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Home » Stars! Clones, Extensions, Modding » FreeStars » make PP what they are suppose to be
Re: make PP what they are suppose to be Tue, 09 August 2005 00:09 Go to previous messageGo to previous message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
Yeah, I'd suggest making the ship a lot more expensive - Especically given the res cost of actually throwing the packets is gone. Perhaps 2000, 3000, or even 4000?

To make them a little less surprising - make throwing packets a wp0 order only, so the ship has to stop to throw (gives more warning.)

I don't think it should be limited to a warp7 driver as that would be of very little use in late game. OFC they should not be as fast as same era planetary ones, but still.

Here's my attempt at some designs:
PP-MD7:
4 engines : 1000kt space : mass driver 7
Cost: 200i/100b/100g/2000r
Mass: 3000kt
Fuel: 2000mg
Armor: 2000 (it's so expensive it shouldn't be too easy to kill)
Tech: 11en,13con

PP-MD11:
8 engines : 2000kt space : mass driver 11
Cost: 300i/150b/150g/3000r
Mass: 10000kt (You're going to want some fuel xports...)
Fuel: 5000mg
Armor: 4500 (it's so expensive it shouldn't be too easy to kill)
Tech: 17en,16con

Tech costs correspond to BB / DN for con level and for the next fastest PP driver for energy level.

Unforutnately the ship can have NO gen or elect design slots - while it would be nice to be able to add some jamming etc. we can't let any components that include cloaking be added... Sad

Would it be possible to set an innate cloaking level on a ship hull? For example set this ship with negative cloaking level? Or cap the cloaking in a similar way to starbases jamming?

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