some new defense

#1
this game is very fun and all but needs something new to keep people playing you did create the lunar guardian, elite cargo and zorg physics but why not add some new defence i dnt know much about the points and tecs and stuff but since we have the EC why not have the Elite Laser or something that is like more powerful then the plasma cannon

just a suggestion just trying to contribute and improve the game plz give feedback and possibilities of the tecs needed for it, cost and strengths and all tht ty.
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Re: some new defense

#3
Perhaps something not too survivable, but powerful at the same time....

As ships grew in size and power, it was realized a new line of defense was needed. Emperors realized they would need something powerful but affordable and replaceable. And so the Terrawatt laser was born. Based on the solar satellite, the terrawatt laser is a network of mirrors, gathering solar energy and converging it onto a central focusing disk, capable of focusing a laser so powerful it can slice a destroyer in half. Due to the nature of its design, it is extremely vulnerable.

Terrawatt laser
Cost: Metal 5,000, Crystal 20,000, Deuterium 5,000
Stats: Structure 25,000, Shield 10, Attack 2,500, Speed --, Fuel consumption --, Cargo --
Requirements: Laser 15, Energy 15, Nanite 1
Rapid fire:
From: Small cargo 3, Large cargo 3, Light fighter 5, heavy fighter 5, cruiser 5, recycler 3, battle ship 5, battle cruiser 7, bomber 3, destroyer 6, death star 250, lunar guardian 2, elite cargo 3
Against: Cruiser 3, Battle ship 4, Battle Cruiser 4, Bomber 5, Destroyer 5, Death Star 2

Perhaps something like this would be limited to 1, but upgradable. Add more mirrors, each with 5 attack and 100 structure, or something like that.
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Re: some new defense

#5
Now, the way I see it, there's no need to add another defense. The primary use of the LG was to defend against RIPS. The EC was just a massive transport unit, and Zorg Physics is just a tech that becomes useless after getting the two ships. If the current defenses were calibrated to defend against the attacking ships, then why do we need a new one?
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Re: some new defense

#6
pupairo12 wrote:Now, the way I see it, there's no need to add another defense. The primary use of the LG was to defend against RIPS. The EC was just a massive transport unit, and Zorg Physics is just a tech that becomes useless after getting the two ships. If the current defenses were calibrated to defend against the attacking ships, then why do we need a new one?
To be honest, we don't truly need another defense, but we didn't need an elite cargo either. Turtles generally don't have much of a fleet, so how does the LG aid them? A new defense would add a similar aspect to the game, as well as more options for everyone. A weak but upgradable one (like what I suggested) would add an interesting twist to the game.

My concept is based on solar sats, simply because I could not think of anything ground-based. An orbital defense would be awesome IMO. I do hope someone else will come up with an idea, as much as I like my idea I know it isn't all that great, but I would love to see a new defense. The current defenses are not what they were intended to be, and I don't think defenses have really ever changed much, so something new and different would be nice to see.

EDIT: It has occurred to me after reading my post that I have overlooked a simple idea-make a defense version of the LG, with almost the same requirements and costs. Then turtles will have a good defense against RIPs, and fleeters will have the LG. That would probably be simpler to code in than designing an entirely new defense type.
Last edited by erick99 on Fri Jun 24, 2011 6:58 pm, edited 1 time in total.
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Re: some new defense

#7
An orbital defense does not make sense, since presumably being orbital it would create DF when destroyed, and therefore would ATTRACT attack instead of deterring it.
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Re: some new defense

#8
I am not necessarily advocating for an orbital defense, and you are right, and so it would need a benefit. Perhaps since it is based on solar sats...


EDIT:

Terrawatt laser (v.2)
Cost: Metal 5,000, Crystal 20,000, Deuterium 5,000
Stats: Structure 25,000, Shield 10, Attack 2,500, Speed --, Fuel consumption --, Cargo --
Requirements: Laser 15, Energy 15, Nanite 1
Rapid fire:
From: Small cargo 3, Large cargo 3, Light fighter 5, heavy fighter 5, cruiser 5, recycler 3, battle ship 5, battle cruiser 7, bomber 3, destroyer 6, death star 250, lunar guardian 2, elite cargo 3
Against: Cruiser 3, Battle ship 4, Battle Cruiser 4, Bomber 5, Destroyer 5, Death Star 2
Energy production/%bonus: ?
Limit 1 per planet.

Reflector augment
Cost: 50 Metal, 100 Crystal, 5 Deuterium
Stats: Structure 150, Shield 1, Attack 25, Speed --, Fuel consumption --, Cargo --
Requirements: Terrawatt Laser
Rapid Fire: Same as Terrawatt laser
Energy production/%bonus: ?
(Each Reflector augment fires in unison with Terrawatt laser, increasing the total energy available for use in mines and to power the laser.)

As an alternative to the Reflector Augment, the Terrawatt laser could be upgraded through various levels, each increasing the benefits of the Terrawatt laser.

Ultimately the Terrawatt laser will not be too great due to its complexity an DF downside, so I'm hoping someone else will come up with a suggustion.
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Re: some new defense

#9
Actually, I think that is a very interesting idea - basing the power of the laser on the net energy of the planet - the more energy the planet has available after mines, the more powerful the laser..
Mirror mirror on the wall, who is the Spiffiest of them all?

Do Science Responsibly: Don't Do Science and Drive

"While it's good to learn from experience, it is better to learn from other people's experience" - Warren Buffett

Re: some new defense

#10
Actually I hadn't thought of it that way, but that would be a good idea. It's cheap enough that there is a small debris field, and it has potential as a rather powerful defense platform...

EDIT:

As fleets grew in power, it was realized that a new type of defense was needed. Scientists soon discovered that the energy not being used by the mines could be transmitted up in the form of a massive laser, similar to how solar satellites sent energy down to the planet. After years of testing and development, the Terrawatt laser was born. Utilizing a massive bank of batteries and capacitors, the terrawatt laser is a powerful force in and of itself. When combined with the excess energy not utilized by the mines, the terrawatt laser is capable of sending up a beam powerful enough to slice even a destroyer in half.

Terrawatt laser (v.3)
Cost: Metal 30,000, Crystal 60,000, Deuterium 10,000
Stats: Structure 90,000, Shield 150, Attack 500+ X
Requirements: Laser 15, Energy 15, Nanite 1
Rapid fire:
From: Small cargo 3, Large cargo 3, Light fighter 5, heavy fighter 5, cruiser 5, recycler 3, battle ship 5, battle cruiser 7, bomber 3, destroyer 6, death star 250, lunar guardian 2, elite cargo 3
Against: Cruiser 3, Battle ship 4, Battle Cruiser 4, Bomber 5, Destroyer 5, Death Star 2


X=(excess energy)/(number of terrawatt lasers)

EDIT: No longer orbital, slightly more expensive.
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