to get those colonys nicely built and stable good luck to all you fine captains. A very classy vessal for those who want a little style.

egyptian21
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by egyptian21 » Sun Jul 05, 2009 4:15 am

Planet type: Glacier world
Exports: metal ore,anerobes,spice,equipment,organics
Pop Growth:high
Pollution Rate:low
Special building: (Solar Powered Drill : adds a 20% mining bonus to oil and spice)

egyptian21
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Re: ion cannon

Post by egyptian21 » Sun Jul 05, 2009 4:32 am

Name: (name of weapon) Ion Cannon
Specs: (what it does)fires a wave of electricity that lasts for 10 seconds that drains the energy of all ships hit by it for 15 seconds and drains 2k shields
Cost: (price range) 5,000,000



the wave
ion blast 2.jpg
Last edited by egyptian21 on Sun Jul 05, 2009 3:05 pm, edited 1 time in total.

egyptian21
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by egyptian21 » Sun Jul 05, 2009 4:58 am

planetary defence name: Flare
what it does: Fires off plasma shots like the dream sower ,execpt it spins and fires off 150 shots a min that take 100 shields, and takes 4 nukes to destroy
cost: 100,000


looks like

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Homeworld32
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by Homeworld32 » Wed Jul 15, 2009 1:31 am

The U.N. battlecruiser would be all Starport GE newb's downfall. They would give up on the game, once a few players gained this ship. However incredibly AWESOME the idea is, just seems a bit to "over-the-top" (to be clear, i have nothing against the ship, or having some fun building the "dream" ship)

The aurora seems like an incredible idea!

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Frozen.Soul
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by Frozen.Soul » Fri Apr 09, 2010 3:31 pm

interesting old topic...

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Paradox_moth
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by Paradox_moth » Tue Jul 13, 2010 2:15 am

Type: Fire Fox
Shields: 10,000
Primary Weapon: Flame Thrower ( Has longer range than the Death Ray, and shorter than the Hellbore Laser, does 10 damage a second, and an additional 5 damage a second as the flames burn out (burn out rate is 3 seconds))
Special Weapon: Fire Missiles ( Long-Range Missiles that explode in a glowing acidic glue that bursts into flames when in contact with oxygen. Impact Bursts with splash damage that does 10 damage on impact and 5 damage per second for 10 seconds. Uses 25% of total energy per missile.)
Scanners: Short-Range
Cargo holds: 100
Maximum Speed: 15 kps
Turning: 70 dps
Thrusting:5 kps^2
Energy Regen: 20 twps
Warp Fuel Efficency: 7 gpw
Cost: 200,000 $ credits

Sales pitch: Fly threw the galaxy in high speed and Power. If you want something that will get you out of a fight fast and has the power Take down several ships, this is what you need.

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GuardianDragon
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by GuardianDragon » Fri Oct 22, 2010 10:35 pm

Type: Ship
Name: Defender
Shields: 20,000
Price: 12,000 Tokens (9500 token refund)
Secondary weapon: Photon Shield (uses energy like a laser or beam, and blocks everything except solar cannon and lasers or beams, covers entire front of the ship with some space.)
Hardware space: 16
Cargo holds: 220
Maximum speed: slower than a vulture (It's supposed to be hefty and very strong like a cruiser)
Turning: At least as fast as a Sethdar (well it has to be able to turn fast to block! :p)
Thrusting: Like a Scout Mauradur
Energy regeneration: Very fast (it needs to make up for it's slow speed)
Warp fuel per warp: 15
Primary weapon, third weapon, and scanners now are anything we want. (modules :D)
I'm thinking of a ship that can stay in battle outnumbered for a long time.
hey I'm thinking of stuff that isn't ridiculously powerful, with ups and downs. :wink:

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feenix
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by feenix » Fri Nov 26, 2010 7:41 pm

Latias wrote:Type: Ship
Name: Defender
Shields: 20,000
Price: 12,000 Tokens (9500 token refund)
Secondary weapon: Photon Shield (uses energy like a laser or beam, and blocks everything except solar cannon and lasers or beams, covers entire front of the ship with some space.)
Hardware space: 16
Cargo holds: 220
Maximum speed: slower than a vulture (It's supposed to be hefty and very strong like a cruiser)
Turning: At least as fast as a Sethdar (well it has to be able to turn fast to block! :p)
Thrusting: Like a Scout Mauradur
Energy regeneration: Very fast (it needs to make up for it's slow speed)
Warp fuel per warp: 15
Primary weapon, third weapon, and scanners now are anything we want. (modules :D)
I'm thinking of a ship that can stay in battle outnumbered for a long time.
hey I'm thinking of stuff that isn't ridiculously powerful, with ups and downs. :wink:
not bad i just wish toonces was more concerned about making new ship then to charges us an arm and a leg for modules and weapons

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GuardianDragon
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by GuardianDragon » Mon Nov 29, 2010 8:57 pm

feenix wrote:not bad i just wish Toonces was more concerned about making new ship then to charges us an arm and a leg for modules and weapons
Yea, if there were more ships, then the ships would mean new weapons, and new weapons would open more flexibility to the game with more choices. With new ships with new combination's of stats, we can use mods to make different opportunities. :)

bladeanser
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by bladeanser » Thu Dec 16, 2010 6:57 pm

Hello.
Let's Talk about SHIPS.
Since The game is 2D it's easily to make models for ships.
You(Developers) Can Make Ships Editor.
There will be Details what gives speed/shields/weapons/cargo/etc.

BUT to make no CHEATS:
Every detail(Ship Part) Have Ship points.
Every Custom Ship have 10 Points.
If You want to make Ship With 10+ Points - You will need To pay +50% for every point
And Alot of ship details must be researched.

If this will be make - Game popularity INCREASE! everyone can make its own ship!

bladeanser
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by bladeanser » Thu Dec 16, 2010 7:27 pm

Name:Rail Gun
Damage: 250
Ability: Beam damages Ship/alien and going trough it and damaging other objects with -5% damage.
If Beam Reach any object: Range increasing(Example: Range : 1500. If I hit someone in range 500 : Range of beam will increase to 1700)
Range: Medium Range
Fire Rate: 1 shot per 3 seconds.
Cost: 155 . 250

Name: Rail MInigun
Damage: 100
Ability: Beam damages Ship/alien and going trough it and damaging other objects with -5% damage.
If Beam Reach any object: Range increasing(Example: Range : 1500. If I hit someone in range 500 : Range of beam will increase to 1700)
Range: Medium Range
Fire Rate: 2 Shots per seconds
Cost: 2 . 117 . 890

Name: Rail Cannon
Damage: 1000
Ability: Beam damages Ship/alien and going trough it and damaging other objects with -5% damage.
If Beam Reach any object: Range increasing(Example: Range : 1500. If I hit someone in range 500 : Range of beam will increase to 1700)
Range: Medium Range
Fire rate: 1 shot per 6 Second
Cost: 1 . 882 . 050



Name: Death Ray(i know that it already been here)
Damage: 75
Ability: Kills Marines. Beam.
DPS:600
Range: all system. Damage Decreasing as long range it is ( Example: i Hit someone in range 500 it - DPS will be 600. if i hit someone in range 1000 - DPS will be 450)

bladeanser
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by bladeanser » Thu Dec 16, 2010 7:48 pm

Type: Interceptor
Name: Light.
Size:Very Small
Shields: 500
Primary Weapon: Turret(Autofire) : any weapon.
Special Weapon: ZEUS shield Prototype.

This Shield Blocking Everything with chance 65%
Scanners: Short-Range
Battle Scanner(With Chance 0.5% per minute it can find weak point of Enemy ship and damage will increase on 65%)
Cargo holds: 25
Maximum Speed:100 KPS
Turning: 60 dps
Thrusting: 15. If Shift Pressed: 50 KPS
Energy Regen: No Regen.
Maximum Energy: 50 000.
Regen Type: Spice. 1 Spice - 5 000 Energy.
Warp Fuel Efficiency: 3 Warp fuel per warp.
Cost: 67 . 550 . 680.
Requirements: Exp: 350 . 800
ONLY ONE STARPORT IN WORLD SELLING THIS SHIP.

Description: This is Light. Prototype of Very fast Ship with can Evade beams and projectives easily.
Also it have Z.E.U.S - Zentronium Electrical Unstable Shield With can Block Everything With High Chance.
But Developers of this ship don't make the basical Shield . The Z.E.U.S Provides only 500 Shield Points.
Also This ship have Auto Turrets What can fire automaticaly at any ship or Alien.
Last edited by bladeanser on Thu Dec 16, 2010 8:01 pm, edited 1 time in total.

bladeanser
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by bladeanser » Thu Dec 16, 2010 8:00 pm

Type: Transport
Name: Mercurium.
Size: Big.
Shields: 7500.
Primary weapon: Turret(Autofire) : Any Weapon.
Special Weapon: No Specials.
Scanners: Short range SCANNER.
Cargo HOLDS: 750.(can be raised to 1 000 )
Maximum Speed: 1-15 KPS.
Thrusting: 1-3 kps.
Turning: 1-3 kps.
Maximum Energy: 1 500.
Energy Regen : 15 Per second.
Cost : 1 . 670 . 000
Requirements: EXP: 15. 600
ALIGMENT: GOOD.(not to be a pirate)

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feenix
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by feenix » Fri Dec 17, 2010 1:00 am

ya'll can stop of all the years i seen this thread i never seen one new ship so i don't think toonces even reads this thread so i would say don't bother typing them :(

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GuardianDragon
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by GuardianDragon » Tue Dec 21, 2010 1:00 am

feenix wrote:ya'll can stop of all the years i seen this thread i never seen one new ship so i don't think toonces even reads this thread so i would say don't bother typing them :(
I have to say that I agree. It doesn't sound like Toonces is going to add new ships anytime to soon.

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Mr Cow
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Re:

Post by Mr Cow » Mon Jun 20, 2011 4:35 am

KelvinR2K4 wrote:Type: (Adapter)

Shields: (12,000)

Primary Weapon: Plasma Gun

Special Weapon: (Adaptation: When this weapon is activated, & this ship
is hit by any type of weapon, the ship "adapts" to the
weapon it got hit by, then no damage can be done
to this ship by the same type of weapon it got hit with.
This effect would last for 5-10 seconds. This weapon
would make this ship ideal for invading colonies.
During the 5-10 seconds that this effect lasts, the ship
cannot receive shield damage, or energy drainage.

Say if this ship gets hit by a plasma gun, the ship
would then be immuned to plasma gun bullets ONLY
for 5-10 seconds. Same thing if it's hit with grav-beam,
nukes, negs, etc.

If, this ship is shot by lets say, a plasma gun,
then immedietley shot with a nuke, the ship would
only receive the nuke damage, until the 5-10 seconds
are up, then it would be immuned to nuke damage for
5-10 seconds, you guys understand what
I'm trying to say?)

Scanners: Short-Range

Cargo holds: (120)

Maximum Speed: (9,000 It's an invading ship so it must be fast)

Turning: (90)

Thrusting:(850)

Energy Regen: (9)

Warp Fuel Efficency 8

Cost: (1,500,000-2,500,000)


LOL???? think about this..-_- get 3sc's 8 energy dynamos... land on a dd pac man, use tht speciallty 5 seconds just might be enough to gather 1k energy and cap b4 u get damaged again by the solar..seems way to easy to invade

JesusRocks765
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by JesusRocks765 » Tue Jun 21, 2011 6:13 am

no such thing as DD 20/120s anymore :( Unless its a Rocky :/

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GuardianDragon
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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by GuardianDragon » Thu Oct 06, 2011 7:54 pm

Hey! Toonces has a long list...I'm pretty sure that new ships and weapons is somewhere on his list. Don't assume it'll never happen, never is a long time. :evil:

Anyway, I have a weapon idea, I did /idea on it a bit ago then realized I could just post it here.

Fusion Pulser:
Damage: same as fusion blaster (80)
rate of fire: same as fusion blaster (fast)
Energy usage: same as fusion blaster
Range: about the same a a Hellbore

This weapon is a laser, but shoots like a point defense. It does instant damage, not constant damage. Very close to a Fusion Blaster, except the Fusion Pulser doesn't have travel time, as long as the target is in range and it's right in front of you, it can't be evaded. It should shoot through planets and stuff in my opinion, like the point defense.
Last edited by GuardianDragon on Wed Feb 22, 2012 3:28 am, edited 1 time in total.

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Re: SHIP/WEAPONS/MISC. GUIDLINES

Post by Voltage » Tue Nov 22, 2011 5:19 am

Woah madace used to be a mod here? Ontopic: Good guidelines :P

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