I am sure that there are other requests for items much needed in other threads that out weigh the need for a tactical lab. Maybe Kixeye should look into those requests before venturing into something like a tactical lab. If you say you are for the players and you want to stand above the rest of the game companies out there then listen to our requests and think seriously before you initiate this idea.
They do and have John but what a lot of people fail to grasp is that they cannot just read on the wishlist etc.. that we want something and just snap their fingers and make it happen. This takes time.. a lot of time and in the meantime there are other things such as this Tactical Lab which has been in the planning a while.
Rumseeker
Lvl 34
Sector 361
ID 1122925
Browser: Firefox
OS: WIndows 7
"Kicking the crap out of RRs wherever they Frubble"
Q: Are the definitions of each pod still the same as adding speed turning and detection range and all that?
Q: Why do you think that the anti sub pod wouldnt mean a win to the enemy?
All these advancements against the subs and none for the subs. If your thinking those torps you just added was an advancement your wrong. The Assault Torps gave you 3 more meters and about 4 more dps (damage per second)+ 60 tones to the havoc 4s. The siege torps give you more 32 dps to ships and it gives 84.6 dps to buildings. The only use of the building damge is to the BI events that we had the last one. It only has 55m range (-20m from Havocs), and adds 240 tons. These are not really advancements. Kixeye has added the BC to most of the population and the Dic and now new pods and the subs cant effectively use the tactical hulls since it is on the surface and will be killed right away.
I think this Idea will probably not be used as everyone says it will be targeted first and die right away and if you have ever done a fvf you know you want to stay out there as long as possible and if you lose your tactical hull you lose its benifit for the next 2 or 3 battles you may win. So for fvf i think most peeps will just go with normal fleets cause that is what they will have more fire power over the short time for the advantage. Unless the tactical hull takes a good amount of time to die. Another thing about it being on a hull is the speed of the hull compared to the speed of the fleet. If it is too fast it will not effect the enemy or friendlies as it was designed to do if it is 2 slow it will be taken out real easy and not be effective.
Now if you use it for base guard fleet i can see how that can work alittle. Also i think if you put 2 in a fleet you can gain to much of an advantage and be come unstop able as i illustrated in the 656 post of the last tread.
To get a little off topic if this does come out before you fix ship building bottle neck going on they you will have probably the same thing when you guys changed the graphics. (alot of forum post complaining and this time you not be able to fix so easy)
Is there an ETA for the new lab? When can we expect you to bless us with this new gift oh masters of the BP universe?
LIE of the DECADE!
“It’s easy for others to lose their focus on quality,” That’s where we are laser-focused.”
“If users are more engaged, they naturally spend more money.”
“We don’t throw the ecosystem out of whack. A free player who spends a lot of time in the game has as much chance as a whale who spends a lot of money.”
sounds goob but might be bad at the same time and i dont know if ill be able to fit it in with my base cuz i got no room wut so ever and i think it will be good with the hull thing and everything but i hope i can get that ship and all the modules so i can rule the seas lol
Still will cause massive refit to larger base hitting fleets (which only adds to the bottle neck), and upset most of your players who use sea wolfs and sea scorpions to kite because they will be slowed.
This will turn game more into whoever has the biggest stick wins rather then the person with smarter build.
i personally do not need new stuff to fight with. i need shorter build times on ships/ shorter repair times on dead ships. the game is fine the way it is. do not change it again. lets us get some stuff done. lets us just play the game for awhile without any major changes. no raids for like 2 months just let the game be. let some of us non heavy coiners catch up. we coin some just not a lot. advantage is way to much one sided, it takes over a month to build 1 type of fleet as it is now. let us get some stuff done before you add other stuff. give us another shipyard. so we can refit ships while build others. i still have the old school ff fleet and hb1 levis cause i am trying to build strikes or whatever else i am supposed to be building.
are we going to see real pirates come out of the new hull? board the other ships and use the modules in battle? if not, i'll just re-install starcraft3 and play it instead. i really liked the protoss with the shields...they can park next to the batteries to regenerate their shields. OMG OMG their hull called "Carrier" can have 8 "Interceptors". Imagine a fleet of them....it can take out an entire sector.
Here is how I'm reading this. 1.) We putting in the Tactical Lab no matter what and we'll use word play to make it sound more realistic. 2.) In response to about half of the first 70 pages of feedback originally posted of players NEEDING a "dry dock/ second shipyard for refitting" to keep up with the ever increasing amount of hulls and long build/refit times, Kixeye has swept this under the rug. Both Paul Preece and Swag have posted saying "Adding a 2nd shipyard/ dry dock" is not feedback, but when people post about 35 pages on the forums saying it is it becomes difficult to see it as anything but feedback.
Sorry swag, but i still don't like the sound of it, we got to many ships to build as it is.
Joshua Philp: "I worked hard for my hailstorms"
What a crock of ****, you didn't work hard you sat on your **** and played a facebook game to get them, people are only asking for a chance to do the same.
Cranberry: I use mine to just gather Res right now. I had plans to refit them with Shockwaves and use them as a prep fleet, but with the outrageously inane and absurdly uncalled for build times of ships nowadays it's not feasible to even contemplate trying to refit anything
Please stop asking about another shipyard in this thread. Any announcement regarding this would be made in a different thread.
Until then :
ciao and so long!
TOPIC: I dont like it, it will burden our ship build, fleet balance etc. You people are going from one side to the next considering tactics. Even if you do introduce this (I think you already made up your mind,just selling us the story now), in the risk of being overrun I will not use this mode. Am only managing to keep up with the higher level player's without coining so much (am coining,was about to go one step more but given up). Delete this as you did my last response to your quest of feedback. Any response is a feedback (marketing 101) but you will learn this the hard way.
Electro-magnetic fields, aura's whatever..This is NOT what the majority of players want!! What WE want is what was told promised to us last YEAR by YOU SWAG!!! Alliance feature and Drac base attacks..Where are they?? An aura (or Jedi mind trick in keeping with the Tech Labs theme) has been put over on us players into forgettting that it was siad that we could expect them by the end of the year. Well it's alomost the end of July and I think you missed that one. I keep reading posts from Kixeye that high level players are the ones that'll pitch a fit if they release drydock..Well I'm a high levl (34) and myself and others at or near my level have NEVER said that a drydock is a bad idea. We need it..Low level players need it as well as their fleets are in even more flux then the higher levels..Come on Swag, you KNOW this is true..Will it take another uprising like when the "major update" came out to make you guys listen to us??? Do whats right, give us what you said we'd have, correct the ever-present game glitches that plague the majority of us and listen to what the players are REALLY requesting from you...Drydock and a reduction in fleet repair times!!!!
SteelReign ID# 14381 Level 60 "[I]The only way is all the way[/I]"
First off, much better description of the taclab and modules! Second, can you tell us if we have to upgrade our taclab to begin researching modules/hull? Or will the hull and modules be unlocked and just need to be researched? Finally, I know this is not the wishlist but maybe some lasers in the future?
A long long time ago I started BP on 5/11 in Sector 364 !
A Module that slows nearby enemy ships makes our base become blitzproof.
A Module that reduces incoming damage to nearby friendly ships, how cn you kill Goliath inside the base with this.
A Module that forces nearby enemy subs to the surface was useless, it can be out ranged by the torps and kill it 1st.
A Module that increases the map speed of an entire fleet, good for salvaging fleet.
Bottom line Modules are just BIG BS.
This is a much nicer explanation of the Aura idea. However, I still think auras are a terrible idea in general. They threaten to take away the beautiful aspect of this game where it is just complex enough to be engaging but not so complex that it turns players away from the game (see War Commander or BYM for an example). The Aura also threatens to completely unbalance the FvF aspect of the game (if implemented poorly) not by any great skill but by simply building and buying an advantage in the game.
I'm getting nervous that Kixeye's answer to the unbalancing raid hulls is adding more and more things that continue to unbalance the game in ridiculous ways. Now that there are aura boats that are actively threatening to frustrate players by not being able to control ships I think this game is threatening to jump the shark.
I don't believe we need another hull at this moment. How about addressing the concerns we have with refit and build times. We have suggested a dedicated refit drydock numerous times. It is time we got some relief on the build times and refit times. It's not something Kixeye will lose money on....Coiners will still coin both refits and builds, and Kixeye may actually pick up some new monies from persons who may find a little refit coining to be not that distasteful.
This is a much nicer explanation of the Aura idea. However, I still think auras are a terrible idea in general. They threaten to take away the beautiful aspect of this game where it is just complex enough to be engaging but not so complex that it turns players away from the game (see War Commander or BYM for an example). The Aura also threatens to completely unbalance the FvF aspect of the game (if implemented poorly) not by any great skill but by simply building and buying an advantage in the game.
I'm getting nervous that Kixeye's answer to the unbalancing raid hulls is adding more and more things that continue to unbalance the game in ridiculous ways. Now that there are aura boats that are actively threatening to frustrate players by not being able to control ships I think this game is threatening to jump the shark.
+100, Listen to the man Kixeye. We don't want the game more complicated, strategy yes, chess match with Bobby Fisher no. It takes the fun out of the game. You want to be able to out build or out smart the next guy but not to the point that it is more work than fun. Many of my friends at work also play this game and we spend a lot of time discussing build and base set up and what not but it's coming to the point where we just want to throw our hands up and say screw it.
"Whoever said laughter is the best medicine never had gonorrhea."
Mel Brooks
Sectors: Too many to remember off the top of my head.
I'm not a giant fan of this nor am I strong blow it out of the water hater either. I see a potential for it actually being useful but it's kinda over killing it slightly. Just my opinion.
I would like to suggest this though, instead of making it 1 ship that's able to hold these 'modules' incorporate them into the dock. Like with the Great Hall you can select officers to affect map speed by 10% or speed up research etc. Do the same with the tech lab or have that option there in the dock itself.
Once you have a module in particular researched when your in dock you can select a fleet and make that particular module affect that fleet. Use a different color for each type of module when your looking through the fleets you can select which ability you want that fleet to have. Instead of having an actual ship in the fleet that does it.
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.
So if this is what is going to be forced upon us
1. Will the new T hulls have any slots for weapons, specials,and armor?
2. How will the weight of the modules effect our fleet sizes and dock capacity?
3. If the new T hulls offer other slots will added bonuses from weapons/armor effect just the new hull or add for stacked features to the fleet?
4. Will the new T hull have a required position in the fleet?
5. Will fleets be limited on the number of T hulls a single fleet may contain and if not limited would the buffs stack?
Don't claim to speak for the masses unless you have our consent! BP LVL: 58 User ID: 1492138
If they are going to introduce these big changes, why not do it in stages, a little bit at a time instead of a wholesale change to "see how it is received and plays out", that way, Kix can reverse the poorest changes, Kixeye need to learn from the disastrous graphic change introduction which has lost them a lot of customers.
All in all some of these changes could be positive looking at the more precise post we see from SWAG here, the best change is getting rid of that awful "Aura" word which scared all pirates half to death lol
Most importantly Kix need to fix the shipyard issue and long build times but this is not going to happen because they want us all to coin fleets people.
Last time I proposed a great idea inmy own opinion, players hated it and quickly dismissed it, while Kix never even commented, just to have Paul Preece say they are working on that exact idea. Kix, feedback on an idea, even if it amounts to "bad idea " would be much appreciated.
Sweet another building they should give us more land because we will be running out of it soon lol
Alliance: Admin: Get Loot Or Die Tryin PVP BP Name: You Will Find Out After I've Leveled Your Base Coords: Coming To A Base Near You LVL 51 Sector: Does Not Matter We Find You User ID#: 73406
They do and have John but what a lot of people fail to grasp is that they cannot just read on the wishlist etc.. that we want something and just snap their fingers and make it happen. This takes time.. a lot of time and in the meantime there are other things such as this Tactical Lab which has been in the planning a while.
Lvl 34
Sector 361
ID 1122925
Browser: Firefox
OS: WIndows 7
"Kicking the crap out of RRs wherever they Frubble"
They already said STOP asking for things in this thread. This is for talking constructively about the Tactical Lab.
Lvl 34
Sector 361
ID 1122925
Browser: Firefox
OS: WIndows 7
"Kicking the crap out of RRs wherever they Frubble"
Q: Why do you think that the anti sub pod wouldnt mean a win to the enemy?
All these advancements against the subs and none for the subs. If your thinking those torps you just added was an advancement your wrong. The Assault Torps gave you 3 more meters and about 4 more dps (damage per second)+ 60 tones to the havoc 4s. The siege torps give you more 32 dps to ships and it gives 84.6 dps to buildings. The only use of the building damge is to the BI events that we had the last one. It only has 55m range (-20m from Havocs), and adds 240 tons. These are not really advancements. Kixeye has added the BC to most of the population and the Dic and now new pods and the subs cant effectively use the tactical hulls since it is on the surface and will be killed right away.
I think this Idea will probably not be used as everyone says it will be targeted first and die right away and if you have ever done a fvf you know you want to stay out there as long as possible and if you lose your tactical hull you lose its benifit for the next 2 or 3 battles you may win. So for fvf i think most peeps will just go with normal fleets cause that is what they will have more fire power over the short time for the advantage. Unless the tactical hull takes a good amount of time to die. Another thing about it being on a hull is the speed of the hull compared to the speed of the fleet. If it is too fast it will not effect the enemy or friendlies as it was designed to do if it is 2 slow it will be taken out real easy and not be effective.
Now if you use it for base guard fleet i can see how that can work alittle. Also i think if you put 2 in a fleet you can gain to much of an advantage and be come unstop able as i illustrated in the 656 post of the last tread.
To get a little off topic if this does come out before you fix ship building bottle neck going on they you will have probably the same thing when you guys changed the graphics. (alot of forum post complaining and this time you not be able to fix so easy)
Missing BPs: Compound Panel 3, 4, 5, Cluster warhead 3, and Blitz Drone Module 1
“It’s easy for others to lose their focus on quality,” That’s where we are laser-focused.”
Read the rules for posting!
This will turn game more into whoever has the biggest stick wins rather then the person with smarter build.
Never look back, never think twice...
Alliance: DOA
Level: 66
Am I wrong in this assumption?
What a crock of ****, you didn't work hard you sat on your **** and played a facebook game to get them, people are only asking for a chance to do the same.
Cranberry: I use mine to just gather Res right now. I had plans to refit them with Shockwaves and use them as a prep fleet, but with the outrageously inane and absurdly uncalled for build times of ships nowadays it's not feasible to even contemplate trying to refit anything
I have no complaints otherwise.
Level 52
Until then :
ciao and so long!
TOPIC: I dont like it, it will burden our ship build, fleet balance etc. You people are going from one side to the next considering tactics. Even if you do introduce this (I think you already made up your mind,just selling us the story now), in the risk of being overrun I will not use this mode. Am only managing to keep up with the higher level player's without coining so much (am coining,was about to go one step more but given up). Delete this as you did my last response to your quest of feedback. Any response is a feedback (marketing 101) but you will learn this the hard way.
Citizen of T.C.R.O.K (The Communist Republic of Kixeye)
A Module that reduces incoming damage to nearby friendly ships, how cn you kill Goliath inside the base with this.
A Module that forces nearby enemy subs to the surface was useless, it can be out ranged by the torps and kill it 1st.
A Module that increases the map speed of an entire fleet, good for salvaging fleet.
Bottom line Modules are just BIG BS.
I'm getting nervous that Kixeye's answer to the unbalancing raid hulls is adding more and more things that continue to unbalance the game in ridiculous ways. Now that there are aura boats that are actively threatening to frustrate players by not being able to control ships I think this game is threatening to jump the shark.
Should I hold off on my goliath-making plans until we find out about these module-laden hulls?
(o.o)
(")(")*
+100, Listen to the man Kixeye. We don't want the game more complicated, strategy yes, chess match with Bobby Fisher no. It takes the fun out of the game. You want to be able to out build or out smart the next guy but not to the point that it is more work than fun. Many of my friends at work also play this game and we spend a lot of time discussing build and base set up and what not but it's coming to the point where we just want to throw our hands up and say screw it.
Mel Brooks
Sectors: Too many to remember off the top of my head.
lvl: 33, I think.
I agree, very good idea
So if this is what is going to be forced upon us
1. Will the new T hulls have any slots for weapons, specials,and armor?
2. How will the weight of the modules effect our fleet sizes and dock capacity?
3. If the new T hulls offer other slots will added bonuses from weapons/armor effect just the new hull or add for stacked features to the fleet?
4. Will the new T hull have a required position in the fleet?
5. Will fleets be limited on the number of T hulls a single fleet may contain and if not limited would the buffs stack?
BP LVL: 58 User ID: 1492138
Agree. And why not incorporate it with an underused feature as suggested here: Feedback and Suggestion about Tactical Lab / New Hull
http://forums.kixeye.com/showthread.php?t=244133&p=2161823#post2161823
Last time I proposed a great idea inmy own opinion, players hated it and quickly dismissed it, while Kix never even commented, just to have Paul Preece say they are working on that exact idea. Kix, feedback on an idea, even if it amounts to "bad idea " would be much appreciated.
BP Name: You Will Find Out After I've Leveled Your Base
Coords: Coming To A Base Near You
LVL 51
Sector: Does Not Matter We Find You
User ID#: 73406
Modules are very heavy but you should be able to fit more than one Tactical Hull in a fleet should you choose to use your maximum tonnage for that.
PLEEEEASE read the entire post before you comment.