June 2014 FMR review - everything death star

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June 2014 FMR review - everything death star

Postby Whis » Mon 02 Jun, 2014 05:06

Yes I know there are many different FMRs about DS' including, but not limited to: use jump gates, become a mobile jump gate, produce fighters, etc.

Let's talk what can be done to make the Death Star better, especially with our new friend fleet maintenance.

You know the rules by now, now get to foruming!

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Re: June 2014 FMR review - everything death star

Postby Ferdoc » Mon 02 Jun, 2014 07:08

scrap the unit as is and create 2 versions. One for offensive prowess and the other as a purely defensive platform. Defensive has the very slow speed (with a unique speed boost when going from 1 of your bases to another), but higher shields and armor (with unique features that boost armor, shields, and reduction of ion bleed through). the offensive is essentially the same but with a higher speed and JG usage.

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Re: June 2014 FMR review - everything death star

Postby Dr Rush » Tue 03 Jun, 2014 17:42

How about scrap it all together.

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Re: June 2014 FMR review - everything death star

Postby Wlerin » Tue 03 Jun, 2014 21:31

1) Add back wormhole damage.

2) Make DS immune to wormhole damage.

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Re: June 2014 FMR review - everything death star

Postby reethok » Sun 15 Jun, 2014 00:22

1.- Every lvl of JG adds +33% speed instead of 100%.

And/Or

2.- Deathstars must wait for X ammount of time after landing before being able to move again.

Seriously, even with WH's deathstars are pretty much unusable. Let them use JG's at least in a limited way or simply erase them from the game.

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Re: June 2014 FMR review - everything death star

Postby Karsus » Tue 17 Jun, 2014 11:46

#2 Can't work because units do not have unique ID's in AE.

What if a DS merges with a DS that was already there - whose timer would you use?

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Re: June 2014 FMR review - everything death star

Postby Neil_Anderson » Sat 19 Jul, 2014 19:51

Use the DS as a colonizer. I know it's crazy, but nothing for it.

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Re: June 2014 FMR review - everything death star

Postby Tasman » Sat 19 Jul, 2014 20:17

Let them pay to use JG. Scaling upwards in a logarithmic or squareroot function of the fleet size.

And I Haven't got the faintest idea about what I'm talking about.
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Re: June 2014 FMR review - everything death star

Postby JokeySmurf » Sat 19 Jul, 2014 20:37

let the death star turn into a giant mecha... like Unicron

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Re: June 2014 FMR review - everything death star

Postby loshi1505 » Sat 19 Jul, 2014 23:57

JokeySmurf wrote:let the death star turn into a giant mecha... like Unicron

:shock:

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Re: June 2014 FMR review - everything death star

Postby blahblah » Sun 20 Jul, 2014 06:13

make them immune to ion bombers/frigs

actually I posted that as a joke
looked at it a bit
and then thought you know that could work
they still be slow
they have limited offensive use
however it wouldn't do much to help stop blobs
but would make BS pro
ideally it should only be an option when defending
(not sure if that's possible for coding though )

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Re: June 2014 FMR review - everything death star

Postby Ron Burgandy » Sun 27 Jul, 2014 05:13

Give it prod cap of 500 x anti grav tech and only able to prod fighters.

...lol plus why should i tell you?? your the one who wants to jump in and bite the lion on the nuts
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Re: June 2014 FMR review - everything death star

Postby loshi1505 » Sun 27 Jul, 2014 05:49

personally I'd much rather see death stars as the cream of the crop for killing base defences. at least better than the ever so OP fighter swarm... :?

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Re: June 2014 FMR review - everything death star

Postby Sarah-bunny » Sun 17 Aug, 2014 00:15

loshi1505 wrote:personally I'd much rather see death stars as the cream of the crop for killing base defences. at least better than the ever so OP fighter swarm... :?


hmm... people joke that cos of Star Wars that death stars should be able to destroy bases altogether (either wiping out the astro entirely, or just the base)... ofc while that would add realism to the game, AE isn't about realism :P lol...

plus add to that the rage that new players would experience having their bases wiped out of existance... so nah...

but i like your idea (which actually i haven't heard before)... so i played with KaHaR... and a Death Star takes a pretty big hit going against rings... if there's no fleet you still win, but the repair costs against even one level of rings make it bad, bad idea.

but if a death star got a significant armour advantage when attacking a base, perhaps they'd be more attractive... playing with KaHaR, it seems that to reduce the damage to the DS on attacking a ringed base you have to have a bonus for the armour (and not the disruptor tech)... the armour bonus helps to reduce the damage against the PRings, but doesn't affect the outcome so much against the fleet on the base. (i.e. you wouldn't need to have a mechanic where the DS first strikes the base turrets with the armour bonus and then the fleet on the base without the bonus).

an armour bonus of 4 times the players tech level would make it cost about 40k in repairs for one level of PRings... ofc I can do it cheaper with FT, so maybe aiming for a bonus where you'd only need 10 to 20k repair cost would make DS become very attractive for in cluster attacks

but what if....

since wormholes are in one place for 3 months... and the best use of a DS is related to using them in WH... what if you could make a Death Star not just on your own base... but also on allied bases...

ofc you'd first need to have the techs to make one... but what else should you need... perhaps another tech for mobile production teams... construction of something on the allied base so you can make the DS there... maybe a mobile production commander you'd need to move to the allied base to make the death star... amount of time required to make it? perhaps based on the prod speed of your highest base...

so there would be a lot going into building a Death Star in the WH galaxy so that you could use the WH and wreck havoc on enemy bases with it (using the armour enhancement so it can nerf PRings)... but its only overpowered if the target WH galaxy doesn't run around killing the things lol

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Re: June 2014 FMR review - everything death star

Postby Winchester » Sun 17 Aug, 2014 00:19

Simplest way to reach that goal: do the opposite of ion bombers/frigates. Death Stars neutralize 50% of the power of base defenses. Depending upon how the calculations work out, that might need to go up a bit, but the idea is simple enough. Just like how it's only the attack power of the IB/IF that gets bleedthrough, only the DS gets the power reduction, not any meat that might be with it.

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