New solar burst style or different burst

Ideas for improving Starport:GE

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awmalzo
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New solar burst style or different burst

Post by awmalzo » Thu Mar 13, 2008 9:28 pm

i was thinking if ti is possible of solar canon to fire different bursts , some examples;

red burst which is slower then the yellow burst but do mroe damage if it hit you ( and possible uses mroe metal rer or other resources).

well maybe be burst that move in a zig zag way....you know creating different type of burst and solar fire patterns with each style has its own consumption.....was thinking of making cols having different defnecsive systems is kinda boring always seeing those yellow bursts firing straight ;p

or maybe solar fires a circular laser like-burst that do normal damage but fire rate will be l very slow......

well my ideas may seem farfatched but lol......

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Stklr
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Post by Stklr » Thu Mar 13, 2008 11:12 pm

That would kill invading and make more people quit.

ibanix
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Post by ibanix » Thu Mar 13, 2008 11:34 pm

The game needs SOMETHING MORE.

I've only played for a month and I'm getting bored already.

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feenix
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Post by feenix » Fri Mar 14, 2008 5:07 am

ibanix wrote:The game needs SOMETHING MORE.

I've only played for a month and I'm getting bored already.
i agree, as Chef Emeril would say the game needs to be spiced up...... BAMMM BAMMM BAMMM

:lol: hope you get the joke :lol: but the part about needing the game spiced up isn't it :P

McGrod
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Post by McGrod » Fri Mar 14, 2008 6:44 am

I like the idea of changing the power to speed thing. :)

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CrazyChef
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Post by CrazyChef » Sun Mar 16, 2008 6:20 pm

nice ideas anti, also how about making the solar manual when you are on the colony.. tou could aim and change the rates of fire..etc.

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BLADE2
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Post by BLADE2 » Mon Mar 17, 2008 7:40 pm

Speed and Power:

Red solar shots: slower and more powerful

Yellow solar shot: current configuration

Orange solar shots: faster but weaker


I think those would be sufficient.

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awmalzo
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Post by awmalzo » Tue Mar 18, 2008 9:09 am

BLADE2 wrote:Speed and Power:

Red solar shots: slower and more powerful

Yellow solar shot: current configuration

Orange solar shots: faster but weaker


I think those would be sufficient.
not all all....

the yellow burst are already fast enough...I can't imagine capping something with a faster rate...so I would go.

yellow solar shot: normal damage
normal range
maximum of 10 shooter
take out only 25 metal ore per burst

orane solar shot: more damage and slower on full military
3/4 range of the yellow burst
maximum number 8 shooter
take out different resources

red solar shot: more damage then the other 3 but even slower
2/3 range of the yellow burst
maximum number 6 shooter
take out dif resoruces

black solar shot: much mroe damage then the other 2 and fast as the red solar shot
1/2 range of the yellow burst
max num 6 shooter
take out dif resources

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Freakazoid
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Post by Freakazoid » Tue Mar 18, 2008 10:47 am

rainbow solar shot: instant account deletion
1/8 the range
maximum of 3 shooter
takes out 1000 of every resource a second

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awmalzo
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Post by awmalzo » Tue Mar 18, 2008 2:02 pm

Freakazoid wrote:rainbow solar shot: instant account deletion
1/8 the range
maximum of 3 shooter
takes out 1000 of every resource a second
oh noez I wouldn't want to get hit by that ;/

TheDestroyer
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Post by TheDestroyer » Thu Mar 27, 2008 7:41 pm

Freakazoid wrote:rainbow solar shot: instant account deletion
1/8 the range
maximum of 3 shooter
takes out 1000 of every resource a second
How about instant destruction and all money transfered to invadee's colony. Change drain rate: All resources 1,500 a second (if one resource gone, no solar shots at all)

duece
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Post by duece » Fri Mar 28, 2008 5:24 am

I would set my solar to the slowest setting, so when people rushed the dome, the solar would react slowly and not move out the way, while causing more damage. So more power, harder to spin, no penalty?

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NeatLogs
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Post by NeatLogs » Fri Mar 28, 2008 11:27 am

Have the Solar Cannons Fire Danmaku.

20 metal ore per bullet fired. 200 damage and 10 energy loss per hit.

On second thoughts, instant ship death on hit would be more like it.

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squeemish
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Post by squeemish » Sat Mar 29, 2008 12:38 am

I think some of these are good, especially the red/yellow/orange version. Its simple and adds to the gameplay. My concern would be that these would be mastered quickly too, so how about some more alternatives:

Power shot: Shoots at 1/2 the rate doing say 2.5x the damage, but it also fires in an even/odd alternating pattern. Example: A 60/min 5-shot solar would fire guns 1, 3 and 5 the 1st second, guns 2 & 4 on the 2nd second, 1/3/5 again on the 3rd second, etc.

This adds a new dimension. It may be easier to dodge, but more painful when you get caught. It probably would be used with a tighter spread, so it might be used on layouts with less maneuverability or more drag, and it would change invasion tactics accordingly.

Fade shot: Has only 1/2 the range of the normal solar, but it does say 3x the damage right next to the dome and fades to 1/2 the standard damage at the end.

This would be great when the dome is close to the LZ and would otherwise be easy to capture. Invading these might require more turret removals from afar since rushing could be catastrophic. Lots of possibilities here.

Static Shot: Instead of shooting based on the enemy's vector and acceleration, shoot at the invader's current location. This can be applied to any solar format.

This would be great for domes at the end of long paths and would change the solar dancing strategy.

As with all research ideas, please don't focus on the numbers like "2.5x damage", numbers can be tweaked - the concept is the more important part.

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NeatLogs
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Post by NeatLogs » Sun Mar 30, 2008 6:26 am

No, I insist on Danmaku generated by the Solar Cannon. I'm serious! :D

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Cheesy
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Post by Cheesy » Thu May 08, 2008 9:12 pm

yellow: standard max shot 10
Red: slowers but stronger max shot 8
orange: weaker faster less energy damage max shot 12
green: slightly weaker slightly slower but very large max shot 6
cyan: slower can reach out and hit u with a pulse or attack u like a grav max shot 6
purple: small but same attributes as yellows max shot 14
blue: they go nuts in all directions same attributes as yellow max shot 8
white: they tend 2 cluster as they move for example they start out like yellow but as their range grows their spead shrinks and they form a line max shot 10
black: opposite or white they spead away from eachother max shot 12
rainbow: instead of a shot its a wobbly hellbore thats rainbow

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milo
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Post by milo » Fri May 09, 2008 4:46 am

love the idea
I like the idea of changing the power to speed thing.
i agree with that and you could also mess with the range settings.

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awmalzo
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Post by awmalzo » Fri May 09, 2008 12:22 pm

well with the last patch this becomes more reasonable .

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milo
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Post by milo » Fri May 09, 2008 5:41 pm

the latest patch sucks ... toonces should repeal it.

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