Star Sonata
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Proposal on slaves
http://www.starsonata.com/forum/viewtopic.php?f=9&t=10171
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Author:  deathdevil80 [ Tue Apr 25, 2006 4:48 am ]
Post subject: 

yeah, anarchy is over a gig too...but it wasnt worth the time. although it is a fun game it took a whole day to dl it on a cable connection.

As far as Rad a rad expert ship/slave ship....

I think that first tier skills should not have spec ships...such as slave master, or station master, or drone master I guess.

rad experts should have 100% resist to radiation...obviously, considering we are, in fact, experts on radiation... :lol:.

slaves

tech: 20
hull space: 400-500
weaps: 3
speed: 70
vis: 1000000 (think lighthouse)
augs: 1 or 2....plus a built in one

resists: 90-100% radiation, 20% energy, 20% heat, 10% laser, 0% physical, 0% surgical, 10% mining.

built in items...

tech 20 mastery stasis generator

tech 20 rad expert spec aug...
{
shield bank 35%
shield recharge 25%
damage 15%
thrust 30%
turning 20%
tracking 40%
range 25%
radar 150%
weight -25%
}


Tech 20 rad expert person ship.

hull space: 700
weaps: 0 (2 weaps built in)
speed: 80
vis: 200
augs: 2

resists: 60% for everything, 90-100% resist to radiation

built in items: a "mastery" Ship Converter...launches mastery controlbots at 25k credits a shot.

built in tech 20 rad weap....no idea on stats

slave homing beacon....either tells you how to get to your slaves or tells your slaves how to get to you...basically autopilot, but when your slaves are lost. a "signal hacking device" can be used against this...other players detect a signal sent out, "hack" it and essentially it tells them exactly what you sent out...the location of your slaves and yourself, or just your slaves, depending on the signal.

thats all i got

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