[idea] POST NEW SHIP IDEAS HERE!!

Ideas for improving Starport:GE

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milo
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[idea] POST NEW SHIP IDEAS HERE!!

Post by milo » Sat Feb 17, 2007 4:36 pm

In my opinion there are too many threads about new ship/weapon ideas. This is an effort to consolidate those ideas into one thread. If you post your ideas here I promise to edit them into my next post without editing their content. If you do post your ideas here please try to use the same general format. I plan to update approximately every other day. I have started this thread with 10 ship of my own design. The purpose of submitting a ship design is for peer review and criticism.

---Ship Format---
Creator: “your name here”
Type: “ship name here”
Price: (include any requirements)
Shields:
Primary Weapon: (only include if other than the default)
Scanners: (only include if other than the default)
Cargo Holds:
Equipment Bays:
Max speed:
Turning:
Thrusting:
Energy Regen:
Warp Fuel Efficiency: (include any variations)
Special weapon/ability: “name”
Fired/Activated by: (if necessary)
Energy usage: (if necessary)
Effect: (if necessary)
Limitations/properties: (if necessary)
Sales Pitch: (100 words or less) (if it is longer, I reserve the right to paraphrase it)

***A good ship will:
1.maintain balance of game between; good and evil, beginners and vets, emperors and civilians.
2.not render a preexisting ship obsolete
3.be useful
4.be described concisely and completely

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milo
Posts: 844
Joined: Tue Dec 12, 2006 4:58 am
Location: wouldn't you like to know
Contact:

Post by milo » Sat Feb 17, 2007 4:37 pm

Creator: milo
Type: monitor
Price: 400,000
Shields: 7,000
Cargo Holds:80
Equipment Bays:8
Max speed:
Turning:
Thrusting:
Energy Regen:
Warp Fuel Efficiency: 10
Special weapon/ability: tracking beacon
---Fired/activated by: secondary weapon key
---Energy usage: 500
---Effect: fires a tracking beacon that adheres to the shields of any ship it hits. The beacon allows the owner(player that fired it) to locate the carrier(player who is hit with it). It will also update the owners galaxy map if the carrier travels into a system not previously explored by the owner.
---Limitations/properties: 1. the beacon is lost if the carrier buys a new ship or if at any time the carrier’s shield fall below 500 in number. 2. *to locate a player carrying one of your beacons type: /locate “player name” if they are still carrying the beacon their location will be given, if they are not still carrying the beacon their location will not be displayed. 3. the beacons are small and travel approximately the speed of the explosive charges. 4. the presence of a beacon may be detected using most scanners and would be included in their readout.
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Creator: milo
Type: cosmic raider
Price: 700,000
Shields: 9,000
Cargo Holds:90
Equipment Bays:8
Max speed:
Turning:
Thrusting:
Energy Regen: slow
Warp Fuel Efficiency: 12 *does not require full energy to warp or land*
Special weapon/ability: energy dump
---Fired/Activated by: secondary weapon key
---Energy usage: all but no less than 200
---Effect: when fired it dumps all available energy into space. The massive amount of energy released into space causes a tear in space at the location of the dump. The more energy dumped in this way the larger the tear. The tear patches itself with shields that it rips off ships that fly too near. When the tear is fully patched it goes away.
---Limitations/properties: 1. the tear is stationary and occurs at the site of the dump. 2. the total damage dealt by the tear is equal to the amount of energy dumped( 800 energy dumped = 800 total damage dealt). 3. the tear deals short range (half the range of the grav beam) damage at the rate of 100 damage per second. 4. the cosmic raider type ship is immune to damage dealt by tears. 5. n.p.c.’s attack tears like they would mines in space. 6. tears may not be made on planets. 7. tears cannot discern the difference between friends and enemies and so they will harm corp. members. 8. the ammount of tears created in one system is limited to 30. 9. traveling through a tear causes a ship to slow down.
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Creator: milo
Type: taxi cab
Price: 160,000
Shields:3,000
Cargo Holds: 40
Equipment Bays: 16
Max speed: slow
Turning: slow
Thrusting: poor
Energy Regen: good
Warp Fuel Efficiency: 9 for normal travel, 12 using special ability
Special weapon/ability: cosmic leap
---Fired/Activated by: clicking on target system in the galaxy map while holding the secondary weapon key down.
---Energy usage: 1,000
---Effect: all ship systems (turning, thrusting, weapons) are shut down for one minute. At the end of the minute the ship warps directly to the targeted system (it acts like an improved version of the /warp command).
---Limitations/properties: 1. target system must be within 30 hops of initial location. 2. may only warp into a system that has been previously explored. 3. the ship is still charger warp fuel at a higher rate of 12 units per hop of conventional travel. 4. artifact bonuses do not apply to the warp fuel consumption calculation.
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Creator: milo
Type: stealth
Price: 900,000
Shields: 14,000
Cargo Holds:100
Equipment Bays: 4
Max speed:
Turning:
Thrusting:
Energy Regen: fairly slow
Warp Fuel Efficiency: 9
Special weapon/ability: radar jammers
---Fired/Activated by: toggle on/off using secondary weapon key
---Energy usage: it halts energy regeneration until turned off
---Effect: when on; your ship does not appear on other players’ system radar, landing on a planet does not automatically alert the owner of your presence, others arn't allerted when you warp into or out of the system. however, you are not cloaked so if another player flys close enough the will see you on their screen.
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Creator: milo
Type: business cruiser
Price: 500,000
Shields: 9,000
Cargo Holds: 40
Equipment Bays: 8
Max speed: average
Turning: average
Thrusting: average
Energy Regen: slow
Warp Fuel Efficiency: 8
Special weapon/ability: vaults
---Fired/Activated by: always on
---Energy usage: none
---Effect: allows owner to carry and additional 100mil credits or 1 additional artifact. No money is lost when ship is destroyed.
---Limitations/properties: *when ship is lost you keep all your money however if you then purchase another ship of a different type you will lose all excess credits. Furthermore if your pod is destroyed before you purchase a new ship all excess credits will be lost in addition to normal credit loss.
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Creator: milo
Type: constellation (cruise ship)
Price: 800,000
Shields: 12,000
Cargo Holds: 200 (150 are for passengers only)
Equipment Bays: 8
Max speed: slow
Turning: high
Thrusting: high
Energy Regen: average
Warp Fuel Efficiency: 10
Special weapon/ability: luxury cruise
---Fired/Activated by: always on
---Energy usage: none
---Effect: instead of picking up colonists at the pub for taxi’s when you talk to the patrons there would be a script something like “153 colonist await a round trip cruise to zeta ari” you could then take as many as you could hold on the cruise. The tourists would then pay say 100 credits per hop. You could have round trip cruises and one way cruises. They would pay better than taxiing in most cases but you would not find any 20+ hop cruises.
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Creator: milo
Type: ambassador
Price: 55,000
Shields: 1,500
Cargo Holds: 80
Equipment Bays: 4
Max speed: average
Turning: average
Thrusting: average
Energy Regen: average
Warp Fuel Efficiency: 7 *3 between un controlled systems
Special weapon/ability: diplomatic immunity
---Fired/Activated by: always on
---Energy usage: none
---Effect: no experience or rep loss when destroyed
---Limitations/properties: *a player who destroys one of these ships still gets the kill added to their profile stats. 1. uses only3 warp fuel between un controlled systems. 2. cannot go farther than 4 hops from un controlled space. 3. no escape pod so when it is killed it is towed directly to sol at double the normal rate(16 fuel per hop). 4. it cannot invade.
Sales Pitch: a ship just for fun and maybe some high risk meetings ;)
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*** Nova Class***
A group of ships with similarities that include; 100 player kills ownership requirement, no secondary weapon or ability, expensive, highly purpose specific stats, vulnerable in combat.

Creator: milo
Type: Nova Sprinter
Price: 1,000,000 and 100+ player kills
Shields: 18,000
Primary Weapon: *graviton beam not available*
Cargo Holds: 20
Equipment Bays: 1
Max speed: highest in game
Turning: high
Thrusting: high
Energy Regen: high
Warp Fuel Efficiency: 8
Special weapon/ability: none
Sales Pitch: ideal for; sliding, solar distracting, taxiing. Poor for combat, building, barging, simple invasions(single player invasions).

Creator: milo
Type: Nova Barge
Price: 1,000,000 and 100+ player kills
Shields: 6,000
Cargo Holds: 20
Equipment Bays: 48
Max speed: average
Turning: poor
Thrusting: poor
Energy Regen: very high
Warp Fuel Efficiency: 40
Sales Pitch: a creative alternative to the garbage barge for accomplished players. Compared to the garbage barge it has twice as many equipment bays but uses more than 3 times the fuel per hop.

Creator: milo
Type: Nova Transport
Price: 1,000,000 and 100+ player kills
Shields: 3,000
Cargo Holds: 300
Equipment Bays: 1
Max speed: average
Turning: poor
Thrusting: good
Energy Regen: low
Warp Fuel Efficiency: 12
Sales Pitch: carries more than the flower but has requirements, a few more shields, and no secondary weapon.
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Creator: milo
Type: mine sweeper
Price: 500k
Shields: 9k*
Primary Weapon: (default)
Scanners: (default)
Cargo Holds: 45
Equipment Bays: 8
Max speed: 6000kps
Turning: 70dps
Thrusting: 600kps^2
Energy Regen: 8twps
Warp Fuel Efficiency: 10gpw
Special weapon/ability: heavy armor causes mines to do 1/4 their normal damage against it
Fired/Activated by: (not necessary)
Energy usage: mines do not drain energy
Effect: reduces damage from mines by 3/4
Limitations/properties: heavier armor adds to the innertia of the ship thus lowering it's thrust rate
Sales Pitch: with the advent of compount mines a new ship has been devised by the galactic rocket scientists association in order to maintain free trade by keeping trade routes clear of minefields!
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Creator: XI
Type: Sonic Boom
Price: 3mil 10k admiral tokens (maybe a new admiral token ship will earn some cash for the game) 25 colony caps, 100kills, and 1mil xp
Shields: 18k
Cargo Holds: 100-150
Equiptment Bays: 10
Max speed: 10,000
Turning: 90
Thrust: 900
Energy regen: 9
Warp: 8
special weapon: sonic boom (of course)
Activated by tab
uses 500 energy
releases an explosion from the center of the ship, like a big circle that goes outward (like the size of a large planet...not as big as a gas giant). It does 500dmg depending on how close the enemy is, reduces enemies speed/thrust/turn/energy regen as a stun effect, this only lasts like 6 seconds
Explosion does not dmg your ship, but does dmg your allies a smidge

Pitch: not great for capping cols, but can be very successful if used well in combat, this ship is only recommended for the most skilled pilots, it is basically a suped up IG ship, but is much more difficult to use it's secondary successfully
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Creator: Forcestealer
Type: Valiant
Price: (can't decide)
Shields: 9000
Cargo Holds: 50-100
Equiptment Bays: 8
Max speed:
Turning:
Thrust:
Energy regen: 7
Warp: 8
special weapon: Emmisive Armor
Activated by Secondary Fire key
Energy usage: 10 per second(or around that)
Effect: Covers the ship in an Energy Absorbing armor that reduces damage by 50%, it drains energy when activated, it also reduces ship thrusting power by 25%

Explosion does not dmg your ship, but does dmg your allies a smidge
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Creator: gojira200millenium
Type: war station
Price: 10000000 (warrant officer/ U.N. commission only
Shields: 20000
Primary Weapon: energy saw
Scanners: short range
Cargo Holds: 80
Equipment Bays: 8
Max speed: 4 kps
Turning: 3 dps
Thrusting: 3 kps^2
Energy Regen: 9 twps
Warp Fuel Efficiency: 8 gpw
Special weapon/ability: deploy ships
Fired/Activated by:
Energy usage:
Effect: deploys 3 ships armed with fusion blasters that have 2000 shields at the cost of 250 energy
Limitations/properties: can only do this if you do not have any already deployed ships
Sales Pitch: buy the ultimate battle station
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Creator: Starblazer
Type: Galactic Carrier
Price: 1,250,000
Shields: 8,000
Cargo Holds: 250
Equipment Bays: 8
Max Speed: 5,000 kps
Turning: 50 dps
Thrusting: 500 square kps
Energy Regen: 6 twps
WF Efficiency: 10 gpw
Special Weapon/Ability: Pulsar Blast (similar to repel but causes slight damage to enemy ships nearby)
Sales Pitch: Those looking for an upgraded trading vessel that is capable of defending off most enemies

Creator: Starblazer
Type: Imperial Fighter
Price: 1,750,000
Shields: 14,000
Cargo Holds: 60
Equipment Bays: 8
Max Speed: 10,000kps
Turning: 70 dps
Thrusting: 900 square kps
Energy Regen: 9 twps
WF Efficiency: 8 gpw
Special Weapon: Plutonian Rifle (fires a fast blue laser blast)
Sales Pitch: Fighters ship for those with UN commission

Creator: Starblazer
Type: Zunic Fighter
Price: 1,000,000
Shields: 14,000
Cargo Holds: 50
Equipment Bays: 8
Max Speed: 9,000 kps
Turning: 80 dps
Thrusting: 800 square kps
Energy Regen: 9 twps
WF Efficiency: 9 gpw
Special Weapon: Ice Blast (freezes enemies ability to use primary/secondary weapons)
Sales Pitch: Fighter ship for the friendly pirate
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Creator: “PWN”
Type: “The Survey Ship”
Price: 3,000,000 credits
Shields: 9,000
Primary Weapon:
Scanners: Thermal Imaging Scanners
Cargo Holds: 70
Equipment Bays: 8
Max speed: 8
Turning: 6dps
Thrusting: 6
Energy Regen: 8
Warp Fuel Efficiency: 9gpw
Special weapon/ability: “Solar Probes”
Fired/Activated by: secondary weapon key
Energy usage: 500
Effect: These probes stay in the system floating around unaffected by any gravity and they are invisable to all scanners except other survey ship scanners, they provide a watchful eye that warns you of any activity the system just like if you were there in the system with them you can even veiw telemetrey from the probe and set recording for when ur offline.
Limitations/properties: You may only have 3 probes deployed at once activity recordings must be deleted if not maintained, probes can be destroyed, can not set telemetry recordings. The Thermal Imaging Scanners give you a good look at a planet (like you see the entire planet layout and defence stratagies) aswell as function like ordinary scanners, the scanners use 7 fuel per use.
Sales Pitch: This niffty little ship is loaded with cool gadgets but there's a down side it costs a small fortune, very handy for recon and planning effective invasion stratagies.


Message me if I left something out or you think its too good
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---Ship Format---
Creator: Jtak/Death.
Type: Colonial Transport
Price: $500,000
Shields: 5000
Primary Weapon: (only include if other than the default)
Scanners: (only include if other than the default)
Cargo Holds: 300
Equipment Bays: 10
Max speed:
Turning:
Thrusting:
Energy Regen:
Warp Fuel Efficiency: (include any variations)
Special weapon/ability: Militia
Fired/Activated by: (if necessary)
Energy usage: (if necessary)
Effect: (if necessary)
Limitations/properties: (if necessary)
Sales Pitch: (100 words or less) (if it is longer, I reserve the right to paraphrase it) The Colonial Transport is the best all around transport! With 300 cargo hold you can bring more resources and more colonist to your colony faster then eve! With the Militia when attacked the Militia will send a few men over to the enemys ship VIA POD, and kill its shields down to 50%.
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Creator: Black Star Imperium

Name: Ravager

Type: War cruiser

Price: 4,500,000 (Must have at least -20k rep)

Shields: 18000

Primary Weapon:

Scanners:

Cargo Holds: 130

Equipment Bays:10

Max speed: Same as battle ship

Turning: Same as ISC

Thrusting: Same as Sethdar's

Energy Regen: 10 twps

Warp Fuel Efficiency: 10 Gallons per warp

Special ability: Corruption

Special weapon: "Smiling doom"

Activated by: Pressing Tab and having various resources

Energy usage: 700

Effect of ability: Enables you to recruit colonists at ports without penalty as if you had positive rep.

Effect of special weapon: Fires a steady stream of up to four homing mines that deal 150 points of damage per every round that hits (range is limited to that of a nuke).

Limitations: This craft's corruption makes robbing virtually impossible, and given its Infamy, the UN allows for the extension of the ship's bounty to exceed 25 million credits, dying with bounty on your head, and while this ship was the one you were flying when you got shot down results in an additional 25% loss of exp. And person who shot you down gains 25% more rep than what he/she would normally gain.

Sales Pitch: Possessing the fire power capable of rivaling that of the United Nations' Imperial Starcruiser, this ship is the epitome of Black market technology. It sports a mind control device allowing for recruitment of colonists from ports. (Hence the Un's increasing of the pilot's bounty beyond 25 million credits as the device, and its functions are so hideously frowned upon)

Spaced to allow ease of read.
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Creator: dark jony
Type: pirate speedstar
Price:880k (880,000) -1000 rep
Shields: 5k (3000)
Cargo Holds: 30
Equipment Bays: 1
Max speed: very high (abnormall)
Turning: high
Thrusting: very high (abnormall)
Energy Regen: medium
Warp Fuel Efficiency: 6
Special weapon/ability: “staller type GX”
Energy usage: 20 per shot
Effect: enemy cant move for 2 - 5 secs when hit
Limitations/properties: good handling but low shields.
Sales Pitch: this baby can outrun even the ISC and leave enemys behind with the staller type GX gun, although there is no equal in speed there is a lack of sheilding.

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BLADE2 wrote:Type: Defender
Shields: 4000
Primary Weapon: default
Special Weapon: Phase Cloak*
Scanners: default
Cargo holds: 30
Hardware Slots: 8
Maximum Speed: 9 kps
Turning: 90 dps
Thrusting:9 kps^2
Energy Regen:7 twps
Warp Fuel Efficency:12 gpw
Cost:$900,000 credits

Althought this seems like a very fast ship, it has one major weakness. It does not have the ability to cap domes. This ship is used mainly as a Solar Distracter. With low shields, you will be hardpressed to get too close to dome to distract solar, but it's speed should keep you from getting hit.

*Phase Cloak: requires constant use of 600 energy. Very much like the cloak on the Avenger, can only be seen with certain scanners, is visible however to solar and other cannons. Being a Phase Cloak though, you would have the ability to fly through the walls on any planet, since you can't cap planets, you still have a significant advantage.

Ship cannot sleep while Phase Cloaked within walls of a planet. Nice try.

Don't fire too many nukes too quickly though. If you run out of energy while inside a wall and you are cloaked, your hull will begin to buckle and you will be ejected from the planet with 50% of your shields gone!
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Creator: Inigox5
Type: Personal Cruiser
Price: 350,000
Shields: 6000
Primary Weapon: No gravitron beam or fusion blasters
Scanners:
Cargo Holds: 40
Equipment Bays: 8
Max speed: 12000
Turning: High
Thrusting: High
Energy Regen: Average
Warp Fuel Efficiency: 7gpw
Special weapon/ability: Freeze
Fired/Activated by: Tab
Energy usage: 400
Effect: Sends out a wave behind you to freeze or slow down any pursuer for 2 seconds
Limitations/properties: sends out a wave that spreads behind you and slows down following ships
Sales Pitch: A wizzy little thing that is for nipping around systems and running away. Can take a few hits, but is designed to run, not fight
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Creator: Skariaxil
Type: Hunter-Killer
Price: $1500000
Shields: 8000
Cargo Holds: 40
Equipment Bays: 8
Max speed: 9000
Turning: 90
Thrusting: 900
Energy Regen: 8
Warp Fuel Efficiency: 8
Special weapon/ability: Missile swarm
Fired/Activated by: tab button
Energy usage: 500
Effect: Fire 5 tiny homing missiles doing 60 dammage each, they can also take down incoming missiles like G-14's and nukes, (takes 1 hit to destroy a G-14, 2 to take down a nuke)
Sales Pitch: The Hunter-Killer is regadred to as the most agile combat ship. It's missile swarm ability fires 5 tiny missiles at the same time. they can be used to take out almost everything. They hit ships, they kill aliens, and they destroy incoming missiles.
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Creator: Skariaxil
Type: Rhinoceros
Price: 1200000
Shields: 24000
Cargo Holds: 75
Equipment Bays: 12
Max speed: 6000
Turning: 40
Thrusting: 40
Energy Regen: 12
Warp Fuel Efficiency: 12
Special weapon/ability: Energy pulse cannon
Fired/Activated by: tab button
Energy usage: all energy
Effect: fires a very fast (like twice as fast as the ISC and IGS) bolt of energy that passes through everything and deals out the same dammage as energy used.
Sales Pitch: The rhinoceros, ir rhino for short, is a very heavy combat ship. it has a very strong hull capable of taking hit after hit and still stand. because of the heavy shielding it consumes a lot of warpfuel and isn't very mobile. The energy pulse cannon the rhino is armed with depletes the ship's energy reserves completely, but is highly devastating, especialy when a lot of energy is used.
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Creator: Skariaxil
Type: Prototype starcruiser
Price: 782000
Shields: 4000
Cargo Holds: 125
Equipment Bays: 8
Max speed: 7000
Turning: 60
Thrusting: 600
Energy Regen: 6
Warp Fuel Efficiency: 4 (no wf usage when docking or landing)
Special weapon/ability: Dash
Fired/Activated by: tab
Energy usage: 250
Effect: double topspeed and thrust momentarily, your "exhaust fumes" are now dammaging.
Sales Pitch: The prototype starcruiser is a highly warpfuel efficient spaceship, using only 4 gallons to warp. It being a prototype, it has low shieldding, and engine preformance is lower than the final model should be. To protect itself, the dash ability was added, to escape hostile ships.
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Creator: Skariaxil
Type: Eradicator (this one was just for fun)
Price: 5000000
Shields: 30000
Cargo Holds: 100
Equipment Bays: 8
Max speed: 8000
Turning: 80
Thrusting: 800
Energy Regen: 16
Warp Fuel Efficiency: 8
Special weapon/ability: Anihilator
Fired/Activated by: tab
Energy usage: 650
Effect: Fire a target tracking shell loaded with antimatter, dealing from 600 to 1000 dammage, with 50 dammage intervals. every 50 dammage below 1000 destroys 2 cargo items or a hardware item.
Sales Pitch: This ship is known as the most capable warship ever built. it has a massive price tag, but it's worth; heavy shielding, great agility, and an all destroying weapon: the Anihilator guided antimatter shell.
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Creator: AGO inc. Enterprise
Type: Alpha class - Cruiser
Price: The rank of Ensign, $750000
Shields: 10000
Cargo Holds: 80
Equipment Bays: 8
Max speed: 8000
Turning: 60
Thrusting: 700
Energy Regen: 8
Warp Fuel Efficiency: 8
Special weapon: Defensive laser system
Fired/Activated by: tab (hold)
Energy usage: same as gravitation beam
Effect: a target tracking laser beam, when nothing is in range it spins around, at 1 full circle every 2 seconds. it's about as strong as the hellbore.
Sales Pitch: The Alpha class - Cruiser is a ship made to cruise the galaxy at an ease pace. The Defensive Laser System that comes standart with this ship is usefull when chased by someone and you don't have time to turn around and aim your weapon.

Creator: AGO inc. Enterprises
Type: Alpha class - Transporter
Price: The rank of ensign, $750000
Shields: 6000
Cargo Holds: 160
Equipment Bays: 12
Max speed: 7000
Turning: 60
Thrusting: 600
Energy Regen: 7
Warp Fuel Efficiency: 9
Special weapon: Cargo steal
Fired/Activated by: tab
Energy usage: 10 per cargo stolen
Effect: steal cargo from players or npc's with negative reputation (or positive, if you're negative yourself)
Sales Pitch: The Alpha class - Transporter may nog have as much space in its holds as the Dreamsower, but it's more agile, and is better shielded.

Creator: AGO inc. Enterprises
Type: Alpha class - Fighter
Price: The rank of ensign
Shields: 12000
Cargo Holds: 40
Equipment Bays: 8
Max speed: 8000
Turning: 70
Thrusting: 800
Energy Regen: 9
Warp Fuel Efficiency: 10
Special weapon: giga shock
Fired/Activated by: tab
Energy usage: 300
Effect: discharges a huge lightning that will hit anything in a 135 degree angle in front of your ship, 300 dammage, 500 when on a planet
Sales Pitch: The Alpha class - Fighter is an excellent fighter ship for young captains. The fighter is an agile, well shielded ship with a Mk. 502 electron discharge device, commonly known as the giga shock. It casts a huge lightnig bolt out in front of you.
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creator: feenix
type: minesweeper/miner
price: depending on the rank of players, really expensive for the strong players, cheap for the new players
shields:10,000
cargo holds: 160
equipment bays:20
max speed: the same as the alien ship(the one that looks like a frog and also the one in my avator )
turning and thrusting: the same as the alien ship.
energy regen: 9
warp fuel: at the price of fuel now a days i choose 6.5
special weapon: sparking energy beam
special weapon fired by: tab
energy usage: same as graviton
effect: it destroys or make mines explode little by little depending if it's compound mines or not
sales pitch: has someone mined your planet? no problem, buy this ship and clear the mine field without any shields damage to you while you are clearing the field. wanna mine someone's planet? no problem also this ship is equiped with 20 equipment bays to carry lots of mines.

draw backs: damages done by players or npc are increased by 25%.
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Imperial Construction Liner (Liner or ICL)



A Large UN commission ship whos main use would be to build colonies and defend space. Its big bulk provides a high amount of shields so it can withstand heavy damage when peacefully building but mediocre speed won't escape a pursuing sethdar. The radiation burst is good for defending yourself against near enemies.

Requirements: 10 000 followers and a UN commission
Shields: 18 000
Speed: 8
Turning: 5
Energy Regeneration: 6
Thrust: 4
Hardware bays: 12
Warp Fuel Consumption: 12
Cargo holds: 300
Price: 4 000 000
Special Weapon: Radiation Burst. A medium range, highly damaging radial burst.
Energy used: 500

Reaver



This speedy, sleek and slim pirate ship's main purpose is for intense dogfighting, and group invasions.

Requirements: -1000 rep, available at pirate base

Shields: 13 000
Speed: 10
Turning: 9
Thrust: 9
Energy Regeneration: 10
Hardware bays: 6
Warp Fuel: 10
Cargo: 70
Price: 1 000 000
Special Ability: Hardware Distruptor ==> A medium range Radial burst that steals 1 hardware from all the ships within its viscinity. Is ineffective if hardware slots are full.

Freeside Dreadnaught



A sluggish war vessel about twice the size of a garbage barge, whos main purpose is to take a lot of hits and provide good cover in a large and long group battle. Is particularly effective in defending the outside of an enemy planet while allies invade it or holding ground behind lasers in a large corp battle.

Is only available at freeside station

Shields: 30 000
Speed: 4
Turning: 4
Thrust: 3
Energy Regeneration: 5
Hardware Bays: 10
Warp Fuel: 15
Cargo: 70
Price: 1 750 000

Special Weapon: War Cannon ==> A built in narrow two shot solar cannon with 100 bursts per minute that targets the closest non friendly ship, has about 50% more range then a normal solar cannon. Is activated by holding down tab. The War cannon needs 35 metal ore an hour to fire. this metal ore is obviously tooken from cargo holds and if there is no metal ore present the solar cannon does not fire.

Andromeda Sun Craft (ASC)



Is only available at Launchpoint Andromeda

A balanced ship with no particular strengths or weaknesses. Is available to people without a UN commission and with more then -1000 rep

Shields: 15 000
Speed: 8
Turning: 8
Thrust: 8
Energy Regen: 9
WarpFuel: 7
Cargo Holds: 130
Hardware slots: 8
Special Weapon: Rifter ==> An emp like projectile which teleports its victim to a random spot in the system

Cost: 1 000 000
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Creator: WolksVagen (or anything similar like VolkWagen)
Type: Space Beetle
Price: 90k
Shields: 1500
Primary Weapon: Can only have the Peashooter
Cargo Holds: 10
Equipment Bays: 2
Max speed: (I dunno, a little faster than a pod)
Turning: (same as pod)
Thrusting: (Same as pod)
Energy Regen: 10
Warp Fuel Efficiency: 3 gpw
Special weapon/ability: Hyperspace
Fired/Activated by: Open Galaxy Map and choose desired system, then press tab.
Effect: takes you to the desired system, which must be at a distance of a max of 10 hops, and takes 50 warp fuel, no matter your wisdom or any modifiers.
Sales Pitch: The Space Beetle made by WolksVagen is designed for economic travel around space, although it's not quite safe, it's the best thing you'll ever find if you use too much fuel.
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Creator: milo
Type: frigate cruiser
Price: 450k
Shields: 6k
Primary Weapon: default
Scanners: default
Cargo Holds: 60
Equipment Bays: 8
Max speed: 7
Turning: 8
Thrusting: 9
Energy Regen: 8
Warp Fuel Efficiency: 8
Special weapon/ability: gattling laser (auto aiming)
Fired/Activated by: user selectable key press
Energy usage: 10/shot
Effect: a rapid firing laser cannon that requires no aiming by the pilot (it would aim in the same way as the solar cannon), each "bullet" does 10 damage and requires 10 energy. fire rate would be approx. 10shots/sec. it would have a medium range a little farther than the exp charges.
Sales Pitch: a decent ship for beginners who can't yet afford a top class ship. decent weapon for warding off npc's but not tough enough to take on anything as good as a battle ship. also a nice ship for manuvering
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Creator: nessus
Type: Gravcap
Price: 5.5 million, rank of Major
Shields: 25000 (see pitch)
Primary Weapon: Graviton
Scanners:
Cargo Holds: 150
Equipment Bays: 10
Max speed: average
Turning: average
Thrusting: high
Energy Regen: fast (see pitch)
Warp Fuel Efficiency: (see pitch)
Special weapon/ability: ultra high delta V with acceleration compensation
Fired/Activated by: Tab + throttle
Energy usage: high when shields are above 15k, medium when shields are 10-15k, non-functional when shields are below 10k
Effect: able to escape a black hole
Limitations/properties: if energy level goes to zero before escaping the black hole, it becomes a normal black hole warp jump
Overview:
The shield system in this ship is actually a graviton storage/release system (capacitor),
The shield energy level is replenished by diving into a black hole.
Shields are drained by:
- Graviton beam usage (2 shields/sec)
- bouncing off a planet, star or warp hole (4 shields/bounce)
- energy goes to zero (10 shields)
Ship energy scales up quickly if shields are above 10k
If the shield level is over 10k when going into a hole, the special feature can be used to climb out, otherwise it's a normal black hole jump.

Unlimited graviton beam while shields are above 15k; however, use of the graviton reduces shields. Negs and nuke launches deplete energy as normal,
and if energy goes to zero, a large percentage of the stored energy is released. The net effect of this is a large lowering of shields.

While the graviton is being used, shield strength fluctuates (but returns to a normalised level when the beam is turned off) - this results
in brief periods of vulnerability during battle.

Warp fuel efficiency is affected by shield levels (greater than 15k = high usage, 10-15k = medium usage, less than 10k = low usage)
Sales Pitch:
This ship is able to accumulate and store gravitons (the particles associated with gravity). Monstrous shield strength is a
side effect of this storage. However, all special functions of the ship draw on ther shields for energy; the graviton beam weaponry and the
special ability to escape from a black hole both draw on the shields, as does the ships regular energy usage. On the plus side, graviton
beam usage is of unlimited duration while shield strength is above 10k.
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Creator: milo
Type: “ship name here”
Price: 400,000
Shields: 7,000
Primary Weapon: default
Scanners: default
Cargo Holds: 45
Equipment Bays: 8
Max speed: 7
Turning: 7
Thrusting: 8
Energy Regen: 8
Warp Fuel Efficiency: 9
Special weapon/ability: positron shealth
Fired/Activated by: user selectable key press
Energy usage: 400
Effect: 50 damage to everything it comes in contact with
Limitations/properties: range slightly shorter than that of exp charges, however it is not destroyed when it hit a ship or laser but rather passes through them doing damage until it hits a wall, planet or reaches it's max range.
Sales Pitch: just another shiny new ship for that anterean at sol to hassel you about.
---------------------------------------------------------

Creator: Blacknova
Type: The Aurora
Price: 1,300,000
Shields: 16000
Requirements: Must have -1k rep
Primary Weapon: Any
Scanners: Any
Cargo Holds: 150
Equipment Bays: 8
Max speed: 8
Turning: 8
Thrusting: 10
Energy Regen: 9
Warp Fuel Efficiency: 8
Special weapon: Neutrino Bomb
Fired/Activated by: Tab
Energy usage: 300
Effect: Same damage as the photon torpedo, but a blue, spinning sphere

This is a replacement of the seth, putting the seth into the neutral section, as it is a more strategic ship in my opinion - not making it redundant, but giving reds an equal chance to 1v1, etc.

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creator:master yoda

type:Model B-Supertanker

price:$2,795,000 un commission required

shields 10000

cargo holds:1000

primary weapon:none

equipment bays:none

max speed:10,000 kps

turning:40 dps

thrusting:300

energy regen:2

warp fuel efficiency:16

special weapon:forcefield--while key is pressed forms green oval around

vessel which absorbs all enemy fire. drains energy at 2.


The Supertanker is merchant class galaxy transport. It is not

designed for combat. As such it is not designed to use weapons. For your

safety, you must prove your mettle by obtaining a UN commission prior to

piloting this vessel. All attacks on your ship will be treated as an attack

on the innocent, since you are unarmed, with the appropriate rep.

penalties to players who fire on you...This ship may warp with less than

full energy and maintains speed in next system when on autopilot. It

achieves and maintains speed only over several hops.

Good for supplying scattered and far away colonies.
---------------------------------------------------------------------------------
Creator: Jeff
Type: Colonial Transport
Price: 1,750,000
Shields: 16,000
Primary Weapon: (only include if other than the default)
Scanners: (only include if other than the default)
Cargo Holds: 1,000 (possibly limit to 300 for cargo, extra 700 for colonists only?)
Equipment Bays: 16
Max speed: Slow
Turning: Slow
Thrusting: Slow
Energy Regen: Fairly Fast
Warp Fuel Efficiency: Poor (1/2 Standard)
Special weapon/ability: Landing Not Required TRANSPORTER and SCANNER ability! "Drive-by"
and pick up 1,000 colonists...(but still uses 1 gallon warp fuel)

Fired/Activated by: (if necessary)
Energy usage: (if necessary)
Effect: (if necessary)
Limitations/properties: (if necessary)
Sales Pitch: This mammoth beast can not only transport enough colonists to fill any starter planet,
but can defend any captian fool enough to try!!
--------------------------------------------------------------------------------
---Ship Format---
Creator: Cheesy
Type:Hyper Mover
Price: 1,500,000
Shields: 2,000
Primary Weapon: (only include if other than the default)
Scanners: (only include if other than the default)
Cargo Holds: 200
Equipment Bays: 16
Max speed: Very Fast (about the speed of the Mechant Cruisers second wepons effect)
Turning: good
Thrusting: good
Energy Regen: ok
Warp Fuel Efficiency: 10 fuel per hop
Special weapon/ability: Side Thruster
Fired/Activated by: Tab key
Energy usage: Equal energy to fireing two nukes
Effect: Shoves the ship to the left
Limitations/properties: Only works in space
Sales Pitch: Finnally a fast moving transport! get your resources and wepons from place to place without sacrificing speed, and can quickly avoid enemy fire with its side booster and out run them. Not practical for invading or fighting due to its sad sheilds so no abuse of the speed!
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A far-fetched one Very Happy
Creator: Blacknova
Type: The Virgo
Price: 10,000,000
REQUIREMENTS: 50 million exp
Shields: 16000
Primary Weapon: any
Scanners: any
Cargo Holds: 250
Equipment Bays: 8
Max speed: 10
Turning: 10
Thrusting: 11
Energy Regen: 10
Warp Fuel Efficiency: 7 per hop
Special weapon: And explosive tracking bomb - slightly more damage, but the same size as the photon torpedo, but lock onto laser cannons and enemies within a certain radius - if there is nothing close, it will explode on a planet, or a planet wall or something.
Energy usage: 500 per shot

This special ship would be only available to a handful of players, and give a real reason to aim high, and gain a large empire.
--------------------------------------------------------------------------------
Creator: buggy
Type: imperal galaxy transporter
Price: 1000 admiral tokens
Shields: 4000
Cargo Holds: 1000
Equipment Bays: 30
Max speed: 1kps
Turning: 1dps
Thrusting: 1/2 kps
Energy Regen: 3twp
Warp Fuel Efficiency: 10gpw
Special weapon/ability: emp wave
Energy usage: 500
Effect: disables energy reg and engines for 10 secs,moves out in a round wave
Limitations/properties: cannot equp a main wepon, does not start with plasma shooter
Sales Pitch: as a need for a transport ship became aparent this ship was devlpod(sorry for my spelling).it was made at first as a transporter for un space only but later was modifed to transport large amounts of goods outside of un space and a emp wave generatore was instald to help keep pirates at bay.

tell me,is it somewhat balanced?
----------------------------------------------------------------------
Creator: Blacknova
Type: The Aurora
Price: 1,300,000
Shields: 16000
Requirements: Must have -1k rep
Primary Weapon: Any
Scanners: Any
Cargo Holds: 150
Equipment Bays: 8
Max speed: 8
Turning: 8
Thrusting: 10
Energy Regen: 9
Warp Fuel Efficiency: 8
Special weapon: Neutrino Bomb
Fired/Activated by: Tab
Energy usage: 300
Effect: Same damage as the photon torpedo, but a blue, spinning sphere

This is a replacement of the seth, putting the seth into the neutral section, as it is a more strategic ship in my opinion - not making it redundant, but giving reds an equal chance to 1v1, etc.

[milo's comment] perhaps instead of being an exact mirror of the isc make it's special weapon like a grav beam that does more damage but has a shorter range. that way you 'd buy fusions as a primary weapon. it would be interesting then to see space battles between the two ships [end of comment]
------------------------------------------------------------------------------------
creator:master yoda

type:Model B-Supertanker

price:$2,795,000 un commission required

shields 10000

cargo holds:1000

primary weapon:none

equipment bays:none

max speed:10,000 kps

turning:40 dps

thrusting:300

energy regen:2

warp fuel efficiency:16

special weapon:forcefield--while key is pressed forms green oval around

vessel which absorbs all enemy fire. drains energy at 2.


The Supertanker is merchant class galaxy transport. It is not

designed for combat. As such it is not designed to use weapons. For your

safety, you must prove your mettle by obtaining a UN commission prior to

piloting this vessel. All attacks on your ship will be treated as an attack

on the innocent, since you are unarmed, with the appropriate rep.

penalties to players who fire on you...This ship may warp with less than

full energy and maintains speed in next system when on autopilot. It

achieves and maintains speed only over several hops.

Good for supplying scattered and far away colonies. Wink
----------------------------------------------------------------------------
Creator: Jeff
Type: Colonial Transport
Price: 1,750,000
Shields: 16,000
Primary Weapon: (only include if other than the default)
Scanners: (only include if other than the default)
Cargo Holds: 1,000 (possibly limit to 300 for cargo, extra 700 for colonists only?)
Equipment Bays: 16
Max speed: Slow
Turning: Slow
Thrusting: Slow
Energy Regen: Fairly Fast
Warp Fuel Efficiency: Poor (1/2 Standard)
Special weapon/ability: Landing Not Required TRANSPORTER and SCANNER ability! "Drive-by"
and pick up 1,000 colonists...(but still uses 1 gallon warp fuel)

Fired/Activated by: (if necessary)
Energy usage: (if necessary)
Effect: (if necessary)
Limitations/properties: (if necessary)
Sales Pitch: This mammoth beast can not only transport enough colonists to fill any starter planet,
but can defend any captian fool enough to try!!
-------------------------------------------------------------------------------------
Creator: Cheesy
Type:Hyper Mover
Price: 1,500,000
Shields: 2,000
Primary Weapon: (only include if other than the default)
Scanners: (only include if other than the default)
Cargo Holds: 200
Equipment Bays: 16
Max speed: Very Fast (about the speed of the Mechant Cruisers second wepons effect)
Turning: good
Thrusting: good
Energy Regen: ok
Warp Fuel Efficiency: 10 fuel per hop
Special weapon/ability: Side Thruster
Fired/Activated by: Tab key
Energy usage: Equal energy to fireing two nukes
Effect: Shoves the ship to the left
Limitations/properties: Only works in space
Sales Pitch: Finnally a fast moving transport! get your resources and wepons from place to place without sacrificing speed, and can quickly avoid enemy fire with its side booster and out run them. Not practical for invading or fighting due to its sad sheilds so no abuse of the speed!
-------------------------------------------------------------------------------------
A far-fetched one Very Happy
Creator: Blacknova
Type: The Virgo
Price: 10,000,000
REQUIREMENTS: 50 million exp
Shields: 16000
Primary Weapon: any
Scanners: any
Cargo Holds: 250
Equipment Bays: 8
Max speed: 10
Turning: 10
Thrusting: 11
Energy Regen: 10
Warp Fuel Efficiency: 7 per hop
Special weapon: And explosive tracking bomb - slightly more damage, but the same size as the photon torpedo, but lock onto laser cannons and enemies within a certain radius - if there is nothing close, it will explode on a planet, or a planet wall or something.
Energy usage: 500 per shot

This special ship would be only available to a handful of players, and give a real reason to aim high, and gain a large empire.
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credit to whoever came up with the original ceo ship Smile
Creator: Supportive Technologies (Orillion94)
Type: Corporate Escort
Price: 580,000 credits
Shields: 8,000
Primary Weapon: any
Scanners: any
Cargo Holds: 120
Equipment Bays: 16
Max speed: (same as corporate flagship)
Turning: (1 below corporate flagship)
Thrusting: (1 below corporate flagship)
Energy Regen: (2 below corporate flagship)
Warp Fuel Efficiency: 7
**Special weapon/ability: Dual Gauss Rifles
Fired/Activated by: Tab of course, default
Energy usage: 150 per shot
Effect: 60 shield damage per shot
Limitations/properties: (yellow fusion blast) bounces off planets, walls; same speed at fusion, 2/3 range

Sales Pitch: A good compliment to the corporate flagship, this transport is designed to be a civilian merchant cruiser. Outdated Gauss Cannons installed on the ship only provide light support fire due to the short range.

Looks like corporate flagship except with one large engine (speedstar size).

A nice average ship with 16 hardware slots. Laughing

*Edited, forgot to add warp fuel efficiency lol

**mmk, came up with new secondary idea
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Creator: Bartimaeus
Type: Leviathan
Price: 100,000,000 AEON Commission (Requires 1 million reputation)
Shields: 32,000
Primary Weapon: Default; Plasma Gun
Scanners: Default; Short Range Scanners
Cargo Holds: 350
Equipment Bays: 8
Max speed: ISC speed.
Turning: Three quarter of ISC.
Thrusting: Three quarter of ISC.
Energy Regen: 400 per second at 10 dexterty
Warp Fuel Efficiency: 20 Gallons per Warp
Special weapon/ability: Aeon Laser
Fired/Activated by: Secondary Weapon button
Energy usage: 1000
Effect: Fires a focusing laser. When pushing the fire button a massive at Fire Wave spread will slowly focus on a target in front of you. The laser has a range of a nuke. Takes 5 seconds to fully focus and cannot be fired for 10 seconds after pressing the fire button. Damage on 0 seconds: 250 per second. Damage on 5 seconds: 5000 per second.
Limitations/properties: MASSIVE warp fuel usage.
Sales Pitch: This ultimate ship is big, has a huge energy regeneration but is very unversatile due to extremely high Warp Fuel usage. Only handy for invasions close to home. Designed by AeonTEK.
-------------------------------------------------------------------------------------
Creator: Supportive Technologies (Orillion94)
Type: Icarus Transporter
Price: 650,000 credits
Shields: 8,000 max
Primary Weapon: default, any
Scanners: default, any
Cargo Holds: 120 max
Equipment Bays: 8
Max speed: 6,500 kps
Turning: same as merchant freighter
Thrusting: 500 kps^2
Energy Regen: same as dream sower
Warp Fuel Efficiency: 9
Special weapon/ability: Ion Conversion Beam
Fired/Activated by: default
Energy usage: 300/sec
Effect: 180 shield damage/sec
Limitations/properties: Energy Beam is essentially a long range death ray, same angle, half range of hellbore laser (a bigger, blue death ray Very Happy )
Sales Pitch: A fine combat merchant ship, the Icarus Transporter is able to fend off light attacks with its Ion Conversion Beam. This ship is seeing widespread usage for interstellar trading.

A nice ship that the good newbies can afford, good for newbie builders
low energy regen makes up for highish damage
-------------------------------------------------------------------------------------Creator: war wyvern
Type: mine layer
Price: 700000 credits
Shields:6000
Primary Weapon: (only include if other than the default)
Scanners: (only include if other than the default)
Cargo Holds:200
Equipment Bays:8
Max speed:same as garbage barge
Turning:same as garbage barge
Thrusting:same as garbage barge
Energy Regen:slightly slower than garbage barge
Warp Fuel Efficiency: 12
Special weapon/ability: mine lay(requires 1 equipment)
Fired/Activated by: tab
Energy usage: 200
Effect: lays a mine
Limitations/properties: requires 1 equipment to make/lay mine
Sales Pitch: this amazing ship can make mines and deploy them instantly it has decent shields although slow movement and turning it can lay mines like no tomorrow.
------------------------------------------------------------------------------------
Creator: war wyvern
Type:
Price: 1,000,000 credits
Shields:6000
Primary Weapon: (only include if other than the default)
Scanners: (only include if other than the default)
Cargo Holds:50
Equipment Bays:32
Max speed:less than garbage barge
Turning:less than garbage barge
Thrusting:less than garbage barge
Energy Regen:slightly slower than garbage barge
Warp Fuel Efficiency: 14
Special weapon/ability: allot of equipment bays
Fired/Activated by: n/a
Energy usage: n/a
Effect: n/a
Limitations/properties: similar to the garbage barge but has an extra 8 holds
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Creator: war wyvern
Type: devastator
Price: 1,200,000 (needs pirate base to buy:)
Shields:16,000
Primary Weapon: (only include if other than the default)
Scanners: (only include if other than the default)
Cargo Holds:100
Equipment Bays:16
Max speed:same as warship
Turning:same as warship
Thrusting:same as warship
Energy Regen:same as warship
Warp Fuel Efficiency: 9.7
Special weapon/ability: auto turret
Fired/Activated by: press tab
Energy usage: depends on current weapon
Effect: has an auto turret that shoots the same weapon as that of which u are using but only if you/enemy's attacks Wink but doesn't attack if you have less than 400 energy or press tab (press again to reactivate)
Limitations/properties: (if necessary)
Sales Pitch: this ship is a fully functional assault ship its auto turret can fire with supreme accuracy and has a decent amount of cargo holds and many equipment bays.
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Creator: Paradox_moth
Price: 300,000
Shields: 5000
Primary Weapon: none (as in it doesnt come with any stock weapons, must buy it seperately.)
Cargo Holds: 10
Equipment Bays: 8
Max speed: Very fast
Turning: very fast
Thrusting: very fast
Energy Regen: 50 per s
Warp Fuel Efficiency: 7per jump
Special ability: PhotoStealth
Fired/Activated by: Tab
Energy usage: 100
Effect: 1.Activates photo receptors on the ship that cause it to create a an image of whats on the other side of the ship. 2. its has a slight distortion so it can be spotted if the player has good eyes. 3. it does not cloak itself from cannons or missles. 4. scanners that detect invisible ships will not detect this ship. 5. as with cloaking, if energy runs out the photo sensors deactivate but also create a bright white spark that is easily seen.
Limitations/properties: Must have owned the avenger, and must be atleast 1,000
Sales Pitch: This fast ship is meant for those who wish to zip through space, or those who like to plan ambushes with freinds/corp members!
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Author: vermin
Name: Loki
Price 450K
Primary: any
Scanner: any
Cargo: 50
Equipment Bays: 8
Shields: 8000
Max Speed: 7
Turning: 6
Warp Efficiency: 7
Energy Regen: 8
Special: Oscililation Overthruster
Activated: tab
Energy Usage: all energy
Effect: When activated the ship loses all its weapon capabilities but has the ability to travel through objects with ease. Any weapons fired at the loki with the oscilation overthruster activated are harmless, they merely pass through the ship and continue on a collision course with another object. Can only be activated for 5 seconds before being deactivated.
Sales Pitch:

Now with these asteroids I figured it might be nice to have a ship adapted for fighting in them, so here it is.
-----------------------------------------------------------------------------------
Author: vermin
Title: Sacrifice
Cargo: 50
Hardware Items: 8
Price: 100K
Primary: any
Scanners: any
Shields: 12K
Speed:6
Turning: 5
Thrust: 6
Energy Regeneration: 7
Fuel Consumption: 9
Secondary: Support Shield
Energy Usage: none
Effect: The support Shield generates an impenetrable wall around the ship creating a protected space large enough to protect a small fleet. While an enemy ship can enter the the wall and fight inside unhindered it protects from any long-medium range attacks. When activated the Sacrifice's shields slowly drop and its weapons are disabled.

Sales Pitch: Specialized for invading.
------------------------------------------------------------------------------------

Creator: BLADES
Type: Medical Ship
Price: $1,000,000
Shields: 6,000
Primary Weapon: (only include if other than the default)
Scanners: (only include if other than the default)
Cargo Holds: 200
Equipment Bays: 8
Max speed: Equivalent to Barge
Turning: Equivalent to Barge
Thrusting: Equivalent to Barge
Energy Regen: Equivalent to Battleship
Warp Fuel Efficiency: 10.0
Special weapon/ability: Healer
Fired/Activated by: TAB (default)
Energy usage: 1000
Effect: Must have medicine on board for this to work. Fires a beam on any ship, friend or foe. 200 meds on board the Healer will fully heal any ship.
Limitations/properties: Said ship may only be healed once per 10 minutes
Sales Pitch: Made specifically for those invaders who would like to hire a Healer for when they are invading far from a port. I can't tell you how many times I've invaded a planet before that had it's closest port 8-9 hops away. Waiting 10 minutes between healings leaves an even balance between slowing down the amount of time it takes to invade yet allowing the ship that is waiting to be healed will wait rather than use warp fuel to make the trip to the port. An 8 hop trip to a port and back could cost as much as 176 warp fuel in a battleship. This may not be great waiting time for a solo invader, but when invading in large groups, this could be viable.
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Last edited by milo on Sun Dec 14, 2008 6:58 pm, edited 44 times in total.

Khayman
Posts: 414
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Post by Khayman » Sat Feb 17, 2007 4:39 pm

Good idea Milo. There are a lot of ship ideas out there..You could look back and find hundreds, if not thousands of them.

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mentalbutcher
Posts: 362
Joined: Sun Dec 31, 2006 3:03 am

Post by mentalbutcher » Mon Feb 19, 2007 8:23 am

Some of the best ship ideas i have seen :)
But the nova classes, should maybe have another limit, like 100 kills instead of 100 player kills?

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milo
Posts: 844
Joined: Tue Dec 12, 2006 4:58 am
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Post by milo » Mon Feb 19, 2007 3:57 pm

as to mentalbutcher's comment, i wouldn't mind changing the nova class requirement of 100pks to a simple 100kills however before i do change it i would appreciate it if you could explain your reasoning behind the change? i'm just a little curious.

as to .seth's comment; i have thought about limiting thenumber of tears possible in a galaxy, i simply must have forgot to include it in the conditions. your idea about them slowing you down has a lot of merit and i will most likely edit it in. however what would you suggest as a limit to the number of tears in a galaxy. should it be a number or should they have a weight and therefore be limited in the same way as equipment deployed in space? or perhaps another idea


anyways i would like to thank all of you for your complements, they are much appreciated

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milo
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Post by milo » Wed Feb 21, 2007 11:31 pm

edited

xi
Posts: 170
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Post by xi » Fri Feb 23, 2007 5:55 am

Creator: XI
Type: Sonic Boom
Price: 3mil 10k admiral tokens (maybe a new admiral token ship will earn some cash for the game) 25 colony caps, 100kills, and 1mil xp
Shields: 18k
Cargo Holds: 100-150
Equiptment Bays: 10
Max speed: 10,000
Turning: 90
Thrust: 900
Energy regen: 9
Warp: 8
special weapon: sonic boom (of course)
Activated by tab
uses 500 energy
releases an explosion from the center of the ship, like a big circle that goes outward (like the size of a large planet...not as big as a gas giant). It does 500dmg depending on how close the enemy is, reduces enemies speed/thrust/turn/energy regen as a stun effect, this only lasts like 6 seconds
Explosion does not dmg your ship, but does dmg your allies a smidge

Pitch: not great for capping cols, but can be very successful if used well in combat, this ship is only recommended for the most skilled pilots, it is basically a suped up IG ship, but is much more difficult to use it's secondary successfully

Stiffler
Posts: 62
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Post by Stiffler » Fri Feb 23, 2007 6:14 am

viewtopic.php?t=4371&sid=42f579d2c67aa2 ... 347e1fba04

this is the second sticky i think, but you still have some great ideas for ships. as tux. said, yours are balenced, i have seen quite a few threads about 20k shields barges and the invincible igs and all these thing but almost all of yours are ready for implimentataion..i hope thats a word. But i dont think it would be a good idea to impliment all these right away, 1-3 now, and then possibly more as time goes by, but such a large selection could be overwelming for vets and new users.

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milo
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Post by milo » Fri Feb 23, 2007 3:55 pm

stiffler: this thread isn't a sticky, however if people keep posting it might be. as to the other thread, i was not aware at the time of posting that it existed. and yea implemantation is a word but i don't know how to spell it

i also agree that they could not all be implemented at once. i think introducing 2 at a time every 2-3 months would work well. what do you think?

xi: thanks for posting you ship here, i have included it in my second post and if you wish to edit it simply revise your orrigional post in this thread and then pm me and i will requote you. thanks again.
Last edited by milo on Mon Feb 26, 2007 4:55 pm, edited 1 time in total.

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Moleman
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Post by Moleman » Fri Feb 23, 2007 4:24 pm

Stickied.

Some really nice ideas here milo, also a good format for others suggesting their own ships.

In order to keep new ship ideas together can everyone put your submissions here rather than anywhere else.

Moleman

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Post by milo » Fri Feb 23, 2007 7:27 pm

thanks for the sticky moleman :D

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Post by forcestealer » Sun Feb 25, 2007 5:41 pm

Creator: Forcestealer
Type: Valiant
Price: (can't decide)
Shields: 9000
Cargo Holds: 50-100
Equiptment Bays: 8
Max speed:
Turning:
Thrust:
Energy regen: 7
Warp: 8
special weapon: Emmisive Armor
Activated by Secondary Fire key
Energy usage: 10 per second(or around that)
Effect: Covers the ship in an Energy Absorbing armor that reduces damage by 50%, it drains energy when activated, it also reduces ship thrusting power by 25%

Explosion does not dmg your ship, but does dmg your allies a smidge

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Post by Tux » Mon Feb 26, 2007 2:46 am

Dude, there is an edit button for a reason....

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milo
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Post by milo » Mon Feb 26, 2007 5:38 pm

lol, man Dr.demento you can sure squash someones dreams. but thanks for the criticism. (don't actually get enough of it).

as to your comments on the taxi cab
......warp from one system to the other would make it too easy to kill someone if u know what ur doin say someone lands on ur col and is invadin it u would telelport to system wit nukes and mean while there on ur col losein shields second they come out u nuke them to hell they die bad idea...
i thought of this when designing it. so to even things out i gave it only 3k shields which isn't much against a isc, ig, or sethdar even after comming off an invsion. besides doesn't this already happen (mabe not as quick) and usuall when it does you have to run from a ship that has 16k shields instead of 3k. plus if i was invading someone who was online i would have definitly lasers the system i was invading in. if you get podded this way i consider it your fault for being foolish enough to invade someone who is online without taking the necessary precautions. however you still have a point so i am going to adjust the speed turning thrust and energy regen to make the ship a poor fighter. if this still does not satisfy you i may consider making it sit prone in the destination system for an additional minute(but not likely). i orrigionally intended this ship to be used to quickly defend a colony that is far from any starbase.

as to you comments on the stealth
meh use it on a col and u could sit on the col and person not no where u are and they could be invadin and not know ur there and then on there way out u kill them wit nukes by comin out of stealth and would kill the too many noobs would complain...and BBQ to have this one in..
If you haven't noticed i made this comment in my sales pitch
Sales Pitch: actually I think this ship is too good because of it’s abilities however I can’t choose which one to drop.
which you even included in your quote. so i agree with you, but instead of saying 'the ship sucks and it is so stupid', mabe you should help me make it more reasonable by giving me some suggestions on which of the abilities i should drop. i orrigionally intended this ship to be an excellent fighting ship (enough to compete with the isc, ig, seth without over powering any of them) that is available to NEWBS aswell as well established players.

as to your comments on the ambassador. i agree 100%. it would be totally foolish to implement a ship like this, however, i am open to suggestions that would ballence this ship out (mabe something like it has no escape pod and fuel cost for towing to sol is doubled).

anyways thanks for your criticism, and i hope that my comments did not seem overly aggressive and if they did i sincerely appologise.

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Post by milo » Tue Feb 27, 2007 5:18 pm

i welcome all criticism and no fighting in this thread i don't want it to get locked.

the changes you(dr.demento) propose for the stealth are ballenced however i believe that (after i edited out the part about missiles can't lock on) the ship is fairly ballenced and i like it the way it is. it's my design and as long as it is ballanced i feel i have the right to be arbitrary about these things. :lol:

also i am changing the ambassador's limitations to include:
-uses only 3 warp fuel between un controlled systems
-cannot go farther than 4 hops from un controlled space
-no escape pod so when it is killed it is towed directly to sol at double the normal rate. (16 fuel per hop)
-it cannot invade

i am also upping the cargo holds to 80

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General_Neox
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Post by General_Neox » Fri Mar 02, 2007 3:17 pm

Whats the use? Toonces will never put any of our ship ideas in. He has to make them exactly how he wants them so there balance and they coordinate with the rest of the game. The most we can do is maybe offer some ship pictures.

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milo
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Post by milo » Fri Mar 02, 2007 4:29 pm

think of it this way, if toonces doesn't care about pleasing his players and he never looks at the posts in the reasearch lab (both of which i strongly believe to be false) then why would he even bother to have a place for players to post their ideas? besides most of these ideas i believe are pretty ballanced and if they are not then they are open to ammendment. if toonces even takes the smallest of ideas from any of these posts then they are worth it. and like freakazoid wrote
callum wrote:
Quote:
I have heard this about a dozen times yet the admins will not accept it.


Toonces wrote
Quote:
Stiffler, just wanted to note, that in order for good ideas to be noticed you probably do have to keep reposting and reposting them because a lot is lost in the shuffle unfortunately.

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gojira2000millenium
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Post by gojira2000millenium » Sun Apr 01, 2007 7:27 pm

Creator: gojira200millenium
Type: war station
Price: 10000000 (warrant officer/ U.N. commission only
Shields: 20000
Primary Weapon: energy saw
Scanners: short range
Cargo Holds: 80
Equipment Bays: 8
Max speed: 4 kps
Turning: 3 dps
Thrusting: 3 kps^2
Energy Regen: 9 twps
Warp Fuel Efficiency: 8 gpw
Special weapon/ability: deploy ships
Fired/Activated by:
Energy usage:
Effect: deploys 3 ships armed with fusion blasters that have 2000 shields at the cost of 250 energy
Limitations/properties: can only do this if you do not have any already deployed ships
Sales Pitch: buy the ultimate battle station

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gojira2000millenium
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Post by gojira2000millenium » Sun Apr 01, 2007 7:33 pm

Forgot to put this in

Name: energy saw
Specs: a blade of energy come out of the front of the ship then does a continuous chainsaw motion that deflects projectile type weapons at the cost of 50 energy per second
Cost: 3000000

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Starblazer
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Post by Starblazer » Sat Apr 21, 2007 5:56 am

Creator: Starblazer
Type: Galactic Carrier
Price: 1,250,000
Shields: 8,000
Cargo Holds: 250
Equipment Bays: 8
Max Speed: 5,000 kps
Turning: 50 dps
Thrusting: 500 square kps
Energy Regen: 6 twps
WF Efficiency: 10 gpw
Special Weapon/Ability: Pulsar Blast (similar to repel but causes slight damage to enemy ships nearby)
Sales Pitch: Those looking for an upgraded trading vessel that is capable of defending off most enemies

Creator: Starblazer
Type: Imperial Fighter
Price: 1,750,000
Shields: 14,000
Cargo Holds: 60
Equipment Bays: 8
Max Speed: 10,000kps
Turning: 70 dps
Thrusting: 900 square kps
Energy Regen: 9 twps
WF Efficiency: 8 gpw
Special Weapon: Plutonian Rifle (fires a fast blue laser blast)
Sales Pitch: Fighters ship for those with UN commission

Creator: Starblazer
Type: Zunic Fighter
Price: 1,000,000
Shields: 14,000
Cargo Holds: 50
Equipment Bays: 8
Max Speed: 9,000 kps
Turning: 80 dps
Thrusting: 800 square kps
Energy Regen: 9 twps
WF Efficiency: 9 gpw
Special Weapon: Ice Blast (freezes enemies ability to use primary/secondary weapons)
Sales Pitch: Fighter ship for the friendly pirate

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Post by PWN » Tue Apr 24, 2007 8:26 pm

Creator: “PWN”
Type: “The Survey Ship”
Price: 3,000,000 credits
Shields: 9,000
Primary Weapon:
Scanners: Thermal Imaging Scanners
Cargo Holds: 70
Equipment Bays: 8
Max speed: 8
Turning: 6dps
Thrusting: 6
Energy Regen: 8
Warp Fuel Efficiency: 9gpw
Special weapon/ability: “Solar Probes”
Fired/Activated by: secondary weapon key
Energy usage: 500
Effect: These probes stay in the system floating around unaffected by any gravity and they are invisable to all scanners except other survey ship scanners, they provide a watchful eye that warns you of any activity the system just like if you were there in the system with them you can even veiw telemetrey from the probe and set recording for when ur offline.
Limitations/properties: You may only have 3 probes deployed at once activity recordings must be deleted if not maintained, probes can be destroyed, can not set telemetry recordings. The Thermal Imaging Scanners give you a good look at a planet (like you see the entire planet layout and defence stratagies) aswell as function like ordinary scanners, the scanners use 7 fuel per use.
Sales Pitch: This niffty little ship is loaded with cool gadgets but there's a down side it costs a small fortune, very handy for recon and planning effective invasion stratagies.


Message me if I left something out or you think its too good

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milo
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Post by milo » Thu Apr 26, 2007 6:59 pm

the second post has been updated with the new ship plans

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Post by Fek » Sun Apr 29, 2007 5:48 pm

I'm kinda curious, about how you might go about limiting the range on the ambassador.

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Post by Fek » Sun Apr 29, 2007 5:56 pm

also, about the energy dump weapon from the cosmic raider, i'm kinda curious, would they be allowed to be dumped right on a warp hole, or wud they be similar to other deployed weapons, and cannot be placed right at the warphole?

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Post by Fek » Sun Apr 29, 2007 6:00 pm

How would the Monitor's tracking beacon work? would it just give thier location(i.e. the system, or planet, or port they're in) or wud it actually give you a readout on system information, like whos in that system, how much wieght is in the system, etc

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Jtak
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Post by Jtak » Tue May 01, 2007 4:10 pm

---Ship Format---
Creator: Jtak/Death.
Type: Colonial Transport
Price: $500,000
Shields: 5000
Primary Weapon: (only include if other than the default)
Scanners: (only include if other than the default)
Cargo Holds: 300
Equipment Bays: 10
Max speed:
Turning:
Thrusting:
Energy Regen:
Warp Fuel Efficiency: (include any variations)
Special weapon/ability: Militia
Fired/Activated by: (if necessary)
Energy usage: (if necessary)
Effect: (if necessary)
Limitations/properties: (if necessary)
Sales Pitch: (100 words or less) (if it is longer, I reserve the right to paraphrase it) The Colonial Transport is the best all around transport! With 300 cargo hold you can bring more resources and more colonist to your colony faster then eve! With the Militia when attacked the Militia will send a few men over to the enemys ship VIA POD, and kill its shields down to 50%.

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milo
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Post by milo » Tue May 01, 2007 6:20 pm

I'm kinda curious, about how you might go about limiting the range on the ambassador.

as far as coding it goes i don't know
also, about the energy dump weapon from the cosmic raider, i'm kinda curious, would they be allowed to be dumped right on a warp hole, or wud they be similar to other deployed weapons, and cannot be placed right at the warphole?
yes they would be allowed to be "placed" near warps unlike deployed defenses.
How would the Monitor's tracking beacon work? would it just give thier location(i.e. the system, or planet, or port they're in) or wud it actually give you a readout on system information, like whos in that system, how much wieght is in the system, etc
it would list the location(s) similar to how the locations of your corp mates are displayed when you type /c. so it would only give the name of the system they are in. however if they go into a system you have not yet explored you will be able to view that system's stats if you click on it in the galaxy map function.

and jtak please add more specifics to your ship.

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Thunder22
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RE ship idea

Post by Thunder22 » Thu May 10, 2007 2:50 am

yea a new ship or two would be nice, maybe one that evens keeps the vets/emerrors from getting to much power.(cough for example SPEAR) ROFL/LMAO

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Post by McCrazy » Thu May 17, 2007 10:49 pm

Creator: McCrazy
Type: Imperial Nova Cruiser
Price: 4.500.000
Shields: 18.000
Primary Weapon:
Scanners: Tactical
Cargo Holds: Max 150
Equipment Bays: 8
Max speed: 10^2
Turning: 8^2
Thrusting: 9^2
Energy Regen: equivalent of ISC
Warp Fuel Efficiency: 9
Special weapon/ability: Supernova (copied froom old ceo ship special)
Fired/Activated by: secondary weapon firing key :D
Energy usage: 400
Effect: Shoots star looking thing that moves slowly but does devastating damage (700-800) and has a low tracking ability :D (follows a small bit until youre out of its path)

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Post by Talak.Winstar » Thu May 17, 2007 11:16 pm

Creator: Black Star Imperium

Name: Ravager

Type: War cruiser

Price: 4,500,000 (Must have at least -20k rep)

Shields: 18000

Primary Weapon:

Scanners:

Cargo Holds: 130

Equipment Bays:10

Max speed: Same as battle ship

Turning: Same as ISC

Thrusting: Same as Sethdar's

Energy Regen: 10 twps

Warp Fuel Efficiency: 10 Gallons per warp

Special ability: Corruption

Special weapon: "Smiling doom"

Activated by: Pressing Tab and having various resources

Energy usage: 700

Effect of ability: Enables you to recruit colonists at ports without penalty as if you had positive rep.

Effect of special weapon: Fires a steady stream of up to four homing mines that deal 150 points of damage per every round that hits (range is limited to that of a nuke).

Limitations: This craft's corruption makes robbing virtually impossible, and given its Infamy, the UN allows for the extension of the ship's bounty to exceed 25 million credits, dying with bounty on your head, and while this ship was the one you were flying when you got shot down results in an additional 25% loss of exp. And person who shot you down gains 25% more rep than what he/she would normally gain.

Sales Pitch: Possessing the fire power capable of rivaling that of the United Nations' Imperial Starcruiser, this ship is the epitome of Black market technology. It sports a mind control device allowing for recruitment of colonists from ports. (Hence the Un's increasing of the pilot's bounty beyond 25 million credits as the device, and its functions are so hideously frowned upon)

Spaced to allow ease of read.
Last edited by Talak.Winstar on Fri Sep 07, 2007 5:10 pm, edited 1 time in total.

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