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#21 Artarious

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Posted 27 January 2013 - 05:55 PM

Charon class frigate. I dont get it, what does this ship provide the the fleet to make me want to build it and not rush paris class frigates? Or is this more a a poor mans frigate?


You'd be surprised I use a wolfpack mentality with them and a group of about 60-90 can really really jack shit up, think about them like this very cheap expendable weapons platforms whose only true value is shoot a Mac round then die.
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#22 Dianno5741

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Posted 27 January 2013 - 06:13 PM

But what does it have over the paris class? Why not simply use them in your wolf pack instead of charons?
Unless your talking about using charons as a suicide force to go in and jack shit up and die before sending in your mixed fleet of paris/destroyers/cruisers

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#23 sloosecannon

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Posted 27 January 2013 - 06:34 PM

Charon class frigate. I dont get it, what does this ship provide the the fleet to make me want to build it and not rush paris class frigates? Or is this more a a poor mans frigate?


Once we have abilities going, the Charon will have its own fleet-enhancing abilities to keep it useful
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#24 DEMONTHESE2211

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Posted 27 January 2013 - 06:36 PM

But what does it have over the paris class? Why not simply use them in your wolf pack instead of charons?
Unless your talking about using charons as a suicide force to go in and jack shit up and die before sending in your mixed fleet of paris/destroyers/cruisers

The Charon is cheaper, faster to build, and takes less supply.

#25 Unikraken

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Posted 27 January 2013 - 09:55 PM

I use Charons as suicide squads. I use them to break smac walls, they do the same damage per volley that the paris does, but I can have two of them for every 1 paris, supply wise. Lots of reasons to keep them around. But we will be giving it an ability once we figure out a good one for it.

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#26 Defender0

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Posted 27 January 2013 - 09:58 PM

I use Charons as suicide squads. I use them to break smac walls, they do the same damage per volley that the paris does, but I can have two of them for every 1 paris, supply wise. Lots of reasons to keep them around. But we will be giving it an ability once we figure out a good one for it.


while this isnt an ability for the charon, i have been thinking of an ability to give the berlin to make it more useful than the halcyon (halycon takes less population but does the same bombing damage, has more armor/HP, and has a better MAC). Why not give the berlin a bombardment cooldown buff ability?

#27 Unikraken

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Posted 27 January 2013 - 10:17 PM

That is in the lineup, actually.

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#28 Dianno5741

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Posted 29 January 2013 - 09:01 PM

I noticed that when longswords are idle and not moving, some have their engines turned on while others dont. Also I dont know if you guys want to be ambiguous about "phase jump" and "slip space jump" The middle tree in civil tech does alot with phase jump technology upgrades and the wording still talks about phase jump rather than slip space.

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#29 Defender0

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Posted 29 January 2013 - 09:04 PM

I noticed that when longswords are idle and not moving, some have their engines turned on while others dont. Also I dont know if you guys want to be ambiguous about "phase jump" and "slip space jump" The middle tree in civil tech does alot with phase jump technology upgrades and the wording still talks about phase jump rather than slip space.


im looking at my tech tree right now, which is the dev version of the mod, and most, if not all, of the "phase jump"s have been replaced with "slipspace jump"s. i think there is one that hasnt been touched, and that is the first phase jump radar research, it still has the name PSIDAR, which has Phase in the name

#30 sloosecannon

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Posted 30 January 2013 - 12:07 PM

SLIRDAR

SLIpspace Rupture Detection and Ranging

Thoughts?
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#31 Emberblaque

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Posted 30 January 2013 - 12:21 PM

SLIRDAR

SLIpspace Rupture Detection and Ranging

Thoughts?


I prefer slipspace anomaly detection and ranging.

#32 sloosecannon

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Posted 30 January 2013 - 12:29 PM

I prefer slipspace anomaly detection and ranging.


That works
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#33 That1Niftyguy

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Posted 31 January 2013 - 03:08 PM

I noticed that the unarmed pheonix description states that the ship will be consumed for planet settling, yet it stays for multiple uses. Don't know if this was intentional, unimplemented yet, or a bug.

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#34 Emberblaque

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Posted 31 January 2013 - 03:30 PM

I noticed that the unarmed pheonix description states that the ship will be consumed for planet settling, yet it stays for multiple uses. Don't know if this was intentional, unimplemented yet, or a bug.


It's a bug, we're aware of it. Thanks for the feedback, keep it up.

#35 sloosecannon

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Posted 31 January 2013 - 05:19 PM

It's a bug, we're aware of it. Thanks for the feedback, keep it up.

We really should fix that... that's on the top 10 most reported bugs list
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#36 Emberblaque

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Posted 31 January 2013 - 05:24 PM

We really should fix that... that's on the top 10 most reported bugs list


I don't know how.

#37 sloosecannon

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Posted 31 January 2013 - 05:33 PM

I don't know how.

Fix the string

Unless we want it to actually kill itself...
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#38 KhevaKins

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Posted 31 January 2013 - 05:36 PM

Just change the description
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#39 CanadaMan7

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Posted 31 January 2013 - 06:12 PM

Unless we want it to actually kill itself...


The original plan was to make them super cheap but consume themselves whenever they used the colonize ability.
Of course, that plan could end up being a worse scene than a mobile abortion clinic colliding at 100mph with one of those Red Cross blood donation RVs.
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#40 VDNKh

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Posted 31 January 2013 - 08:15 PM

The original plan was to make them super cheap but consume themselves whenever they used the colonize ability.
Of course, that plan could end up being a worse scene than a mobile abortion clinic colliding at 100mph with one of those Red Cross blood donation RVs.


TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
buffInstantActionType "MakeDead"
instantActionTriggerType "OnDelay"
delayTime 3.000000
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "AllOnDelayInstantActionsDone"

That can make a ship despawn. Tie that into the colonize buff and that would work. Of course a soon as it colonizes it would explode like it would in combat.

I was kinda interested that consuming to colonize feature. I hated moving that sluggish thing around to colonize worlds.
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