[idea] POST NEW SHIP IDEAS HERE!!

Ideas for improving Starport:GE

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Cheesy
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Post by Cheesy » Sun Aug 31, 2008 12:57 am

buggy wrote:Creator: credit to cheesy i just tweakd it
Type: Emperor Throne Vessel
Price: Emepror Rank, commision, and 100mil
Shields: 18k
Primary Weapon: any
Scanners: any
Cargo Holds: 200
Equipment Bays: 20
Max speed: 10kps
Turning: 10dps
Thrusting: 10kps
Energy Regen: 10twps
Warp Fuel Efficiency: 10gpw
Special weapon/ability: Emperor's Orders
Fired/Activated by: default
Energy usage: 900 energy
Effect: Shoves enemy and caused between 500 to 5k damage depending on how close the ship is. The range is an elongated yellow deathray reaching as far as a grav. at the edge it caused 500, the closer it gets the more powerful it is
Limitations/properties: Only available to Emperors with commissions and only can be bought at the sol starbase


Creator: credit to cheesy i just tweakd it
Type: Overlord's Destroyer
Price: Dark Overlord Rank and 100 mil
Shields: 18k
Primary Weapon: any
Scanners: any
Cargo Holds: 200
Equipment Bays: 20
Max speed: 10kps
Turning: 10dps
Thrusting: 10kps
Energy Regen: 10twps
Warp Fuel Efficiency: 10gpw
Special weapon/ability: Overlord's Orders
Fired/Activated by: default
Energy usage: 900
Effect: its like a extreme emp that anchors, emps, and keeps the ship from turning for 10 seconds as well as dealing 500 damage
Limitations/properties: Dark Overlords only, available only at pirate base
awe how sweet sum 1 posted them here

buggy
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Post by buggy » Sun Aug 31, 2008 1:33 am

feenix its just the name of the specal wep

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Cheesy
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Post by Cheesy » Sun Aug 31, 2008 1:53 am

it is spelt emperor though, i changed it when i quoted you :P

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milo
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Post by milo » Wed Sep 03, 2008 6:19 pm

ok so both buggy/cheesy ships are way too over powered
and orillian's is slightly overpowered(mostly from the vulture like neg part)

so tone them down and i will include them in the first post

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Orillion94
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Post by Orillion94 » Wed Sep 03, 2008 9:21 pm

credit to whoever came up with the original ceo ship :)
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. :lol:

*Edited, forgot to add warp fuel efficiency lol

**mmk, came up with new secondary idea
Last edited by Orillion94 on Mon Sep 15, 2008 12:09 am, edited 4 times in total.

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feenix
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Post by feenix » Wed Sep 03, 2008 10:06 pm

buggy wrote:feenix its just the name of the specal wep
oh that will come handy when fighting lol beware of my emperor special weapon, ops sorry i forgot it's only a name it doesn't do anything :lol: :lol: :lol: :lol:

sorry for that sarcastic comment lol but i asked to know what does it do or what is it? not what the name was :lol: .

don't mean to make you mad or anything but i just want to know what it the weapon do lol

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Cheesy
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Post by Cheesy » Wed Sep 03, 2008 11:09 pm

buggy wrote:Creator: credit to cheesy i just tweakd it
Type: Emperor Throne Vessel
Price: Emepror Rank, commision, and 100mil
Shields: 18k
Primary Weapon: any
Scanners: any
Cargo Holds: 200
Equipment Bays: 20
Max speed: 10kps
Turning: 10dps
Thrusting: 10kps
Energy Regen: 10twps
Warp Fuel Efficiency: 10gpw
Special weapon/ability: Emperor's Orders
Fired/Activated by: default
Energy usage: 900 energy
Effect: Shoves enemy and caused between 500 to 5k damage depending on how close the ship is. The range is an elongated yellow deathray reaching as far as a grav. at the edge it caused 500, the closer it gets the more powerful it is
Limitations/properties: Only available to Emperors with commissions and only can be bought at the sol starbase


Creator: credit to cheesy i just tweakd it
Type: Overlord's Destroyer
Price: Dark Overlord Rank and 100 mil
Shields: 18k
Primary Weapon: any
Scanners: any
Cargo Holds: 200
Equipment Bays: 20
Max speed: 10kps
Turning: 10dps
Thrusting: 10kps
Energy Regen: 10twps
Warp Fuel Efficiency: 10gpw
Special weapon/ability: Overlord's Orders
Fired/Activated by: default
Energy usage: 900
Effect: its like a extreme emp that anchors, emps, and keeps the ship from turning for 10 seconds as well as dealing 500 damage
Limitations/properties: Dark Overlords only, available only at pirate base
*cough*

belezeebub
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New Ship Idea

Post by belezeebub » Mon Sep 08, 2008 4:01 pm

I though up this ship for all the builders out there like me


Creator: Belezeebub
Type: Intergalactic Behemoth
Price: 2,500,000
Shields: 8,000
Cargo Holds: 1000
Equipment Bays: 16
Max Speed: 2,000 kps
Turning: 25 dps
Thrusting: 250 square kps
Energy Regen: 6 twps
WF Efficiency: 25 gpw
Special Weapon/Ability: Multi directional auto targeting repulser beam
Sales Pitch: This Massive Titian of the space ways is perfect for colonizing planets with its larger cargo capacity and more equipment bays it will make short work of building any colony, its multi directional repulser beam can send anyone getting to close to the far end of the sector giving you ample time to go about your business.

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Bartimaeus
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Post by Bartimaeus » Mon Sep 08, 2008 9:18 pm

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.

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Orillion94
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Post by Orillion94 » Thu Sep 11, 2008 10:17 pm

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 :D )
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

*btw ppl am i the only one posting midclass ships? (currently) :roll:

war wyvern
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Post by war wyvern » Sat Sep 20, 2008 2:23 am

Creator: war wyvern
Type: interceptor
Price: 1200000 (requires 1000 negative reputation can be bought at any base)
Shields:14000
Primary Weapon:homing lasers (does 50 damage per hit and costs 20 energy a shot shoots at a rate of 5 shots a second)
Scanners: war scanners scan
Cargo Holds:100
Equipment Bays: 16
Max speed:very fast
Turning: bad
Thrusting:i dunno fast
Energy Regen: 30 per second
Warp Fuel Efficiency: 10
Special weapon/ability: intercept
Fired/Activated by: tab
Energy usage: 500
Effect: 100% disable for 4 seconds
Limitations/properties: (if necessary)
Sales Pitch: well it is very fast made for intercepting cargo ships/weak ships its interceptor completely deactivates the enemy ship for 4 seconds at the price of 500 energy its scanners shows shield % and how much damage his weapons will do ex.100%)
50
20

war wyvern
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Post by war wyvern » Sat Sep 20, 2008 5:18 pm

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.

war wyvern
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Post by war wyvern » Sat Sep 20, 2008 5:22 pm

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

shark03
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Post by shark03 » Sat Sep 20, 2008 5:37 pm

Creator: Shark03

Type: Interstellar War Ship

Price: 10000000 and -20k rep only avaliable at pirate base

Shields: 20k

Primary Weapon: Default

Scanners: default

Cargo Holds: 300

Equipment Bays: 48

Max speed: slow

Turning:

Thrusting: slow

Energy Regen: slow (unless near large star due to solar regeneration)

Warp Fuel Efficiency: 1 per hop (due to advanced Slip Space Tech)

Special weapon: Slip Space Nukes

Special ability: hostile take over

Fired by: secondary weapon key

Activated by: N/A activates when lands but uses half of your energy

Energy usage: all for slip space nukes and half when u land on a hostile planet due to hostile take over

Effect: slip space nuke effect is it fires nukes at a planet from any system (within 3 hops of target) and lowers deffenses of planet

effect: hostile take over sends 200 trops to the bio dome and takes over the bio dome unless the owner stops it in 1 day by ramping up the millatary and adds enough money it puts the bio dome in a state of war

Limitations/properties: you have to main tain the take over for 1 day for it to work you can add more solders to the mix every 4 hours

Sales Pitch: this ship is highly ilegal and will lower your rep by 40k just for buying it and give you a bounty on your head not only that but it costs a pretty penny but other than that this ship is perfect for thoes hard to cap colonys.

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Cheesy
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Post by Cheesy » Sat Sep 20, 2008 6:34 pm

shark03 wrote:Creator: Shark03

Type: Interstellar War Ship

Price: 10000000 and -20k rep only avaliable at pirate base

Shields: 20k

Primary Weapon: Default

Scanners: default

Cargo Holds: 300

Equipment Bays: 48

Max speed: slow

Turning:

Thrusting: slow

Energy Regen: slow (unless near large star due to solar regeneration)

Warp Fuel Efficiency: 1 per hop (due to advanced Slip Space Tech)

Special weapon: Slip Space Nukes

Special ability: hostile take over

Fired by: secondary weapon key

Activated by: N/A activates when lands but uses half of your energy

Energy usage: all for slip space nukes and half when u land on a hostile planet due to hostile take over

Effect: slip space nuke effect is it fires nukes at a planet from any system (within 3 hops of target) and lowers deffenses of planet

effect: hostile take over sends 200 trops to the bio dome and takes over the bio dome unless the owner stops it in 1 day by ramping up the millatary and adds enough money it puts the bio dome in a state of war

Limitations/properties: you have to main tain the take over for 1 day for it to work you can add more solders to the mix every 4 hours

Sales Pitch: this ship is highly ilegal and will lower your rep by 40k just for buying it and give you a bounty on your head not only that but it costs a pretty penny but other than that this ship is perfect for thoes hard to cap colonys.
WAY WAY WAY UNBALANCED

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toast
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Post by toast » Sat Sep 20, 2008 6:41 pm

:shock: :roll:

some of the least thought out ideas yet presented on this thread.

shark03
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Post by shark03 » Sat Sep 27, 2008 4:24 pm

i like unbalnced ships then people call me a verry nice name what was it again ooh yah noob lol jk i know its un balanced i never said it had to be made and insted of buying it with credits you could have to buy it with tokens just as long asi get my own ship lol

Draze
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Post by Draze » Sun Sep 28, 2008 2:26 pm

Creator: Draze
Type: Tower
Price: 500,000
Shields: 6.000
Primary Weapon:
Scanners: Tactical
Cargo Holds: Max 100
Equipment Bays: 8
Max speed: equivalent of vulture
Turning: equivalent of vulture
Thrusting: equivalent of vulture
Energy Regen: equivalent of ISC
Warp Fuel Efficiency: 10 (x 0.5 of the person(s) he is towing)
Special weapon/ability: Tow cable
Fired/Activated by: secondary weapon firing key
Energy usage: 600
Effect: If your corpie is low on warp fuel and he is stuck in the middle of no where you could get a tower and go rescue him. Like wise I think you should be able to tow a allied sleeper to saftey by letting you and the person being towed to land on a planet.

(I am sure it needs changing as I don't really get all the stats but this is my idea feel free to leave feedback)

war wyvern
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Post by war wyvern » Mon Sep 29, 2008 12:56 am

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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Paradox_moth
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Location: Vulture (my ship)

Post by Paradox_moth » Mon Sep 29, 2008 8:20 pm

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!

tell me if it was balanced plz?

Creator: Paradox_moth

Price: 1m Must have U.N. commision.

Shields: 20,000

Cargo Holds: 10

Equipment Bays: 8

Max speed: slow

Turning: fast

Thrusting: slow

Energy Regen: 75per s

Warp Fuel Efficiency: 12

Special weapon/ability: Flame Thrower

Fired/Activated by: Tab

Energy usage: 10 per shot

Effect: 1. Shoots Flame that expands every half second. 2. Flame will travel a short distance then disipate. 3. Flame Damage depends Entirely on how large the flame is, Hence if it is small it does large damage, if it is large it does small damage. 4. Flame will only be stopped if it collides with a planet or a sun.

Limitations/properties: Damage is varied on planets, here is the scale.
Paradise:0.1x Damage.
Volcananic: 0.3 damage.
Rocky:0.7x damage
Space:1x Damage.
Earthlike:1.3x damage.
Greenhouse:Does 1.7xdamage.
Gas giant: Does 2.5x damage.

Sales Pitch: Ever get ambushed and Wish you had a way to blast through massive amounts of enemies? ever land on a planet with too many damn turrets? then this is your answer!

please tell me if it is unbalanced or there is anything than needs improvement.

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milo
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Post by milo » Wed Oct 01, 2008 9:31 pm

pretty busy lately ... i'll update the list in the second post soon

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Vermin
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Post by Vermin » Sat Nov 08, 2008 12:35 am

Author: Me
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.

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Vermin
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Location: In your fridge eating your food.

Post by Vermin » Sat Nov 08, 2008 3:08 am

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.

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milo
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Post by milo » Sun Nov 09, 2008 8:04 pm

hmm vermin i really like those ideas. keep em comming. your ships are fairly balanced too.

for the loki you could have it so the effect lasts an amount of time proportional to the amount of energy you had when you activated it. for example if you had 1000 energy it would use all your energy and last for 10 seconds. if you had 600 it would last for 6 seconds. i other words the effect would last (energy)/100 seconds. also i think that during this time fuel should not regenerate otherwise you could theoretically keep it on forever. having the fuel not regenerate and be at 0 would be how it would not be able to use any of it's primary or secondary abilities. of coarse this should not work on a planet's surface for the same reason the avengers cloaking doesn't work. i really like this idea because it would be a very hard ship to kill but since it can't attack during this period (because energy would be 0) this special ability would not make it an agressive ship. also since it would not make a particularly good barger, trader, or taxi cause of it's stats it would not make any of the current ships that excell at those tasks obsolete. it would be a good ship for newbs to use cause it would help them excape quite a few podages.

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.
i like this idea too. it kind of reminds me of the arbiter's cloaking field from starcraft. i would suggest that since no ranged weapons could come in than none should be able to go out either. and again making the energy go to 0 would disable it's weapons. i would also suggest a range with a radius twice that of the hellbore laser. this ship would make space battles real interesting.:P

p.s. i still haven't updated the list yet ... i'll do it later today if i remember

ezmboq
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Post by ezmboq » Tue Nov 11, 2008 10:08 am

like the stealth ship :D :D :D :D :D
:D
:D
:D
:D
:D
:D
:D
:D
:D
:D

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Cheesy
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Post by Cheesy » Wed Nov 12, 2008 1:21 am

ezmboq wrote:like the stealth ship :D :D :D :D :D
:D
:D
:D
:D
:D
:D
:D
:D
:D
:D
wow.....

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Cheesy
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Post by Cheesy » Wed Nov 12, 2008 1:21 am

ezmboq wrote:like the stealth ship :D :D :D :D :D
:D
:D
:D
:D
:D
:D
:D
:D
:D
:D
wow..... that really wasnt necissary

heyurdead
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Post by heyurdead » Sun Dec 07, 2008 5:42 am

the nova barge is kinda overshowering the garbage barge i doubght toonces will accept that one

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BLADE2
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Post by BLADE2 » Sun Dec 07, 2008 4:49 pm

My first attempt at a ship. Don't be too hard on me.

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.

AQUAchimera
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Post by AQUAchimera » Wed Dec 10, 2008 12:51 am

creator:AQUAchimera
type:war freighter
price:$850,000
shields:2500
primary weapon:small laser cannon
scanners: short range
cargo holds:50
equipment bays:10
max speed:same as barge
turning:same as barge

Has a secondary weapon that can 10 launch invasion pods full of milita or real players and players could enter ship somehow and be launched in invasion pod when tab is pushed. pods would automatically go to nearest planet and this ship can hold only invasion pods. would be great for invasions but ship is made weaker to be fair.

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