SHIP/WEAPONS/MISC. GUIDLINES

Ideas for improving Starport:GE

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Thavy
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SHIP/WEAPONS/MISC. GUIDLINES

Post by Thavy » Fri Jun 16, 2006 7:00 pm

If your going to submit and idea at least do the honorable thing and put some pride in your idea......give it every detail it needs instead of slapping a name on it and calling it an idea

If your idea is a ship do the following:


Type: (Name Of Ship)
Shields: (Shield Level)
Primary Weapon: Plasma Gun
Special Weapon: (Name Of Special Weapon And Description Of What It Does)
Scanners: Short-Range
Cargo holds: (How Much Cargo Can Your Ship Hold)
Maximum Speed: (How Fast Your Ship Can Reach) kps
Turning: (How Quickly Can Your Ship Turn) dps
Thrusting:(How Much Acceleration Your Ship Gets) kps^2
Energy Regen: (How Much Energy Your Ship Can Regenerate) twps
Warp Fuel Efficency: (How Fuel Efficient Your Ship Is) gpw
Cost: (How Much Your Ship Would Cost) $ credits

For copy purposes:
Type:
Shields:
Primary Weapon: Plasma Gun
Special Weapon:
Scanners: Short-Range
Cargo holds:
Maximum Speed:kps
Turning:dps
Thrusting:kps^2
Energy Regen:twps
Warp Fuel Efficency:gpw
Cost:$ credits

Follow these rules and you will give your ship idea a little more respect

__________________________________________________________________________________________

If you have an idea about a new or exixting weapon do the following:
Give your weapon a name the specs of the weapon and the cost or the modifications your proposing:
Name: (name of weapon)
Specs: (what it does)
Cost: (price range)


Copy Purpouse only:
Name:
Ability or Modification:
Cost:

___________________________________________________________________________________________



If you have a colony idea to "add a defence type, add a building, different planet type, etc." do the following:
Name: (Name of defence, building, planet type, etc.)
What it does or Special building: (special effects or features)
"Exports (If a planet): (Metal Ore, Anerobes, Organics, Medicine, Oil, Uranium, Equipment, Spice)
(highest resource export)
(other 6 resources to export)
(Lowest resource export)
Pop Growth: (high, low, neutral)
Pollution Rate: (high low)"
Cost: (price range)


Copy Purpouses Only:
(Non planet copy)
Name:
What it does:
Cost:

(Planet copy)
Name:
Exports:
Pop Growth:
Pollution Rate:
Special building:



Check you idea before you post it: (is it balanced?? not to uberly powerful not to uberly weak?? is the price range accurate for what it does??)

Just follow these rules and people wont say "your idea is gay or this is way too powerful to be implimented" it will save you alot of negative responses to your ideas
Last edited by Thavy on Wed Sep 05, 2007 1:27 am, edited 7 times in total.

Ralf the Dog
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Post by Ralf the Dog » Fri Jun 16, 2006 7:23 pm

Cool, I think people should just cut and paste your form when making a new ship. Just drop the scanners and primary wepon. You can add the number of hardware slots.

Not that many new ships will be added. New ships are one of the most unbalancing things that could be added to the game. It would be very hard to guess all the exploits a new ship could add.

How about we work out a formula, shields are worth x points. Cargo is worth y....

That way we can take a new ship and figure out just where it balances in. The only question would be the secondary gun.

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Thavy
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Post by Thavy » Sat Jun 17, 2006 12:51 am

MADACE can you please sticky this so everyone who wants to design a ship must look here.......

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Cyman
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Post by Cyman » Sat Jun 17, 2006 6:27 am

Yes, (Primary Weapon: Plasma Gun) and (Scanners: Short-Range) is redundant and should be implied unless stated otherwise.

Also I don't think that this should count as an [IDEA] thread since it deals with the forum and not the game (If we label all threads as [IDEA] what's the point of labeling them at all?)

You can change the thread name by editing your first post.

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MadAce
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Post by MadAce » Sun Jun 18, 2006 12:16 am

While I sticky this I'd like to add a personal note.

Not a mod note.

I'd like to see the current ships finetuned.

So if you have an awesome idea for a ship, please think about applying it to any of the underrated, underused ships we currently have.

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Thavy
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Post by Thavy » Sun Jun 18, 2006 12:17 am

WOW MADACE.....WOW your the coolest guy i konw now

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MadAce
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Post by MadAce » Sun Jun 18, 2006 12:20 am

What I do?

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Thavy
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Post by Thavy » Sun Jun 18, 2006 12:22 am

i asked you to stickie this but since you were a mod you might of been thinking "no im gonna save those stickies for more important things" sortof thing but instead you stickied it and surprised me completely i thank you **bows courteously***

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MadAce
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Post by MadAce » Sun Jun 18, 2006 12:24 am

Meh.

The sticky has a point.

People LOVE putting up ship ideas but usually those posts are as chaotical as an ants nest on fire...


So...

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Thavy
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Post by Thavy » Sun Jun 18, 2006 12:41 am

in case you deleted your pm i made changes is this ok with you???

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MadAce
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Post by MadAce » Sun Jun 18, 2006 12:43 am

Perfect.

:)

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Thavy
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Post by Thavy » Sun Jun 18, 2006 12:45 am

alright i would say lock it maybe.....but im not sure cause i might add some things if they come to mind.......ehh leave it open for now......

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MadAce
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Post by MadAce » Sun Jun 18, 2006 12:46 am

Not gonna lock this one anyways.

Me thinks in depth rules such as these (how true they may be) should be able to be questioned.

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Thavy
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Post by Thavy » Sun Jun 18, 2006 12:58 am

MadAce wrote:Not gonna lock this one anyways.

Me thinks in depth rules such as these (how true they may be) should be able to be questioned.
QFT......QFT 8) 8)

Irobeth

Post by Irobeth » Tue Jun 20, 2006 1:24 pm

this is way too powerful to be implimented :roll:

KelvinR2K4
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Post by KelvinR2K4 » Sat Jun 24, 2006 5:53 am

Type: (Adapter)

Shields: (12,000)

Primary Weapon: Plasma Gun

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

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

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

Scanners: Short-Range

Cargo holds: (120)

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

Turning: (90)

Thrusting:(850)

Energy Regen: (9)

Warp Fuel Efficency 8

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

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Thavy
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Post by Thavy » Sat Jun 24, 2006 6:16 am

Nice work KelvinR2K4 thats what im talking about PERFECT EXAMPLE

it sounds really sleek also

KelvinR2K4
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Thanks!

Post by KelvinR2K4 » Sat Jun 24, 2006 11:09 am

Thavy wrote:Nice work KelvinR2K4 thats what im talking about PERFECT EXAMPLE

it sounds really sleek also
Thanks man, I've had that ship in my head for a while now. It's the
ship that the "Smart NPC's" would use in my "Galactic Wars" idea.

I've also got the stats for another ship, maybe I'll post it up later.

rowe6969
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Post by rowe6969 » Thu Aug 24, 2006 7:21 pm

hey guys im just a big bored so i thought of a way idea can be posted.

ok 1st off guys how about something like this

Quick overview of you idea.

so we can all know what your on about before we go off reading the whole idea

Why you think it would be a good idea, i.e what it will add to the game.

Full Discripstion

the full detail of the idea

which could include any minor details such as

costs
restrictions
the pros and the cons of the idea
and any things it would effect

etc such as a new research project how would it effect the way the game is played now, and what new options it could bring about, such as extra income for newbs, making it time saving,

Balance

what you did to make it balance explain why to you it balances, because to some people it might not be so clear.

i hope this helps some of the newer people who are now posting ideas

thanks

rowe

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Jwilson6
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Post by Jwilson6 » Thu Sep 28, 2006 11:04 pm

Hmmm..... I am not sure if this is the right place to put this idea but seems good to me

Alright i think we should be able to buy the seth at all of the starbases (except for maybe sol)

I think this would be a good idea because i like the seth better than the isc but I have switched to playing with the isc more because i am tired of having to go all the way to the pirate base when i die.... It is time consuming and takes up a lot of fuel also if someone catches you on your way ur much more vulnerable than usual and this is the time when my enemies are searching for me

Alright to the balance....

Well it would balance the game out because currently the isc has an advantage over the seth because it can be bought at any port and many people that like the seth better are getting good rep so they dont have to go all the way to pirate base when they die trying to invade or fight when they are not by the pirate base

well since i guess the balance already in place is that u cant buy it at any port but you can steel from ports when ur evil but although this might be a good advantage when u are just starting out and dont have much money, after u have some planets its not really an advantage anymore but the fact that you can only buy the seth at the pirate base is a drawback throughout the whole game
so to balance it back out make the un pay people with a un commission this would make it equal

i tried to follow those last guidlines there but this seems good enough to get my point across

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MadAce
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Post by MadAce » Fri Sep 29, 2006 8:43 am

Jwilson6 wrote:Hmmm..... I am not sure if this is the right place to put this idea but seems good to me

Alright i think we should be able to buy the seth at all of the starbases (except for maybe sol)

I think this would be a good idea because i like the seth better than the isc but I have switched to playing with the isc more because i am tired of having to go all the way to the pirate base when i die.... It is time consuming and takes up a lot of fuel also if someone catches you on your way ur much more vulnerable than usual and this is the time when my enemies are searching for me

Alright to the balance....

Well it would balance the game out because currently the isc has an advantage over the seth because it can be bought at any port and many people that like the seth better are getting good rep so they dont have to go all the way to pirate base when they die trying to invade or fight when they are not by the pirate base

well since i guess the balance already in place is that u cant buy it at any port but you can steel from ports when ur evil but although this might be a good advantage when u are just starting out and dont have much money, after u have some planets its not really an advantage anymore but the fact that you can only buy the seth at the pirate base is a drawback throughout the whole game
so to balance it back out make the un pay people with a un commission this would make it equal

i tried to follow those last guidlines there but this seems good enough to get my point across
You can post it as a new idea. :)

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Genesis
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Post by Genesis » Fri Sep 29, 2006 9:28 am

This idea is nice, but would allow vets to easily whack colonies, as once you're immune to lasers/flaks (no matter the duration) you can progress and take nil damage, then hide out somewhere out of reach of flaks and lasers, get hit by solar, "adapt," then charge into the colony; result, only 1k shields damage, from solar.

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i2k
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Post by i2k » Tue Oct 03, 2006 6:28 pm

Are new ships, weapons, or hardware items ever going to be implimented? The last I saw was laser cannons over a year ago...

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Genesis
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Post by Genesis » Tue Oct 03, 2006 7:28 pm

They revised weaps and such.. But new one is slim to nada.
Too much implications for the dev team, and it is remarkable that they have the time to code this, since it's nearly only a 3 man team...

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Thavy
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Post by Thavy » Wed Oct 11, 2006 9:40 pm

***EDIT*** i have cleaned up the guidelines a lil bit better and added more colors hope everyone enjoys the revised guidelines

Nai7
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[IDEA] Another kind of mine

Post by Nai7 » Wed Oct 18, 2006 5:44 pm

About the ship adapter, my suggestion: while it is under the "adapt" it doesnt regenerate energy, and just by using the special weapon, drains half energy of the user, another thing is when adapting the ship focus on that kind of weapon only then taking aditional damage from other weapons, i think this would balance a bit better that ship.

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Goose
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Re: [IDEA] Another kind of mine

Post by Goose » Thu Dec 14, 2006 9:46 pm

Nai7 wrote:About the ship adapter, my suggestion: while it is under the "adapt" it doesnt regenerate energy, and just by using the special weapon, drains half energy of the user, another thing is when adapting the ship focus on that kind of weapon only then taking aditional damage from other weapons, i think this would balance a bit better that ship.
Yeah it shouldn't just become immune to 1 type of weapon, would be ridiculously easy to invade a colony especially with someone else distracting other weapons, maybe while it is immune the ship characteristics like speed/energy regen, etc are reduced to consider the extra power needed for the immunity.

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milo
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Post by milo » Thu Feb 15, 2007 8:38 pm

you have to add an equipment bays section to that initial list

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gojira2000millenium
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Post by gojira2000millenium » Sun Apr 01, 2007 7:13 pm

Type: Star Tank
Shields: 20000
Primary Weapon: Plasma Gun
Special Weapon: fires 4 nukes at the cost of 250 energy
Scanners: Short-Range
Cargo holds: 120
Maximum Speed: 2 kps
Turning: 2 dps
Thrusting:1 kps^2
Energy Regen: 9 twps
Warp Fuel Efficency: 8 gpw
Cost: 10000000 $ credits

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

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

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

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