Special Hardware When Colonies Have Made Certain Discoveries

Ideas for improving Starport:GE

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General_Neox
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Special Hardware When Colonies Have Made Certain Discoveries

Post by General_Neox » Sun Jul 24, 2011 11:30 am

Ive come up with a neat idea for "Special Hardware" only constructable when colonies have made certain research discoveries. Tell me what ya'll think.

NOTE: none of these are purchaseable at starbases. (except the biodomes obviously)

Force Field
A defensive box like deployable cover type deal. You can deploy it anywhere you like and its the only thing that protects against solar fire aswell as every other type of projectile. every force field has 8 000 shields before it explodes.
Force fields are the only hardware deployable on enemy planets.
Debatable: When you drop more then one forcefield they connect together so one can make a web or close in an area. The weave inbetween each forcefield you drop has only 4000 shields however. Ships, whether your are the deployer or not, cannot travel through force fields until they are destroyed.
No weapon fire can travel through force fields, not even the deployers
Grav beams damage forcefields a lot more then other weapons.
Costs 300 equipment 100 spice 300 uranium
Requires Advanced Architecture Level 2 Advanced Engineering Level 2

Plasmatic Warhead
A lock on missile with burn damage of around 50 shields per second for about 20 seconds, Has low initial explosion damage comparable to that of a negotiator. Only constructable on volcanics. and has the speed of a nuke
NOTE: an plasma warhead can only burn shields down to 0, burn damage cannot completely destroy a ship. This warhead has the same speed of a nuke.

Dark Matter Missile
A non lock on very fast heavy duty missile that does 6 times the damage of a nuke. and is the only missile that is not destroyed when it blows something up therefor it is possible to kill 2 or 3 cannons at once with it. With a nimble trigger finger its deadly in space and invasions.
Costs 200 spice and 300 equipment to build the colony needs at least advanced aerodynamics level 5 Military Tradition Level 2
not purchaseable at bases

Bug Missile/Viral Missile
A lockon Hacker type missile. When used on a player, the missile will latch on and track the player for a day. the missile, like the falcons special ability despenses 10% of the targets money, on contact, for anyone to pick up. It also distorts the targets minimap for the the entire time it is trailing it's target, until it makes contact or is outrun.
Bug missiles have a very rare chance of doing burn damage which would be 100 shields a second, until the target reshields.
When used on defenses, it can briefly disable mines and cannons. (handy for capping cols and preserving defenses) With speed a bit slower then a neg
costs 300 equipment 200 uranium to build. Requires advanced aerodynamics level 2 advanced engineering level 1 (Or Advanced Programming Level 1, Proposed in my other thread)

Ion Cannon (What toonces is working on, my proposal)
A 1/60 deployable in space solar cannon. Shots are a light blue in colour.
Has the health equivalent to 3 laser cannons
Costs 400 equipment 300 uranium
Requires Industrial Complex Level 5 and Military Tradition Level 2

Flash Mine
A Cloaked Mine, invisible on radar, semi-transparent on screen. that flashes your screen white for a moment and knocks out the players steering like the Barge Secondary aswell as scrambling their minimap.
Costs 300 equipment and 200 spice
Requires advanced engineering level 5 (Or Advanced Programming level 2, Advanced Exolosives Level 3, Proposed in my other thread)

Spybot (What Toonces is working on, my proposal)
a deployable cloaked watchdog that reports to the deployer any players that warp in to the system while the deployer is online. The Spybot can be seen by anyone with a good eye, just like a cloaked ship and shows up as 100 tons on the scanner. The spybot cannot detect cloaked ships warping in. Has about the health of a beacon and alerts the owner if its been destroyed.
Costs 300 equipment 100 uranium
Requires channel descrambling level 3 and Advanced Engineering level 3 (Or advanced programming level 3)

Biodome kits
This is basically a proposal that biodome kits should be able to be constructed in weapons factories.
Requires Advanced Architecture Level 3
Advanced Engineering Level 1
Costs 400 equipment. 300 uranium
Last edited by General_Neox on Mon Jul 25, 2011 11:07 pm, edited 7 times in total.

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invaderzim
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Re: Special Hardware When Colonies Have Made Certain Discove

Post by invaderzim » Sun Jul 24, 2011 8:35 pm

these sound great. some could maybe use a tiny bit of tweaking, but I'm all for it :D

hopefully toonces is able to take at least a few into account and put them on his list of things to do

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JuliusCaesar
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Re: Special Hardware When Colonies Have Made Certain Discove

Post by JuliusCaesar » Mon Jul 25, 2011 3:36 am

I highly suggest looking up the flash game Starfighter Disputed Galaxy. It used to be a multiplayer game but some idiot posted porn in the chat bar and then it was hacked, all player info lost, and so forth. In anycase its available on kongregate, and the weapon/ship setup is SICK. the ship aspect cant really apply, but the weapons would be great inspiration.

JesusRocks765
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Re: Special Hardware When Colonies Have Made Certain Discove

Post by JesusRocks765 » Mon Jul 25, 2011 3:42 am

all of it's a Great idea, and many of these concepts are used in the Star Sonata Game as well.

(Ion Cannon's Name, the Burn Concept, etc.)

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invaderzim
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Re: Special Hardware When Colonies Have Made Certain Discove

Post by invaderzim » Mon Jul 25, 2011 5:14 pm

i especially like this idea because of how you get them. it would be nice to see research used for other stuff, such as this, having research combo's unlock new tools

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General_Neox
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Joined: Fri Nov 18, 2005 10:46 pm

Re: Special Hardware When Colonies Have Made Certain Discove

Post by General_Neox » Mon Jul 25, 2011 11:08 pm

Yeah
It would give colonies even more so of the own identity and colonies that are able to build the stronger weapons force the invaders to prioritize or have the weapons used against them.

I've added a poll btw

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awesomepebble
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Re: Special Hardware When Colonies Have Made Certain Discove

Post by awesomepebble » Tue Jul 26, 2011 9:09 pm

soudsn very good

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Mel'Kaven
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Re: Special Hardware When Colonies Have Made Certain Discove

Post by Mel'Kaven » Tue Jul 26, 2011 10:23 pm

Cloud1 wrote:All great idea's.

Adding RPG element to this game would be ideal.
Since its an RPG?!?!?!!? :0!

Just wait my friends. ;)

JesusRocks765
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Re: Special Hardware When Colonies Have Made Certain Discove

Post by JesusRocks765 » Thu Jul 28, 2011 7:53 am

for what? :0

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JuliusCaesar
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Re: Special Hardware When Colonies Have Made Certain Discove

Post by JuliusCaesar » Tue Aug 02, 2011 8:59 pm

Missile 'o the Deep:

Requires:
200 equipment
200 oil
200 spice

Acts as a warp-capable interstellar ballistic missile, launches from a silo improvement to the weapon factory. Only 2 can be stored/colony, though they can be shipped to different colony silos from a factory colony. When launched they hit a targeted system/planet designation. The effect is that they drive the colony's inhabitants violently insane, and the colony has a 3/4 day long period of hysteria, in which the morale and population growths are affected in a similar manner as prison 20% taxing the colony.

Side effects may include: Cthulhu.

jonnybowler8
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Re: Special Hardware When Colonies Have Made Certain Discove

Post by jonnybowler8 » Fri Sep 09, 2011 2:04 am

*opinion on ion cannon*
I sure hope its 1 or 2 ion cannon a system... otherwise a few hundred near the entrances and guess what? KAAAABLLoooooeEEy! If this is implemented... Also, would these attack npcs? If you put this down, will it attack enemy lasers \ beacons? I like the idea... as long as its not another way of trapping people into a system...

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Havok
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Re: Special Hardware When Colonies Have Made Certain Discove

Post by Havok » Fri Sep 09, 2011 2:31 am

all ideas sound good to me man! hope they get implemented

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