For kicks and Giggles
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Spartan268
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For kicks and Giggles
Do you think Excal reload should be shortened?
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Scavenger4711
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I don't really think so. Because the excal is an 'unlimited missile', which has a huuuge range AND you can fire 8 rockets at one time. So it's pretty imba. 
So I think 'no' - 3 minutes are a good timespan to create a balance between this and other missile types, so it's just fair imho.
[Bearbeitet am 27-9-2010 von Scavenger4711]
So I think 'no' - 3 minutes are a good timespan to create a balance between this and other missile types, so it's just fair imho.
[Bearbeitet am 27-9-2010 von Scavenger4711]
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BraveHart
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"Hmmm...1-1/2 to 2 minutes would be fair...3 min is to long" 
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Marvin
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Spartan268
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I tend to agree with braveheart. maybe not back to 30 seconds. but definately not 3 minutes. too long:D:D:D
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Marvin
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BraveHart
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"Yuppers...That's right give or take a few minutes"
LOL 
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soulsacrifice
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Shortened (but still longer than 30 seconds) and limited in number. Having unlimited missiles is stupid imho.
If for example it took 1 minute to reload and you had 30 shots then even if you're firing them off as soon as it recharges you'll still have missiles for at least half an hour without running out.
I seen in the other thread that most people don't want things (deployables) for free, though some think that shouldn't be extended to missiles for some reason.
If for example it took 1 minute to reload and you had 30 shots then even if you're firing them off as soon as it recharges you'll still have missiles for at least half an hour without running out.
I seen in the other thread that most people don't want things (deployables) for free, though some think that shouldn't be extended to missiles for some reason.
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soulsacrifice
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Oh, another thing i'd like to add is there probably should be a limit to the number of fulcrams you can carry. So instead of taking up one weapon slot it should take, say 4 - so the max is two.
Selling fulcrams is easily the most profitable and quickest way to make money, to the point where it is game-breaking - there is no point in trading in other goods or mining etc. because it simply takes so much time and the rewards are 10% of what you make selling fulcrams.
Selling fulcrams is easily the most profitable and quickest way to make money, to the point where it is game-breaking - there is no point in trading in other goods or mining etc. because it simply takes so much time and the rewards are 10% of what you make selling fulcrams.
Profile Share Thread (Links RE-fixed)
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chris79
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I think that 1.5 minutes will be perfect because with this time, for battle vs 10-15-20 enemies, the best choose is consumable missle (exodus, ecc...) but when you combat a lot of enemies (40-50-60 or more....) only 8 missle are too few and excalibur with no more than 1,5 minutes recharge is perfect for me...
[Modificato il 27-9-2010 da chris79]
[Modificato il 27-9-2010 da chris79]
Evochron: Italian Transation http://www.starwraith.com/forum/viewthr ... 1#pid83892
Italian Forum & Translation www.simulatorispaziali.forumfree.net
Italian Forum & Translation www.simulatorispaziali.forumfree.net
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Zenith
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Shortened. Obviously 30 seconds is too fast, but 3 minutes is definitely too slow. I can't actually see much reason to use them, in 3 minutes you could well be dead!
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RobDog
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I think 2 minutes would be just right.
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Zenith
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Heh, might as well throw apples at them mate, the yield is already quite low.
[Edited on 27-9-2010 by Zenith]
[Edited on 27-9-2010 by Zenith]
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Gouitsu
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How about have them recharge 1 at a time every 20 seconds, then if you choose you can launch and have a set minimum for launching them, so every 40 seconds you can launch 2 but it will reset the timer. So if you wanna launch the full pack you wait 3 mins, or if you wanna launch 2(40sec), 4(80 sec), 6(120sec). somthing like that. Depending on how low the yield is launching 2 missils every sec might be quite balanced, buttt im not sure. Just thaught id stick another idea in.
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DarK Rogue
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Make them cost half as much as the Fulcrum Torpedos, then make the charge time shorter, then make the user pay extra for every round they fire.
It's still an advantage; 1 minute charge, pay an extra 10000 or so per use, regular cost at high tech non-hidden planets should be 750000 base price.
It's still an advantage; 1 minute charge, pay an extra 10000 or so per use, regular cost at high tech non-hidden planets should be 750000 base price.
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Marvin
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Earl
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That's an interesting tack....Originally posted by Marvin
Okay ... here's the real solution. Three minutes without a weapons officer. But the time decreases with one aboard, depending on his %.
I think three minutes is good, it makes the excal pack less of an end all be all solution....
What about: Since you fire them all, and it takes 3 minutes to rebuild the set, you might assume it takes 3 minutes to build a missile and they're also being built together..
What if you could fire them all independantly, but each slot took three minutes to reload?
That way you can fire that last shot to pop off an injured red, and still have some teeth. Keep the yield as is, but possibly even lengthen the reload time.
Actually I would love to see a few variants on the Excal pack ingame, who said there had to be just one?
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Maarschalk
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Thanks Spartan268 for putting my suggestion to a vote LOL.....Yes I think 3 minute is to long but I like Marvins Idea also that if you have a Weapons Ops at 100% and an Engineer and Sience Ops at 100% that the recharge time should be 1 minute.......and all other combinations 2 Minutes max...or have an energy booster for Excaliburs that could shorten the reload time......

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reaper2040
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I would be fine with the recharge time (or even a longer one) if we could only adjust the salvo (choose the number of missiles being launched).
I have no idea how realistic it is for Vice to implement any of our ideas, but I think there are not only lots of ways to alter the Excalibur itself, but also the potential for for a lot of variations. The question is how any of them will affect balance. Regardless, I would love to see some variations.
I have no idea how realistic it is for Vice to implement any of our ideas, but I think there are not only lots of ways to alter the Excalibur itself, but also the potential for for a lot of variations. The question is how any of them will affect balance. Regardless, I would love to see some variations.
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kutte128
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For kicks and Giggles
what about needing an engineer + some spare parts (metal ore & electronics).
since those Ecals are no energy weapons, how can they re-spawn out of nowhere?
or maybe just an engineer. he can use some parts of the hull to build those Excals
since those Ecals are no energy weapons, how can they re-spawn out of nowhere?
or maybe just an engineer. he can use some parts of the hull to build those Excals
sorry for my english...
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warsign
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Some spare parts from the hull???
That one was good
That one was good
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SeeJay
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LOL! Spare parts from the hull. You better need a huge ship then. Otherwise you'll just ......disappear!?! 
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Dengar
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But a mil ship has no crew so an "aggressive" vessel has effectively less fire power that a civ ship, from an excal point of view.
The idea that a full reload takes time is a good idea, so each one takes about 20 seconds to load and can be fired after that. So if you want to make a big hit, you wait a long time.
Once again, the poll could add a "Yes but with limitations" options. Spartan, would you like to amend?
The idea that a full reload takes time is a good idea, so each one takes about 20 seconds to load and can be fired after that. So if you want to make a big hit, you wait a long time.
Once again, the poll could add a "Yes but with limitations" options. Spartan, would you like to amend?
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Spartan268
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Well Dengar you would have to explain to me how to edit a poll lol. Knowing so i would edit it with another option.
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Dengar
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Spartan,
Absolutley no idea!!!!
Anybody?
Absolutley no idea!!!!
Anybody?


