[idea] POST NEW SHIP IDEAS HERE!!

Ideas for improving Starport:GE

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Woots
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by Woots » Mon Nov 09, 2009 8:36 pm

Woots wrote:Creator: Wootsies :D er...Woot
Type: Harvester
Price: 125600
Shields: 4000
Primary Weapon: Default
Scanners: Default
Cargo Holds: 300
Equipment Bays: 8
Max speed: 6
Turning: 5
Thrusting: 2
Energy Regen: 4
Warp Fuel Efficiency: 15
Special weapon/ability: Harvest
Fired/Activated by: Secondary Weapon Key
Energy usage: 500
Effect: Gathers all resources within a certain area of the ship.
Limitations/properties: Certain area, like not too big....some radius from the ship.
Sales Pitch: The perfect ship for harvesting the resources on planets, without having to run them over. For lazy newbies.

Not all stats are what they're written here, anyone wanna comment on my horrible idea #4?
:P

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Josiah-228
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by Josiah-228 » Mon Nov 09, 2009 10:51 pm

I understand your point LordStrum so I have revised my UN frigate, but not a lot because the ship is meant to counter the people how have lots of nukes. It is also a combat ship meant for seeking, Intercepting, and then destroying it's target and so it suffers in the area of cargo space.

---ship Format---
Creator: Josiah-228
Type: UN frigate
Price: $800,000 and 8000 rep and UN commission
Shields: 15000
Cargo Holds: 10
Equipment Bays: 5
Max Speed: Very high
Turning: normal
Thrusting: normal
Energy Regen: High
Warp Fuel Efficiency: 8
Special weapon/ability: Rail gun
Energy usage: 500
Effect: Fires a tungsten slug at very high speeds and has good range. It dos about 1000 damage
Sales Pitch: The UN frigate is a hard hitting attack vessel you will not want for lack of fire power.
Last edited by Josiah-228 on Tue Nov 10, 2009 1:31 am, edited 3 times in total.

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Josiah-228
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by Josiah-228 » Tue Nov 10, 2009 12:46 am

This ship is a pirate vessel meant to offset my UN frigate. It has more cargo space for carrying all the loot gotten from some unfortunate colony, but it suffers in speed and warp efficiency.

---ship Format---
Creator: Josiah-228
Type: Pirate raider
Price: $800,000 and -8000 rep
Shields: 15000
Cargo Holds: 120
Equipment Bays: 8
Max Speed: good
Turning: normal
Thrusting: normal
Energy Regen: high
Warp Fuel Efficiency: 10
Special weapon/ability: Plasma torpedo
Energy usage: 500
Effect: A semi guided (you have to be facing your target but not head on the projectile will follow the target so long as the target doesn't drastically alter course) plasma pulse that travels at a good speed and has a good range. It does 1000 damage.
Sales Pitch: Pirates all this vessel is your every desire and will bring fear to all you meet.

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Woots
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by Woots » Tue Nov 10, 2009 12:52 am

The point here is to create more diverse ships, not more powerful ones. You know, stuff that has more uses and stuff. Yeah...:P

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Josiah-228
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by Josiah-228 » Tue Nov 10, 2009 1:34 am

Ya I know but I think the game is lacking in good combat vessels especially in the hunter killer area. After all if you get board of trading it would be nice to have a ship that can quickly and efficiently look for other players and be able to then put up a good fight. And it would be nice to have a ship that can at least have a chance of beating some one with 16 or 24 nukes.Oh and as a side note it would make the npc more interesting to fight. :D

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Josiah-228
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by Josiah-228 » Tue Nov 10, 2009 2:36 am

---ship Format---
Creator: Josiah-228
Type: Blackbird
Price: $2,000,000
Shields: 4000
Cargo Holds: 100
Equipment Bays: 8
Max Speed: normal
Turning: normal
Thrusting: normal
Energy Regen: normal
Warp Fuel Efficiency: 16
Special weapon/ability: orbital surveillance
Energy usage: 1000
Effect: Allows you to see a planet with out landing on it for 30 seconds, but you can only look at a planet once in 24 hours (you can still go and look at more planets but you have to wait 24 hours to look at the same planet a second time). good for spying on enemy colony defenses
Sales Pitch: Would you like to see what is on an enemy colony well this ship will let you.

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sripley
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by sripley » Thu Nov 12, 2009 9:11 pm

Creator: sripley
Type: supermax barge
Price: 200,000
Shields: 1000
Primary Weapon: selectible
Scanners: tactical
Cargo Holds: 500
Equipment Bays: 36
Max speed: fast
Turning: slow
Thrusting: slow
Energy Regen: fast
Warp Fuel Efficiency: 17
Special weapon/ability: point defence
Fired/Activated by:
Energy usage: low
Effect: can adequately defend against projectiles, ie photon torps, nukes, negs, flak, explosive projectiles,.
Limitations/properties: cannot defend against beams or energy, pulse rifle, graviton etc
Sales Pitch: The Supermax barge has a very high cargo and equipment capacity but very low sheilds and gulps warp fuel. The point defence gives it the ability to fend off attackers in transit, but the low turning and thrusting speed give it little military value. The high top speed allows it to cruise through a system quickly, while the low thrust leaves it vulnerable when exiting a warp hole or in cluttered systems. It's a relatively fragile cargo ship that can defend itself while on the run.

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Re:

Post by Catfish » Thu Nov 12, 2009 9:22 pm

you are all forgetting, this is the greatest picture to ever grace this thread :D

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sripley
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by sripley » Thu Nov 12, 2009 10:12 pm

Creator: sripley
Type: Fabricator
Price: 1,000,000
Shields: 2000
Primary Weapon: default
Scanners: default
Cargo Holds: 200*
Equipment Bays: 8
Max speed: slow
Turning: slow
Thrusting: slow
Energy Regen: slow
Warp Fuel Efficiency: 10
Special weapon/ability: Fabricate
Fired/Activated by: user specified key brings up menu
Energy usage: 1000 energy
Effect: Converts resources in the holds into hardware
* 150 Metal Ore + 25 Uranium + 25 Equipment = 1 Flak turret
* 100 Metal Ore + 50 Uranium + 50 Equipment = 1 laser turret
* 150 Metal Ore + 50 Organics = 1 Mine
* 100 Metal Ore + 25 Organics + 25 Uranium = 1 Compound Mine
* 50 Metal Ore + 25 Organics + 25 Uranium + 25 Equipment + 75 Spice = 1 Negotiator
* can be adjusted for better balance
Limitations/properties: Cannot make domes, nukes, shields or holds
Sales Pitch: Are your tired of warping all over for defensive hardware? Just can't wait for an under producing weapons factory? Do you need harware now where you're at?

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sripley
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by sripley » Thu Nov 12, 2009 10:53 pm

Creator: sripley
Type: Highjacker
Price: 300,000
Shields: 3000
Primary Weapon: default
Scanners: default
Cargo Holds: 10
Equipment Bays: 16
Max speed: slow
Turning: very fast
Thrusting: very fast
Energy Regen: average
Warp Fuel Efficiency: 10
Special weapon/ability: Hardware disrupter
Fired/Activated by: user specified key
Energy usage: 400 energy
Effect: Knocks the hardware out of ship bays, takes control of deployed mines and turrets, deactivates fired nukes and negs for later pickup. Has an effective radius of 3 times the ship diameter.
Limitations/properties: each activation uses 400 energy and only disrupts one hardware item at a time, does no shield damage, fired nukes and negotiators shut off and go balistic bouncing around until pick up or they fall into a gravity well.
Sales Pitch: Even the odds against mine laying, turret dropping, nuke toting bad guys

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sripley
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by sripley » Thu Nov 12, 2009 11:12 pm

Creator: sripley
Type: Vampire
Price: 300,000
Shields: 4000
Primary Weapon: default
Scanners: default
Cargo Holds: 50
Equipment Bays: 8
Max speed: fast
Turning: average
Thrusting: fast
Energy Regen: average
Warp Fuel Efficiency: 8
Special weapon/ability: Shield Tap
Fired/Activated by: user specified key
Energy usage: 200
Effect: Steals 150 shield points and adds to it's own up to the shield limit
Limitations/properties: each activation uses 200 energy and will steal 500 shield points. Will not add points to the Vampire beyond the maximum it can hold. only works if you have less than full shields. Has no effect on turrets or aliens, cannot destroy a ship only taps it's shields.
Sales Pitch: They stole your colony, money, and resources and left you in a pod floating around Sol. Now it's time to take something from them!

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sripley
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Re: Re:

Post by sripley » Thu Nov 12, 2009 11:21 pm

Catfish wrote:
you are all forgetting, this is the greatest picture to ever grace this thread :D
Q: What kind of ship do you want?
A: A BIG ONE!

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Toonces
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Re: Re:

Post by Toonces » Wed Dec 02, 2009 1:11 am

I am un-stickying this topic in light of the new ship module system. If you wish to talk about new ship ideas or new module ideas you may start a new topic.

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Woots
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by Woots » Wed Dec 02, 2009 1:16 am

Toonces wrote:I am un-stickying this topic in light of the new ship module system. If you wish to talk about new ship ideas or new module ideas you may start a new topic.
What cruelty. I'll keep bumpin this BBQ :D

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milo
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by milo » Thu Feb 25, 2010 10:35 pm

glad this thread still exists. i see it got unstickied


edit-----

uhh sorry for the bump, i was just having a moment of nostalgia :roll:

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Woots
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by Woots » Fri Feb 26, 2010 9:06 pm

Even with the ship mods, I still would I like to see new ships to make the game more interesting.

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NARUTARD
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by NARUTARD » Fri Feb 26, 2010 9:16 pm

And a revamp of all the non-16k shield ones in one form or another. BATTLEship. Best "combat" ship and biggest fuel whore in the game. WTF does it have 12k shields for??

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Woots
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by Woots » Fri Feb 26, 2010 9:34 pm

Indeed, Then there would be less buying of isc at sol, and lower prices :D

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milo
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Re: [idea] POST NEW SHIP IDEAS HERE!!

Post by milo » Mon Mar 01, 2010 9:22 pm

well i think the idea for the isc is to be some sort of super destructive mother ship. so i don't mind it having more default shield capacity than a battle ship. however i do agree that the battleship should be more evenly matched against the isc. perhaps they should give it a radically higher default top speed and thrusting. then when you mod it, it becomes a very nimble invader and fighter. if this were to happen i could easily see myself prefering it over the isc for invading at least.

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