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Anti-Gravity Power Cell
Working some amount of days and nights on some kind stimulant, some faction managed to develop some kind of technology that's magic, or something, tying in with some element of the back story, in some way. Thus the the Anti-Gravity Power Cell (AG PC) was borne.
Capacity: 600
Charge Rate: 40/s
Mass: -890kg
Power Grid: 10
By the same token, the Anti-Anti-Gravity Power Cell (AAG PC) made its debut.
Capacity: 400
Charge Rate: 60/sec
Mass: 2110kg
Power Grid: 10
The available grid basically ensures that they're used on small ships only. The mass differences are pretty extreme for small ships, with associated trade offs. The mass reducing one turns any fighter into a downright pixie, at peril to it's ability to choose battles; running is not an option. The mass adding one transforms any ship into a veritable cruiser, yet leaving it painfully open during its crawling-paced acceleration.
The AAG PC could be used for hit and run tactics, though it'd be vulnerable against the quicker AG PC, which could be used for those same tactics, except for a similar weakness to the stronger AAG PC; while crossing long distances, or multiple sectors, even a Greyhound would run out of juice. In either situation, when two combatants meet, they're each given their opportunity to shoot the other one.
Capacity: 600
Charge Rate: 40/s
Mass: -890kg
Power Grid: 10
By the same token, the Anti-Anti-Gravity Power Cell (AAG PC) made its debut.
Capacity: 400
Charge Rate: 60/sec
Mass: 2110kg
Power Grid: 10
The available grid basically ensures that they're used on small ships only. The mass differences are pretty extreme for small ships, with associated trade offs. The mass reducing one turns any fighter into a downright pixie, at peril to it's ability to choose battles; running is not an option. The mass adding one transforms any ship into a veritable cruiser, yet leaving it painfully open during its crawling-paced acceleration.
The AAG PC could be used for hit and run tactics, though it'd be vulnerable against the quicker AG PC, which could be used for those same tactics, except for a similar weakness to the stronger AAG PC; while crossing long distances, or multiple sectors, even a Greyhound would run out of juice. In either situation, when two combatants meet, they're each given their opportunity to shoot the other one.
Ooo... very nice. Now we need to figure out which faction to give it to.
I approve both, but the mass-reducing one would probably need nerfing...
I approve both, but the mass-reducing one would probably need nerfing...
As if those mosquito-like centurions weren't annoying enough >.>
i second maq's post.
I'm trying to imagine a Suns/Gat SCP with the mass reducer. Scary.
i second lecter's post lol
Stupid grid power limitations. The ships that need large capacity batteries are the ones with lots of weapons.
I'm having a little problem with the confusion of gravity with mass in interstellar space.
I third Mecha's two posts.
Prom? 890kg wouldn't make quite as big a difference there.
Perhaps they'd be better with less pronounced stats, but still following the same principles. Remember that the awesome Valkyrie and Prometheus need at least 12 power grid to use all their weapons. This is clearly a light fighter platform kind of item. Even a Vulturius would feel the hurt from not being able to load double Gauss III.
AG PC II
Capacity: 675
Charge Rate: 45/s
Mass: -390kg
Power Grid: 10
AAG PC II
Capacity: 375
Charge Rate: 55/sec
Mass: 1110kg
Power Grid: 10
AG PC II
Capacity: 675
Charge Rate: 45/s
Mass: -390kg
Power Grid: 10
AAG PC II
Capacity: 375
Charge Rate: 55/sec
Mass: 1110kg
Power Grid: 10
I double-approve the new ones.
It'd be interesting to see how this affects the whole Atlas-X deal... No infiturbo anymore, but it accelerates a bajillion times faster.
It'd be interesting to see how this affects the whole Atlas-X deal... No infiturbo anymore, but it accelerates a bajillion times faster.