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Forum Index » » * Development Blog * » » Ship Tiers and You
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 Author Ship Tiers and You
Koda
Marshal
Fatal Squadron


Joined: August 29, 2002
Posts: 1384
Posted: 2012-12-24 22:47   
Jim & Dev. Staff,

Thank you for all the hard work and effort you put towards this game. I know there is very little reward on your end. I look forward to the new system!


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Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2012-12-25 07:23   
can there also be a role called "scout/recon"? because, no matter how difficult or tacky a beacon launcher can be, i still want to shoot beacons at ppl
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hzn
Fleet Admiral

Joined: September 09, 2009
Posts: 19
From: Jeddah (Saudi arabia)
Posted: 2012-12-25 08:07   
This is awesome i can`t wait for it!

As always thanks for all the improvements you`ve been doing for us to this game
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Walrus of Apathy
Admiral
Templar Knights


Joined: August 07, 2005
Posts: 466
From: Dorans Basement
Posted: 2012-12-25 14:58   
Quote:

On 2012-12-25 07:23, Mike Paradox wrote:
can there also be a role called "scout/recon"? because, no matter how difficult or tacky a beacon launcher can be, i still want to shoot beacons at ppl




Scout/recon will be under the E-war role. Scout E-War ships will have beacons.
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-xTc- ExisT
Chief Marshal
Army Of Darkness


Joined: March 20, 2010
Posts: 534
From: Red Lobster
Posted: 2012-12-26 07:25   
Question:

Will kluth get a ship with an "ELF" type role?
I've always felt kluth could use a ship dedicated to draining a ship of its energy via ELF.
As of now ELF is used to ease the power costs of an alpha, instead of disabling an enemy ship by stealing its energy.

But I'm sure such a ship is difficult to balance


EDIT A little more thought:

Maybe say, a parasite-esque ship, heavy on ELF beams, severely lacking armor and 0 capability of doing any physical damage?
[ This Message was edited by: |xTc| ExisTence *XO* on 2012-12-26 07:29 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-12-26 07:40   
Quote:

On 2012-12-26 07:25, |xTc| ExisTence *XO* wrote:
Question:

Will kluth get a ship with an "ELF" type role?
I've always felt kluth could use a ship dedicated to draining a ship of its energy via ELF.
As of now ELF is used to ease the power costs of an alpha, instead of disabling an enemy ship by stealing its energy.

But I'm sure such a ship is difficult to balance





Don't those roles already go to the Siphon and Drainer?

If implemented, this role should and would probably go to a support ship similar to a Worker or Drone. Pure risk for a chance at undermining the enemy.


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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2012-12-26 08:30   
I read the whole story but I don't really know actually what tier adds to ship. Seems to me, it's just a new layout to current ship.

It's quite helpful if you provide example with the same ship in different tier. Currently, you show example: tier 1 UGTO frigate, tier 2 K'luth frigate and tier 3 ICC frigate. It's more comprehensive if you show examples of tier 1, 2, 3 of the same K'Luth frigate, UGTO destroyer, ICC cruiser.

Thanks in advance.

The development sounds amazing. I'm looking forward to it.
[ This Message was edited by: chlorophyll on 2012-12-26 13:51 ]
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2012-12-26 14:10   
Every K'Luth ship with a Beam role will get a number of ELF Beams. They won't ever be their sole armament, because otherwise they won't be able to inflict damage and thus earn prestige, so there wouldn't be any reward for flying the ship.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-12-26 22:11   
Interesting. I'd most likely be sticking with Tier1 ships since I like to specialize, but it's nice to know there's options.

I'm guessing EW is getting a rework along with this, or even before this is added? ECM gadgets actually doing something would be nice for ships that have them.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2012-12-27 10:22   
I'll say what I guess.
We have a blank dreadnaught - no gadget on it. At CM, we unlock tier 3 from it and we can assign 3 roles to it. So after each role assigned, the ship will have extra gadgets (which serve the role) on it. Right?
For example:
At first, I set role Cannon on the dreadnaught, and it has cannons.
Then I set Missle on it, and it has missles besides cannons.
Then I set Minelayer on it, and it has mines, missles, and cannons.
Is it true?
Technically, tier 1 has less gadgets than tier 3, doesn't it?
[ This Message was edited by: chlorophyll on 2012-12-27 10:26 ]
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2012-12-27 10:26   
Quote:

On 2012-12-27 10:22, chlorophyll wrote:
I'll say what I guess.
We have a blank dreadnaught - no gadget on it. At CM, we unlock tier 3 from it and we can assign 3 roles to it. So after each role assigned, the ship will have extra gadgets (which serve the role) on it. Right?
Technically, tier 1 has less gadgets than tier 3, doesn't it?



You're not going to be the one assigning roles to ships; I will when I'm designing their layouts. But yes, generally a Tier 1 ship has fewer gadgets than a Tier 2, which has fewer than a Tier 3.
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2012-12-27 14:13   
This is going forward after all, eh? Good luck with those tier changes.
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The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2012-12-27 15:14   
Does this mean i have to flip the table on some of my Destroyer and Cruiser guides for ICC.

[ This Message was edited by: The Fridge on 2012-12-27 15:14 ]
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UnknownWarrior
Grand Admiral
Raven Warriors

Joined: July 18, 2002
Posts: 724
From: North Carolina, USA
Posted: 2012-12-27 18:29   
Love it, gimme now Jimmeh!
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Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2012-12-27 22:03   
Quote:

On 2012-12-27 10:26, Jim Starluck wrote:

You're not going to be the one assigning roles to ships; I will when I'm designing their layouts. But yes, generally a Tier 1 ship has fewer gadgets than a Tier 2, which has fewer than a Tier 3.




im havign a hard time understanding it
this just basicly sounds like you just gonna redo the current ships layout. cept your giving more options to lower rank players (wich i have no problems with)

doesn't that in the end falls back to where its at, players jsut gonna fly the biggest/highest tier ship they can get?
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