Wizards in Space

Post ideas & suggestions you have pertaining to the game here.
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Burzmali
Militia Commander
Militia Commander
Posts: 395
Joined: Tue Aug 15, 2006 12:14 am

Well, not quite wizards, but what about a new play-style centered around a ship with an advanced cyberdeck built in? Unlike the Slaver's decks, this one would be universal and able to run a wide variety of programs. Of course there are several downsides to this ship, the cyberdeck uses a lot of the control system, limiting the number of additional devices that can be installed. Not only that, but the ship itself is only a prototype that the military dumped on the civilian market when they decided it was not robust enough to mass produce. It's engines are underpowered and its reactor is weak.

Mechanics:

The cyberdeck itself is a pre-installed device that can not be generated randomly. The programs are unknown modules that are generated rarely as minor items. Programs are launched from the Use screen, but are not consumed (in the future maybe IDed modules could have their own screen and quick-key). While running, the programs use power to provide an effect. For example, one module would add 50 HP to shield strength but at the cost of 10 MW while the program is running.

In addition, the original cyberdeck can only run programs from up to level 5, an upgrade at a late game station (ringer maybe?) is required to unrestrict the cyberdeck.

Sample programs:

Weaken Shield, lvl. 1, 5 MW, 20 seconds, doubles the value of the target's "damageAdj" for the player's current weapon type.
ECM Signal, lvl. 1, 5 MW, 20 seconds, halves the maneuverability of all seekers.
Hotshot, lvl. 2, 10 MW, 20 seconds, doubles damage of player's energy weapons but increases energy use by a factor of 3.
Shield Boost, lvl. 2, 10 MW, 20 seconds, increases shield HP by 50.
Jam Targeting, lvl. 3, 20 MW, 20 seconds, disables target's weapons per Steel Slaver's cyberdeck effect.
Snow Crash, lvl. 3, 20 MW, 20 seconds, gives player the Stealth characteristic.
Shield Redirect, lvl. 4, 40 MW, l0 seconds, reduces target's shield's regen to 0.
Astrological Sweep, lvl. 4, 10 + 5 * system level, 20 + 5 * system level seconds, maps system.
Subsurface Scan, lvl. 5, 20 + 10 * item's level, 20 + 10 * item's level, identifies item, power and time doubled for alien items.
etc.
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evilbob
Militia Captain
Militia Captain
Posts: 555
Joined: Sun Mar 05, 2006 1:23 pm

reminds me of a "specialty ship" I once made, using the milenkoLASC's hangar. It didnt work. mainly 'cos Ic ouldnt work out the timing thing
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Betelgeuse
Fleet Officer
Fleet Officer
Posts: 1920
Joined: Sun Mar 05, 2006 6:31 am

We would need custom enhancements for something like that. (I would love custom enhancements)
Sadly the enhancement system is a bit limited. Maybe we can ask for it to be generalized.
Crying is not a proper retort!
Burzmali
Militia Commander
Militia Commander
Posts: 395
Joined: Tue Aug 15, 2006 12:14 am

I'm all for seeing how many getters and setters we can get George to compromise his code with :wink:

I could make most of the features now, the only problem for me is the fuel consumption. As far as I know, there isn't anyway to make an abritrary fuel consumption event. Besides, we would have to have some nasty logic for player's who push too hard and overload their engines while they are in the middle of running a program :twisted:
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