CSC Upgrade

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Atarlost
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I wouldn't make them EMP immune. Nukes only produce EMP under specific conditions that don't prevail in deep space.
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Aury
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Well, it does make them ridiculously easy to kill... Perhaps the CSC's should have a heavy shield and less armor? I think that would balance out all the flaws inherent to their current design...

Balance probs w/ CSC's:
1) they can't kill xenophobes/heavy dwarg ships (yet the xenophobes are using relatively wimpy civilian grade weapons and armor...)
2) they get pwned utterly by a level 4 actinide cannon
3) they can get pwned by a ship w/ a level 5 EMP cannon
4) they can get messed up badly by a single ventari destroyer (device damage) (or EMPed by a ventari station)

It's JUST NOT RIGHT for a CSC (and a freshly generated one at that) to get demolished/damaged/messed up/rendered useless by a single ship/weapon type in just a shot. Adding a super-heavy shield designed specifically for CSC's would really help solve the problems 2-4, while adding even a class I howitzer would help them deal with xenophobes/the heavier dwarg ships. With the addition of a heavier shield, they could also afford to easily lose some of their standard armor (maybe downgrade it to P500 hexphase* or something?)

*does not currently exist, would also need to be added
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Code: Select all

	
<!-- CSC Shield Generator  -->

<ItemType UNID="&itCSCShieldGenerator;"
			name=				"CSC Shield Generator"
			level=				"10"
			value=				"200000"
			mass=				"25000"
			frequency=			"notRandom"
			modifiers=			"notForSale"

			description=		"The CSC shield Generator runs off the main reactor to 27 emitters placed around the star carrier, providing total coverage from massive amounts of damage."
			>

		<Image imageID="&rsItems1;" imageX="192" imageY="0" imageWidth="96" imageHeight="96"/>

		<Shields
				hitPoints=		"1000"
				absorbAdj=		"100,100,100,100, 100,100,100,100, 100,100,100,100, 100,100,100,100"
				regenTime=		"50"
				regenHP=		"5"
				depletionDelay=	"5"
				powerUse=		"20000"
				/>

                   ;; There could be an event run onShieldsDown to call in an
                   ;; Aquila and some more fighters that were out on patrol

	</ItemType>



<!--   CSC repair crew    --->
	
	<ItemType UNID="&itRepairCrew;"
		name=				"CSC Repair crew"
		level=				"7"
		value=				"5000"
		mass=				"7000"
		frequency=			"notRandom"
		modifiers=			"notForSale"

		description=		"These marines are trained to repair damage to the star carrier while in the heat of battle."
		>

	<Image imageID="&rsItems1;" imageX="0" imageY="192" imageWidth="96" imageHeight="96"/>

	<RepairerDevice
			repairCycle=	"100,100,100,100,100, 100,100,100,100,100, 100,100"
			powerUse=		"0"
			
			deviceSlots=	"0"
			/>
			
	;; Bobby's code for decontamination could go in an event here
                ;; maybe something for device damage too

</ItemType>

I can see the CSC having an enormous shield generator. It would, after all, have a gigantic power plant probably with a few smaller back ups for critical systems, and could reroute most of that to shields. Aquila's have an R9.

The repair crews would be busy sealing off breached decks, patching holes, replacing energy conduits and anything to keep the CSC in the fight.
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Atarlost
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A mark I or III howitzer wouldn't do any good. Worldships are immune to blast too.

I'm still rooting for giving them a NAMI heavy launcher like the Antarctica.
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Aury
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Atarlost wrote:A mark I or III howitzer wouldn't do any good. Worldships are immune to blast too.

I'm still rooting for giving them a NAMI heavy launcher like the Antarctica.
An ammo-less one... all non-playership ships should have ammo-less launchers IMO (they are "virtual" devices and cannot be looted)

Maybe MkV then? that's thermo I think.

I too tested out some CSC sheild gens- the CR-series (CR's 1,4,7), the idea being that some of the first CSC's (ie, Australia [from TX2], Europa) got the first shields (CR1) while the two latest ships (Pangaea, Terra) got the latest in commonwealth shield tech, the CR7. The others (ie, Antarctica), getting the CR4.

The CR-series is based off of the R-series and thus they all have that ion-damage boost, as well as thermo damage boost (and for the CR7), a positron boost.

current CR stats (subject to change):
CR1:
level VII
10 tons
600 HP
+75 boost to ion, thermo
125MW
2HP/sec regen
CR4:
level VIII
10 tons
900 HP
+115 boost to ion, thermo
150MW
2HP/sec regen
CR7:
level IX
10 tons
1200 HP
+150 boost to ion, thermo, +50 boost to positron
200MW
2HP/sec regen

I might up the CR1 regen a little, and lower the CR7 regen... Also, increase the mass as the models progress...
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alterecco
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Perhaps this could be done as an extension to DigDugs weapon/item randomizer. That way all CSC's could have these new items added with a drop in mod, no overwriting necessary. Digdug?

.]
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Atarlost
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Wolfy wrote:An ammo-less one... all non-playership ships should have ammo-less launchers IMO (they are "virtual" devices and cannot be looted)
Ammoless virtual launchers are cheating. Besides, it's not like you'll be looting a CSC in mainline Transcendence except the Antarctica and Europa. The former already has a REAL launcher and REAL missiles. The latter doesn't matter because it's a wreck already.
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Wolfy wrote: current CR stats (subject to change):
CR1:
level VII
10 tons
600 HP
+75 boost to ion, thermo
125MW
2HP/sec regen
CR4:
level VIII
10 tons
900 HP
+115 boost to ion, thermo
150MW
2HP/sec regen
CR7:
level IX
10 tons
1200 HP
+150 boost to ion, thermo, +50 boost to positron
200MW
2HP/sec regen

I might up the CR1 regen a little, and lower the CR7 regen... Also, increase the mass as the models progress...
increase the mass and power usage. i would think of the CR series as an inferior version of the iocrym cocoon. gigantic, power draining monsters designed specifically for very large vessels. you wouldn't try to equip one on your wolfen, let alone be able to loot it. maybe 35 tons for the CR1, 50 for the CR4 and 90 for the CR7. Power would be more like 250, 400, 550 for the power respectively. Even if you happen to find one in a dead CSC, it'd be a bear to use. Just my thoughts..
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Aury
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Psycholis wrote:
Wolfy wrote: current CR stats (subject to change):
CR1:
level VII
10 tons
600 HP
+75 boost to ion, thermo
125MW
2HP/sec regen
CR4:
level VIII
10 tons
900 HP
+115 boost to ion, thermo
150MW
2HP/sec regen
CR7:
level IX
10 tons
1200 HP
+150 boost to ion, thermo, +50 boost to positron
200MW
2HP/sec regen

I might up the CR1 regen a little, and lower the CR7 regen... Also, increase the mass as the models progress...
increase the mass and power usage. i would think of the CR series as an inferior version of the iocrym cocoon. gigantic, power draining monsters designed specifically for very large vessels. you wouldn't try to equip one on your wolfen, let alone be able to loot it. maybe 35 tons for the CR1, 50 for the CR4 and 90 for the CR7. Power would be more like 250, 400, 550 for the power respectively. Even if you happen to find one in a dead CSC, it'd be a bear to use. Just my thoughts..
Well, considering the CRI is essentially a Mammoth100 which trades regen rate, compactness and power consumption for an ion/thermo damage boost, it seems rather appropriate as it is right now... I could go to 20-30-40 tons or something like that possibly, but to have ridiculously high energy costs for their regen rates, HP and levels would make them utterly useless- nothing should be utterly useless. I could just nab a kaidun shield (800HP with no damage bonus, but 3hp/sec regen and 200MW power consumption, though from the descriptions on the cydonian generators, Ares shields are inferior to commonwealth shields).

Rebalanced stats would look something more like this:
CR1:
level VII
20 tons
600 HP
+75 boost to ion, thermo
150MW
2HP/sec regen
CR4:
level VIII
30 tons
900 HP
+115 boost to ion, thermo
220MW
2HP/sec regen
CR7:
level IX
40 tons
1200 HP
+150 boost to ion, thermo, +50 boost to positron
300MW
2HP/sec regen
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Hmmm... The CSC has always(Too me)seemed to be too big(?)for a shield. But maybe something like a hull plate ionizer that only blocks radiation and EMP/Device Damage-whatever you call it. Or as somebody said, just let them use Decon Gel, and weapon enhancers, and maybe a device that gets rid of EMP. I dunno, it just seems that some ships seem kinda cheap with a shield ie Ranx Dreadnought/Xenophobes/CSC
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Aury
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Well, the CSC used to have P1000 hexphase armor, but that's getting nerfed anyways...

I always felt the CSC was to big to not have a shield... :lol:
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Atarlost
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There's obviously a maximum size for shielding or some stations would be shielded. A CSC is definately station sized so it shouldn't have a shield.
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Thank you Atarlost! That's exactly what I was thinking but couldn't find the right words.
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Aury
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Still, the CSC should NOT use things like decon gel barrels or whatnot, since it would eventually run out, or end up storing a rather ridiculous amount of them. It would be far preferable to simply make the P1000 hexphase radiation immune.

Anyways, you can't:
irradiate
EMP
device damage
a station- all of these things can be done to a CSC.
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The CSCs should be able to have a shield but would be a totally different design than a normal ship shield, with multiplt emitters placed strategically around the ship rather than one at the center. Stations don't have shields but they can have multiple hulls, defense turrets, guards, reinforcements and are not designed to be on their own in hostile space for years at a time. A CSC would not be able to withstand a siege if the attackers cut off all supply lines and just took pot-shots, slowly damaging the armor until it couldn't repair itself any more from lack of supplies. A shield would be most cost effective, even if it were massive and used most of the power. I would even say that it should have substandard armor in favor of a shield. High HP, huge power use, and almost definitely too massive to loot because it should be built into the CSC, but nearly no regen.
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