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Forum Index General Discussion 1week till T emp H mow edit`s

1week till T emp H mow edit`s

Started by Maraudian · 20/05/2008 · 06:54 PM · 236 replies · 5 reads
M MaraudianOP
well im going on vacation tomorrow to turkey for a week , during that time ive decided to make this thread , im sure some people have already noticed L emerald and G corrundam build rates have dropped to 1 , and that we now have the ability to edit ships

so as planned a long time ago the T emp and the H Mow will receive edits.

personally ide like to see the H MoW remain a small starbase but with lots of firepower and no defence ( weird for a starbase but well i feel that kind of ship would suit collective best , but hell thats me and im just plain weird ) this excludes capital ship talk and such , the ship must remain small and be built in number

now T emp isnt going to have a rebuild , just an improvement , and not big ones.

over the next week feel free to Politely discuss both ships and all your idea`s on the matter

i dont want to come back and see flaming edits and insults thrown all over the place , i also dont want to see emo comments like ` whats the point ` and such

if i come back and like what i see in here ( in terms of no flaming and such )

i will then work on D maru ships / race with everyone to make the race balanced and playable for UW users.

Edited by Maraudian on 2008-05-20
B Bladactania
Forgive me since I didn`t have time to read through all the posts here, but here`s my take...

T. Emp. is a rarely used ship. Why is that? Well, it`s because it`s stuck behind the big 3 (Herc, Nirv, Tyr) because it`s much smaller then they are. It`s also stuck behind The other often used Terran ships (Zeus, thor, Garuda) because of it`s smaller range. Given this reason, you can`t really make too much of a change because you end up making it into one of the other ship types. Make the hull higher or the defenses stronger and you make it a capital ship. Make it smaller and better at attacking and you make it like the others. The only modification that would make sense it so make it like a larger version of the T. Kalieum, which is also another rarely used Terran Ship. The only reason the Kaleium is ever used is because it can beat Queens when on defense because of it`s range. As it is now, the only thing the T. Emp is really good for is killing Strafez Runners and Fodders. The only way to really improve it to make it more useful (increasing the range and/or making it stronger vs. Chemical) would probably unbalance everything too much. There are already plenty of Strafez killing ships in the Terran arsenal (garuda, Broadsword, Kalieum and Sword in defense). I think the minor changes made already (+500 Kin, +30% vs. Kin) are sufficient to make it more useful, but all in all, I think that the T. Emp will remain rarely used and that`s the way it really should stay.

Also, There are some ships that are used more in the low PR ranges which is a good thing because they are low on the research list. Which means that it`s not a bad thing if they`re not used once someone climbs in the higher PRs. T. Emp is like the poor man`s Capital ship when an empire is in it`s early stages. Let`s just leave it at that.
T ThEpAkIsTaNIeMpIrE
well gaurds according to the story do not consume food anymore, isnt that the same affect to d.maru let it be a taxer/enslaver and their vaults should be bigger than 999million more like 10 billion
M MaraudianOP
sure i see no reason not to let em do an UW
O OnDante
I think if anyone has been good enough to successfully set off an UW, their reward should be a playable race with some definite advantages, not necessarily one that is strictly balanced against the others.

And will D. Marauders be able to do an UW? I`m guessing yes, based on our last D. Maru.
B Biohazard
@Counter,

Sure dubble food consumption why not, but with so many negative stat`s. And food prives at 30 like now would be impossible!!.

There should e some form of compensation.
O OnDante
I agree that 3 damage types is a bad idea. Besides, Terrans are not exactly hurting for good missile ships. Adding No Defense is good with me. Maybe we can wait and see how this works, and if it still needs some firepower you can add in 500 more.
T Travvivian
Collective are the poor man`s Maru. No explore ability, please.
M MaraudianOP
T emp can have No retaliation if you want , but it would also need no defence also ( A miner ships being defencive had the no defence feature removed )

the edits atm are due too lack of talk on it , it wont have 3 damage types however and it would be best if it did remain similar to A arog ^^ , maybe no retal no defence / 500 more dmg or something

then theres H MoW suggested by Arch , i just havent got the time at the moment to test it vs other races
C CounterCrazy
Quoting Biohazzard

population doesn`t consume food "since it`s the same effect from the Kalzul weapon explosion.

Why not have reverse affect BioHazard

D.Maru consume more more stuff. or put all its modifers like guard where it has alot of Negative ***% modifers lol.
B Biohazard
Can`t wait to try out D. Maru.

Will there ships be infacteble or "viral re-enginering" ??

But i think D. Maru should be somewat the same in stat as guard.

Should be able in enslave
Should be able to have loyalty "reward population"
population doesn`t consume food "since it`s the same effect from the Kalzul weapon explosion.
O OnDante
I agree on the no retal for Emp., but thanks a million Maraudian for the work. You are mighty!
S Squall
yea an arag clone but without no retal -.-
S Squall
the new emp is decent but i liked DM`s emp, except with 2 weapon types instead of 3 . right now its basically an arag clone .
B BHunter007
Excellent!
Finally, Terrans can have proper firepower when they want an energy/kinetic cross combo.
YEAH!!!

Maraudian for life!

And Collectives, well, it`s fair enough I guess.
A Agent009
Personally, I wouldn`t mind seeing an update to collective. Give them the ability to explore like in UC, give the r.Snow a scanner rating so they can explore. After all, that basically what the collective do, they explore and assimilate planets lol.

As for the change on the T.Emp, I don`t know whether it is good or bad, and I can`t test it cause I am an A.Miner which don`t have that ship. :P
M MaraudianOP
well theres a small update to T EMP , nothing big but an improvement
M MaraudianOP
well depending how you play marauder and collective they are easy to kill , this demotes them using a C3 and such , and if they do get ahold and keep one making them probably the strongest empire on the gamespeed , a little bit of fed work to get ontop of him could put his empires life at risk , it may not sound too good atm but its got lots of up / downs that keep it balanced , remeber your looking at like 1-5 max of this race on a gamespeed and they will be the strongest , they will be like npc in a way , everyone will want to kill them xD

Edited by Maraudian on 2008-05-30
F FireStormZ
yea but youre talking commercial on a race with *maybe* four safe colonies and if -30% seems too high lets push it further down... Now what would be really cool is if they, for example, had to do something like infecting or assimilating planets to keep them from using the U classes..

why would we make any race easy to kill?

Easy to keep down sure but whats nice are some of the grand old empires running around. Give them a limit of six or eight and no exploring. If their home world is not clusterable/capturable/plunderable (yay 3 non words) thats 3-6 colonies they can capture (well 6-9 with a last hit) that will make it very hard for them to be anything but slavers!

Give them a few low cost fighter class ships and make their upper ships cost comparable to say a collective or viral but have them all be relatively low on mineral needs.

Modifiers:

Empire death
Bankcrupcy - when unable to repay debt

Difficulty Setting Hard
Maximum colony 6
Exploration No
Able to plunder X class planets Yes
Enslave Yes
Research Yes
Missions No

Race modifiers
Tax from population - 80 %
Agriculture yield - 99 %
Tax from Commercial -80 %
Industry efficiency
(Industry efficiency) - 99 %
Demand for goods + 20 %
Infrastructure Maintenance - 99 %
Plundering colonies - 99 %
Mineral Generation - 99 %
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