UPDATE: The Tactical Lab

  • John Lawlor
    John Lawlor
    Minor Nuisance
    Joined Oct 2011 Posts: 283
    The single worst idea i have ever heard, not to be rude or mean, but Kixeye, the game doesn't need more crap to UNbalance it, it needs to have thing added and or taken away to REbalance the game. The big people are too strong and the weak are too weak, A base is undefendable unless you have goliaths or dreads or some crap. Unless you somehow go back in time and redo the raids, then you're screwed. The game's fun is leaving, and this unbalance is sucking the life out of the game, the fun is gone. (unless of course you won the raids, assuming you have been playing long enough to have been strong enough at the time of the raids.) The game needs balance or else higher level guys will just dominate the game and the little guys will not stand a chance, thus removing their fun. No one will play a game that isn't fun. New people just starting the game, are already set up for failure because they can't access any of the raid ships.
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  • John Lawlor
    John Lawlor
    Minor Nuisance
    Joined Oct 2011 Posts: 283
    If you add this in it will drift too far from "Battlepirates." The game we have all come to know and love. For example: when the graphic update was introduced, everyone freaked out, and a lot of commotion was stirred about it here in the forums. This was because The game we all loved had been tampered with. When you fix something that isn't broken it (usually) makes it worse than before the so called "fix" or "change." There is no reason at all to add in new "Tactical ships and weapons" and stuff. It will just make the game less of what it is. Adding more stuff into the game is just going to make the game worse, there isn't much you can do to make the game "better," but this "Tactical" thing is going to mess with the balance even more. There is nothing about this tactical thing broken, so no need to fix it. What we need is this whole raid ship imbalance fixed.
    John_Lawlor-Battle pirates User ID: 1924775
    bat·tle--Noun: A conflict between forces. Verb: Fight or struggle tenaciously to achieve or resist something. pi·rate/ˈpīrət/
    Noun: A person who attacks and robs ships at sea. Verb: Rob or plunder (a ship).
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  • coolcoolcoolnow
    coolcoolcoolnow
    Incursion Leader
    Joined Jul 2010 Posts: 1,101
    I think the module that makes subs surface. Should only be able to surface 1 at a time. And then maybe as you upgrade it, it can surface more subs at a time.

    i also think that the module that speeds up a whole fleet should go by how heavy it is. level 1 can hold X amount of weight. and then it can speed up heavier ships as it upgrades
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  • Squishimus Primus
    Squishimus Primus
    Potential Threat
    Joined Aug 2010 Posts: 65
    Meh. not sure what to think. Sounds like a bit of an interesting idea. I'm curious how it will work out.

    I think a MODULE for EVASION an TURNING SPEED would be really cool.
    Of course, so would a Submerging ability, but hey, that JUST might be a bit to much to ask. lol

    I also happen to be curious about those torpedo launchers we saw in the last raid, wonder if they are in the works for us sometime soon. =^.^=
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  • Aldon
    Aldon
    Minor Nuisance
    Joined Jun 2011 Posts: 196
    Greetings Captains!

    This post is a re-explanation and clarification of the proposed Tactical Lab and its associated Modules and Hull. I sat down with Battle Pirates Creator Paul Preece to answer your questions in regards to this feature.

    Born of the ongoing research project studying Zynthium, this new technology projects very powerful Zynthium powered Electro Magnetic fields that when targeted correctly, can significantly reduce the capability of enemy ships.

    Tactical Lab
    The Tactical Lab is a new research building. The Lab is sea based, and like all research buildings, it can perform its own research independent of other Labs. The Tactical Lab contains a new technology tree for the Forsaken called Tactical Modules.

    Tactical Modules
    Tactical Modules are researched in the new Tactical Lab building. There are different levels and types of Tactical Modules with more powerful versions further up the tech tree. While the Tactical Lab does share similar aspects Advanced Lab special components, these new Modules incorporate technology that enables them to project and target a powerful Electro Magnetic Field in a radius around the Hull in which they are equipped. This 'Field of Effect', or FoE for short, enables the modules to interact with the systems of nearby ships. In the case of enemy ships, negatively affecting them, while friendly ships gain boosts. This varies depending on the specific Module. Some of the Modules have no maximum range and can even effect entire fleets on the World Map. The Modules are so large that they are unable to be equipped on normal Hulls and a new Hull has been designed specifically to carry them.

    Tactical Hull
    The new Hull, code named “Tactical Hull”, has been designed for a singular purpose, to equip and carry Tactical Modules. The Hull itself has been fashioned from a medium sized cargo carrier and has been updated to carry Tactical Modules instead of cargo. It has also been given additional light armament. To use the Tactical Hull in a fleet requires a ship slot, so each Captain will need to weigh the advantages and disadvantages of exchanging an offensive ship for this one. Note that the Tactical Modules are designed to be effective even after accounting for the loss of an offensive ship.

    Tactical Modules, Further Detail
    Tactical Modules are significant pieces of hardware. They not only contain the power source and electronics to project focused and unfocused EM Fields but are also designed to enhance the Tactical Hull. Modules designed to interfere with enemy ships require that they be brought into close proximity with the enemy fleet. This can place the Tactical Hull in danger, as it will likely be the target of enemy fire. Offensive Modules are therefore especially hardened against incoming fire and enhance the Tactical Hull's engines to provide greater closing speed. Defensive Tactical Modules provide less protection for the Hull for the same reasons; they can rely on their fleet to protect them.

    The Modules are highly automated and their location above the superstructure of the Tactical Hull provides 360-degree coverage. This places less of a burden on the Captain, making them more effective in combat.

    Modules currently under Development
    A Module that forces nearby enemy subs to the surface
    A Module that slows nearby enemy ships
    A Module that reduces incoming damage to nearby friendly ships
    A Module that increases the map speed of an entire fleet

    Q & A with Paul
    Q: Will players use Tac Modules to make Omni-fleets able to handle any other fleet?
    A: No. The trade off in firepower to take multiple Tac Hulls would be too great.

    Q: Will players be able to 100% negate subs by adding the anti-sub Module?
    A: No. Skilled Sub captains can take out the Tac Hull.

    Q: Will players always have to take a Tac Hull in a fleet from now on?
    A: No. The Modules are designed for specific scenarios; there are many scenarios that are not covered.

    Q: Are Tac Hulls allowed in base defense fleets?
    A: Yes.

    Q: Are you working on bug fixes too?
    A: We concurrently fix bugs every week with new releases. Releasing new features does not slow our bug fixing as there are separate dedicated resources.

    Q: Are you still working on other features like Alliances?
    A: Absolutely. Alliances is a huge feature and therefore takes more time to develop. We should be able to post more information on the Future Features & Feedback Forum shortly.

    Q: When will this feature arrive?
    A: We deliberately provide no release dates in the F3 Forum (see rules for posting in F3). This allows us to remain flexible if a feature needs to be adjusted after player feedback.


    Remember Captains, anything posted in the F3 Forum is subject to change, so remember to read the Rules for Posting. We look forward to hearing your feedback.

    UPDATE on 8.2: Thanks for all of the constructive feedback. I have shared your concerns with the developers and they will be making some changes. As this is a feature that will noticeably affect gameplay, it will need significant testing before it is released. I will keep you informed of when this feature is closer to release.

    Well, since you saw fit to delete my opinion the first time here it is a bit different. I don't like it due to the fact that it is basicily a BIG fairy tail. An electromagnetic field would first magnetize your own ships and cause them to stick to each other in one gaint ball before having ANY effect on other ships and on top of that magnetic fields CAN NOT be directional. I suggest a way of making it more believable but you guys obivously don't care about that aspect. I don't want to play a game with things that are outlandish like that. If i did i would be playing a space game or something similar to those. You have been keeping the game fairly believable and that is one of the reasons i play it. I DO NOT LIKE THE IT. I am unsure as to what I'll do if you do bring it out but we'll have to see. IF you want more then this you'll have to pm me to get anything. I am tired of posting to just have it ignored, not answered, or just plain deleted.
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  • coolcoolcoolnow
    coolcoolcoolnow
    Incursion Leader
    Joined Jul 2010 Posts: 1,101
    Aldon wrote: »
    IF you want more then this you'll have to pm me to get anything. I am tired of posting to just have it ignored, not answered, or just plain deleted.

    if they wanted anymore complaining they would just open up an email from a person that got banned.
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  • Shane Cloherty
    Shane Cloherty
    Potential Threat
    Joined May 2012 Posts: 69
    What are they doing in this update then dont tell me they just add a help button
  • Ivan Bull
    Ivan Bull
    Potential Threat
    Joined Nov 2011 Posts: 84
    Modules currently under Development
    A Module that forces nearby enemy subs to the surface
    A Module that slows nearby enemy ships
    A Module that reduces incoming damage to nearby friendly ships
    A Module that increases the map speed of an entire fleet
    Yet we still can't engage with moving fleets that are slower than ours?
    Even Somalian Pirates can do this!

    If we use a fleet that has a Module that slows nearby enemy ships, will we be able to slow down moving fleets and engage with them?
  • Glitcheye4u
    Glitcheye4u
    Greenhorn
    Joined Dec 2011 Posts: 10
    I dont like the direction this is going , nor do i feel like having one more thing to try and build and research when i cant even get the other crap done , fix the glittches and do something about the build times first then worry about adding more crap
    GlitchEye4u
  • High Seas Pirate
    High Seas Pirate
    Greenhorn
    Joined Jul 2012 Posts: 24
    I like this, but curious about the new hull's preformance, will it be slow and heavy, thereby slowing down the fast fleets? And also curious about repair time. If going anywhere near realistic the repair time should be long, after all , that much special technology will take time to fix/repair. Also curious about the look of this new ship, hope they take time to make it cool. Looking forward to this new addition. Since you will probably only need one of these per fleet, it may not add too much to the build time backlog. Not like having to build five hammerheads to create a fleet. Unfortunately I am very impatient, ready for this to be released,,,, today,,,,
  • Hast at work
    Hast at work
    Master Tactician
    Joined Feb 2012 Posts: 2,308
    ****, even if you don't have to put them in all fleets, all i see is "new hull" that in certain situations is a must have. Put one of these "slow the enemy down" ships in an unsnipeable spot in your base and bu-bye rush fleets. How is that not a "must have"? so, yeah more ships you HAVE to build. **** retarded.
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  • Goat-T
    Goat-T
    Incursion Leader
    Joined Mar 2012 Posts: 1,213
    ****, even if you don't have to put them in all fleets, all i see is "new hull" that in certain situations is a must have. Put one of these "slow the enemy down" ships in an unsnipeable spot in your base and bu-bye rush fleets. How is that not a "must have"? so, yeah more ships you HAVE to build. **** retarded.

    New definition of guard fleets.
  • George Dennison
    George Dennison
    Potential Threat
    Joined Sep 2011 Posts: 31
    NO i don't want this feature. How about some new weapons with new effects. that is more realistic. oooh you want to subs to come up. How about a new weapon that does that like those hedgehog mortars that the hackers had in DEC. you want to slow down ships make some kind of EMP cannon that short circuits ships engines and reduces their speed. Kixeye you don't have to make weapons that do damage you can just have them do effects. A Good back in the day example look at Pokemon.... not every move in that universe does damage. review other games Kixeye you may be able to come up with some ideas.

    For end game players the weapons lab is useless. add some forsaken weapons that can rival drac weapons. dracs have all these nice weapons why hasn't the forsaken come up with any of their own. have the forsaken end game weapons do some cool effects. Have some kind of armor melting weapon that melts away armor or napalm weapon that lights ships of fire and does dps. heck i don't care just something that is realistic.

    Plus we have a plethora of ships to build i don't have any down time to sacrifice for a tac hull. This module things retarded and not even realistic..... Kixeye you guys really need to get this alliance thing up and running. I want my FVF element back. hitting bases is getting boring.......
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  • meownore1
    meownore1
    Minor Nuisance
    Joined Feb 2012 Posts: 209
    i think with change like this being able to change hulls under everything else would b nice, sense there will b a lot of refittin w 1 less ship at full weight
  • Aldon
    Aldon
    Minor Nuisance
    Joined Jun 2011 Posts: 196
    Coolcoolcoolnow: It wasn't directed as a complaint, if they wanted ideas for something closer to reality that was what that was for.

    I'd suggest you first start by studding how different regions of the EM spectrum effect matter differently, before you start belittling the creators.

    quit whining, its just a game.

    Well, first Pannycollector, i didn't say anything about how magnetism effects different matter. 2nd Magnetism doesn't have a spectrum. How it affect other matter can cause a spectrum of radiation. But, magnetism only has the varying degrees of density of the lines of magnet force. For instant magnetism is the reason for modern technology. Without it we wouldn't have electricity, cell phones, radar, microwaves, etc. Now, what magnetism can do to different material is a different animal. But its not a magnetic field affecting other items its the radiation given off by the equipment using small varying strengths of magnetic fields with specific materials to give off specific radiation. Now, I have given an opinion. If you don't like my opinion that is just fine. They want feedback and I was giving them that. You on the other hand, Pannycollector, did neither.
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  • kris1019
    kris1019
    Unicorn Overlord
    Joined Sep 2011 Posts: 3,474
    Looks like we truly have no choice in the matter.

    nochoice.jpg
  • Tiny Teets
    Tiny Teets
    Strike-force Captain
    Joined May 2012 Posts: 623
    If all you guys hate this game so **** much why do you play?

    As far as realisim go, we're pirates living on boats after the world was destroyed. Whats real about that?

    I like the idea a lot. I like games that stay updated and current with new features and game play.
    ROBNTHROB wrote: »
    First off I was talking about what I said..
  • jonny cabbage
    jonny cabbage
    Incursion Leader
    Joined Dec 2011 Posts: 1,345
    Why can't the Tactical reserch be put in the Advanced Lab, or some other lab. It would save building.

    dunno about you but i'm lvl 33 and the only lab STILL doing any research is my adv lab

    so no don't put tac research in it thanx
     
  • pannycollector
    pannycollector
    Greenhorn
    Joined Jun 2012 Posts: 1
    Aldon wrote: »
    Coolcoolcoolnow: It wasn't directed as a complaint, if they wanted ideas for something closer to reality that was what that was for.




    Well, first Pannycollector, i didn't say anything about how magnetism effects different matter. 2nd Magnetism doesn't have a spectrum. How it affect other matter can cause a spectrum of radiation. But, magnetism only has the varying degrees of density of the lines of magnet force. For instant magnetism is the reason for modern technology. Without it we wouldn't have electricity, cell phones, radar, microwaves, etc. Now, what magnetism can do to different material is a different animal. But its not a magnetic field affecting other items its the radiation given off by the equipment using small varying strengths of magnetic fields with specific materials to give off specific radiation. Now, I have given an opinion. If you don't like my opinion that is just fine. They want feedback and I was giving them that. You on the other hand, Pannycollector, did neither.


    you were complaining about realism, and using EM as a basis of your complaint, so i commented on on your comment. btw Electromagnetic does not necessarily mean 'electric magnet'.

    and there is most definitely an electromagnetic spectrum look here for starters http://en.wikipedia.org/wiki/Electromagnetic_spectrum http://imagine.gsfc.nasa.gov/docs/science/know_l1/emspectrum.html
  • Busterking
    Busterking
    Strike-force Captain
    Joined Jun 2012 Posts: 651
    This Tactical Modules concept is a very bad idea.

    Why? Because it interferes with what players have build, it decreases the value of their ships and capabilities. The modules are what... MAGIC ? Get your head out of your you know what Kixeye and start thinking about what makes sense out there. We don't want MAGIC!

    TWO BIG THUMBS DOWN FOR THIS IDEA!


  • High Seas Pirate
    High Seas Pirate
    Greenhorn
    Joined Jul 2012 Posts: 24
    Normally I don't mix ships in a fleet, but with this new hull that will probably change. I think to make this the most fun, and effective, they should allow us to control the fleet as a group (all at the same speed, turn together - remain in formation) or individually as we do now, the Captain has the choice/strategy. If this hull is slower or faster than the ships you use it with it will either become a sitting duck, or lose its effectivness when the other ships outrun it. Looking forward to working with this new feature.
  • Kal-EL
    Kal-EL
    Minor Nuisance
    Joined Oct 2011 Posts: 123
    When we leave a base we are now taken to the map view of our own base...slowing us down from getting back into the enemy base and making us more prone to being sunk by bystanders defending their friends bases. You do **** like that then want us to buy into another lab....you aren't selling this to the majority. We dont need more Obstacles in the way of base hitting. What we need is Kixeye to fix the glitches in the game first...and figure a proper way to increase our playing time vs builds, researches and, repairs.

    You killed fvf and now youre determined to to kill base hitting. Simply not interested in a tactical lab and if its not a mandatory item in the base I simply wont be adding it. You guys are talking too of intercepting fleets on the world map? just sell the rights of the game to a game maker that wants the game to live.
  • Instigator1
    Instigator1
    Force to be Reckoned With
    Joined Sep 2011 Posts: 1,825
    While I like the idea behind it, I need to ask will we be getting more land to support another lab? Or will we once again have to give up base defense to support this new lab?

    Just read Louseals post I withdraw my question.
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  • Blow-ME-Down
    Blow-ME-Down
    Potential Threat
    Joined May 2012 Posts: 74
    i don't like this idea at all first off the drak hulls which ALOT of folks now have already have a built in damage protection now in combination with this hull and mod for it that decreases damage they would very near unkillable in fleet to fleet like dreads don't already have enough armor as is and i can see how it maybe useful to say a smaller player the higher levels would be fking godlike with said idea yall should just bury this idea before yall shoot yourselfs in the **** like with that awesome graphics updates a few months back
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  • Davy2Jones
    Davy2Jones
    Potential Threat
    Joined Feb 2012 Posts: 30
    NOOOOO, if we get this tactical lab they will make us fit it on the little land we have.
    For the tactical lab to be inaugurated into the game we should get more land tiles to place it
  • deadmeat68
    deadmeat68
    Minor Nuisance
    Joined Dec 2011 Posts: 234
    Davy2Jones wrote: »
    NOOOOO, if we get this tactical lab they will make us fit it on the little land we have.
    For the tactical lab to be inaugurated into the game we should get more land tiles to place it

    sigh, read the original post, numb nuts. The lab is a water tile. It still doesn't change the fact that the majority of us are against it. But, Kixeye has proven that they will introduce this regardless. They have already started to implement parts of it already. Go look at one of your ships in dock.
    No matter where you go, there you are.

    Those who use crappy testing protocols make a crappy product.
  • Rumseeker
    Rumseeker
    Unicorn Overlord
    Joined Jul 2011 Posts: 2,893
    Davy2Jones wrote: »
    NOOOOO, if we get this tactical lab they will make us fit it on the little land we have.
    For the tactical lab to be inaugurated into the game we should get more land tiles to place it

    lol.. You don't read and understand much do you? The Tactical lab is sea based. It will NOT take up ANY land tiles, so no need for any more.
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  • JamesMonster
    JamesMonster
    Skilled Warrior
    Joined Feb 2011 Posts: 371
    BE SURE and do give us plenty of lead time notice when it will be approximately introduced. Even if it's only a ballpark figure. We don't want to be 2 or 3 days (or 5 or 6) into a 10+ day upgrade of a lab then have a pop up tell us "The New Tactical lab is here!". We'll either have to scrap the update we've already spent a lot of time on, or wait to build it and quickly fall behind as our rivals get cloaking devices and photon torpedoes (or whatever).
  • exracer327
    exracer327
    Skilled Warrior
    Joined Nov 2011 Posts: 595
    Tactical Lab is still such a wrong name for this lab; it will really enable ppl to use lazy tactics. I can imagine four fighting ships in front of a lame duck ship, which itself has little to no defense, so they all take advantage of a power-bonus. It still sounds like WoW with a healer class or something from scifi. What, are our ships now going to have a little blue aura bubble over them like the bases have? Why can't we just have the things we are asking for that will make the game-play even better? For instance, a dry dock...
    So, what's fun about this thread is the admission of hacking on an alternate account, but unfortunately you neglected to realize that this forum account has the same registered email address as your primary Facebook & Battle Pirates account.

    Whoops.
  • Instigator1
    Instigator1
    Force to be Reckoned With
    Joined Sep 2011 Posts: 1,825
    I see this as doing very little to promote game balance, actually widening the gap between those who have dreads and those who don't have dreads. Just a thought Kixeye how about some of the things people actually wanted like a more sensible bubble system to deter abuse, or the alliance feature, or wait wait I know give us back the attack fleet button again . Quit giving us crap we don't want and focus on the things we do.
    KIXEYE CS Xandamere : How about I give you some BP resources for, say, a share of ownership in your house?
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This discussion has been closed.