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 New Ships 
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Sergeant

Joined: Mon Jul 08, 2002 2:00 am
Posts: 8
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I'm not sure the best place to post this, so I'm posting it here. Probably the best place would be the TWGS SysOps forum, but I haven't asked for access to that yet, and besides I'd rather all players had a chance to look at these settings. I'm thinking about starting a new game with these added ships. Note, all current ships would be unmodified, these would only be additions.

Ship Category #26 Ship Class : Terminator

Basic Hold Cost: 100,000 Initial Holds: 40 Maximum Shields: 2,000
Main Drive Cost: 200,000 Max Fighters: 50,000 Offensive Odds: 1.1:1
Computer Cost: 450,000 Turns Per Warp: 4 Defensive Odds: 1.1:1
Ship Hull Cost: 250,000 Mine Max: 125 Beacon Max: 150
Ship Base Cost:1,000,000 Genesis Max: 10 Long Range Scan: Yes
Max Figs Per Attack: 10000 TransWarp Drive: Yes Planet Scanner: Yes
Maximum Holds: 110 Transport Range: 15 Photon Missiles: Yes
-= Notes: weaker than ISS, less holds, intended use is for reds that want a more powerful ship (priced 3x of ISS)

Ship Category #27 Ship Class : BattleStar

Basic Hold Cost:1,005,000 Initial Holds: 1 Maximum Shields:15,000
Main Drive Cost:1,200,000 Max Fighters:400,000 Offensive Odds: 1.1:1
Computer Cost:5,400,000 Turns Per Warp: 15 Defensive Odds: 1.6:1
Ship Hull Cost:2,200,000 Mine Max: 250 Beacon Max: 150
Ship Base Cost:9,805,000 Genesis Max: 0 Long Range Scan: Yes
Max Figs Per Attack: 25000 TransWarp Drive: No Planet Scanner: No
Maximum Holds: 1 Transport Range: 15 Photon Missiles: Yes
-= Notes: High turn per warp, no interdictor, planetary defense vessel (good defensive odds), or attack refueling vessel

Ship Category #28 Ship Class : Federation FlagShip

Basic Hold Cost: 23,000 Initial Holds: 200 Maximum Shields:10,000
Main Drive Cost: 10,000 Max Fighters:150,000 Offensive Odds: 1.6:1
Computer Cost: 231,000 Turns Per Warp: 4 Defensive Odds: 2.0:1
Ship Hull Cost: 65,000 Mine Max: 125 Beacon Max: 150
Ship Base Cost: 329,000 Genesis Max: 10 Long Range Scan: Yes
Max Figs Per Attack: 20000 TransWarp Drive: Yes Planet Scanner: Yes
Maximum Holds: 200 Transport Range: 15 Photon Missiles: Yes
-= Notes: A reward for experienced allies of the Federation, requires 65536 exp & commission

Ship Category #29 Ship Class : Speedster

Basic Hold Cost: 5,000 Initial Holds: 10 Maximum Shields: 1,000
Main Drive Cost: 100,000 Max Fighters: 100 Offensive Odds: 1.2:1
Computer Cost: 5,200 Turns Per Warp: 1 Defensive Odds: 2.0:1
Ship Hull Cost: 2,750 Mine Max: 0 Beacon Max: 10
Ship Base Cost: 112,950 Genesis Max: 0 Long Range Scan: Yes
Max Figs Per Attack: 100 TransWarp Drive: No Planet Scanner: Yes
Maximum Holds: 10 Transport Range: 5 Photon Missiles: No
-= Notes: Exploration vessel (lowest turn per warp), low maximum holds enforces it's use as only an exploration vessel

Ship Category #30 Ship Class : Federation Dreadnought

Basic Hold Cost: 30,000 Initial Holds: 60 Maximum Shields:10,000
Main Drive Cost: 42,300 Max Fighters:150,000 Offensive Odds: 2.4:1
Computer Cost:1,896,900 Turns Per Warp: 3 Defensive Odds: 1.6:1
Ship Hull Cost: 338,200 Mine Max: 50 Beacon Max: 25
Ship Base Cost:2,307,400 Genesis Max: 10 Long Range Scan: Yes
Max Figs Per Attack: 20000 TransWarp Drive: Yes Planet Scanner: Yes
Maximum Holds: 180 Transport Range: 12 Photon Missiles: Yes
-= Notes: A reward for extremely experienced Federation captains, requires 524288 exp & commission!

As you can see, each ship was well thought out, and priced accordingly. The goal was not to imbalance the game, but to add some new and interesting ships. I actually did use these ships in a private TW server I ran for some friends about 2 years ago, and everyone seemed to enjoy them. Other than the above additions, the rest of the game would be fairly stock. Not sure if I'd add any other planets or do anything else other than mostly defaults. I was thinking 5000 sectors and other than that, perhaps upping the port regen rates to make that a little faster than default (20% is the default if memory serves).

The server I'd run it on will be a dual CPU 866mhz on dual T3 lines. So it should be pretty speedy for everyone. Comments are welcome.

-Ohmz


Wed Jul 10, 2002 3:40 pm
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Lieutenant

Joined: Sat Mar 03, 2001 3:00 am
Posts: 592
Location: USA
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Darn thats a speedy connection!

Ship mods are a dime a dozen bro, best way to find out if people like this is to put them in play, then get their comments/complaints and fix for the next re-bang.


Sun Jul 14, 2002 7:12 pm
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Private

Joined: Thu Jul 25, 2002 2:00 am
Posts: 1
Location: USA
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Post when you get this game up and running. . I'd like to give it a try!


Create your world with a thought.


Thu Jul 25, 2002 8:51 am
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Warrant Officer

Joined: Sat Dec 29, 2001 3:00 am
Posts: 75
Location: USA
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Those sound nice. It would add an interesting twist to the game(s). I've seen many ship edits, but these seem rather....balanced. Might even inspire me to create some better ones:p

Wog's Server
[url]tw.computerwave.com[/url]
Enjoy the Star Trek aliens...before they enjoy you.


Thu Jul 25, 2002 10:40 pm
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