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Here, I'll post my detailed ideas of how things should work. Please, post your opinions and whatever you think I should go into detail about. If you have an idea, please, discuss it with me. I want to turn this thread into a massive, organized opinion thread, where we can discuss as a community what they should add, and even more importantly, how they would go about that. To start things off, I'll post my own idea. Please, feel free to comment on it, and to post your own ideas. If people like it, I'll add it to the list for everyone to see.
1) A "Warp" Module
Personally, I'm going to call this one the "Wormhole Emulator", Because Warp Drive is overused. I know that this concept has been brought up before, but I believe I have found a better way of presenting it.
the Wormy (as I'll call it), would be a very versatile device. However, it would have a number of restraints. For starters, let me list the two things it MUST be able to do:
(a) Be able to be fitted on any moderately sized ship, let's say heavy fighter and up.
(b) Cancel out all weapons on the ship and weapons of docked ships/turrets, therefore applying some kind of weakness.
(c) Take time to activate, and need to be charged during activation.
(d) Thrust power decreased by multiplying it by (U)
The concept of all the above is to make it remain versatile and useful (we can't limit the Wormhole Emulator to top-tier players and their Deus class ships), but still be balanced. Here are some more factors that I have created that would apply to the Wormy.
The more units, the faster the charge, but the larger the size of the Wormhole Emulator. Also, there would be a minimum about of Wormy units according to the mass of the ship, so massive, so you couldn't just have on wormy unit for a Deus Class ship.
The overall Wormhole Emulator would have to be one large unit, somehow connected. This would prevent people from scattering Wormy units all over the ship, and it would make it so if you cracked the Wormhole Emulator into two, unless it was so massive that 1/2 of the Emulator still had the minimum Wormy units, it would render it useless. Protecting the Wormhole Emulator would be vital.
The range of travel would also depend on size. Large wormholes would be able to travel farther than others; Making huge capital ships more effective than before, since they would be able to travel ridiculous amounts of sectors away. However, there would be a catch: Any size Wormhole Emulator would be able to travel to any discovered shop and/or their respective faction base. And you would only be able to warp to discovered sectors, making exploration still necessary. Finally, capital ships (designated by faction, only 2 per faction) would be able to be warped near, nomatter the distance.
That is my overall view on Wormholes and how they should work.
1) A "Warp" Module
Personally, I'm going to call this one the "Wormhole Emulator", Because Warp Drive is overused. I know that this concept has been brought up before, but I believe I have found a better way of presenting it.
the Wormy (as I'll call it), would be a very versatile device. However, it would have a number of restraints. For starters, let me list the two things it MUST be able to do:
(a) Be able to be fitted on any moderately sized ship, let's say heavy fighter and up.
(b) Cancel out all weapons on the ship and weapons of docked ships/turrets, therefore applying some kind of weakness.
(c) Take time to activate, and need to be charged during activation.
(d) Thrust power decreased by multiplying it by (U)
The concept of all the above is to make it remain versatile and useful (we can't limit the Wormhole Emulator to top-tier players and their Deus class ships), but still be balanced. Here are some more factors that I have created that would apply to the Wormy.
The more units, the faster the charge, but the larger the size of the Wormhole Emulator. Also, there would be a minimum about of Wormy units according to the mass of the ship, so massive, so you couldn't just have on wormy unit for a Deus Class ship.
The overall Wormhole Emulator would have to be one large unit, somehow connected. This would prevent people from scattering Wormy units all over the ship, and it would make it so if you cracked the Wormhole Emulator into two, unless it was so massive that 1/2 of the Emulator still had the minimum Wormy units, it would render it useless. Protecting the Wormhole Emulator would be vital.
The range of travel would also depend on size. Large wormholes would be able to travel farther than others; Making huge capital ships more effective than before, since they would be able to travel ridiculous amounts of sectors away. However, there would be a catch: Any size Wormhole Emulator would be able to travel to any discovered shop and/or their respective faction base. And you would only be able to warp to discovered sectors, making exploration still necessary. Finally, capital ships (designated by faction, only 2 per faction) would be able to be warped near, nomatter the distance.
That is my overall view on Wormholes and how they should work.