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  #11  
Old December 16th, 2002, 08:59 PM

Gryphin Gryphin is offline
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Default Re: Idea submissions

If they are going to have the multi tech tree, I would like to be able to spit my research over 2 or 3 techs.
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  #12  
Old December 16th, 2002, 10:17 PM
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Default Re: Idea submissions

Just put them all in the queue. The way SE4 (non-divide evenly mode) distributes the points means you don't have to worry about spreading your points or losing the excess. Not to mention that you get all techs except the Last one faster.

And, the point of the grid techs are that you don't HAVE to do all three at the same time or the same rate.
Two players could have torpedo weapons, and while one player researched excellent range and accuracy, the other researched damage only.

[ December 16, 2002, 20:22: Message edited by: Suicide Junkie ]
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  #13  
Old December 17th, 2002, 02:02 AM
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Default Re: Idea submissions

Well, you can get multi-hit by putting multiple weapons and a multiplex components on your ship...
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  #14  
Old December 17th, 2002, 02:12 AM
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Default Re: Idea submissions

It's true you can get multi hit that way, but I was after a weapon that would do the trick without multiplex. What i was after was a weaker weapon with the ability to hit several ships in the same shot, thus forcing the player using them to alter tactics. But I guess you can achieve the same effect with a lot of low damage weapons that doesn't take very much space combined with advanced multiplexers, but the again, you still have the opportunity to concentrate all your fire on one ship.
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  #15  
Old December 17th, 2002, 03:24 AM
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Default Re: Idea submissions

Quote:
Originally posted by Suicide Junkie:
And, the point of the grid techs are that you don't HAVE to do all three at the same time or the same rate.
Two players could have torpedo weapons, and while one player researched excellent range and accuracy, the other researched damage only.
Or better, Player A researches the range and accuracy; he will ccurately ping you, repeatedly, from long range.

Player B focussed on build-cost and damage. He doesn't hit terribly often, and has to get right up close to even try ... but he's got LOTS of the blighters, and when they hit, something goes *boom* in a [b]BIG[/] way.

Meanwhile, Player C went for range and damage; long range, not terribly accurate, with good punch; Player D went for accuracy and build cost; lots and lots of hyper-accurate close-range "ping"-ing ...

And so on.
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  #16  
Old December 17th, 2002, 03:41 AM

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Default Re: Idea submissions

S.J. - the grid tech idea has some really cool potential... I like it. To go further:

Maybe bury a few research "Easter Egg" goodies by crossing 2 special racial techs deep down the tree. This could be a really funky weapon or facility. At least make them more useful than the ancient techs in the existing game.
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  #17  
Old December 17th, 2002, 03:49 AM

Stone Mill Stone Mill is offline
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Default Re: Idea submissions

What I would like is improving the longevity for seekers and units (drones, fighters, missiles).

Point Defense is the End-All for units and seekers. The game would be more interesting if your higher tech units were:

1. enabled by a ECM that made them harder to hit
2. beefed up with a substantial damage tolerance
3. reduced in cost, so that someone would actually build large fighters

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  #18  
Old December 17th, 2002, 04:40 AM

Desdinova Desdinova is offline
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Default Re: Idea submissions

how many points of damage does it take to destroy a seeker? i know with a mk V pt def canon 1 hit will destroy a seeker. but it takes more hits with earlier ones.
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  #19  
Old December 17th, 2002, 05:01 AM
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Default Re: Idea submissions

The seeker damage resistance is displayed at the bottom of the component window.

Compare that to your point defense damage power.
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  #20  
Old December 17th, 2002, 08:38 AM

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Default Re: Idea submissions

well i intended it for ideas(no matter how off the wall or wild)that through conversation,tweaking,and playtesting become a reality....basically what i'm saying is say whatever ya want,just as long as it actually gets somewhere rather than just bounced around till it dies off,thus going nowhere and taking up space and wasting time
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