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A challenge for those who know me (long game)

Moik

Starman Super
There's this thread on another board where players try to think up rare item for the admins to put into the game. I've been participating in it,and after reading many of the ideas, feel some edification that I may actually have some skill above average for crafting ideas, seeing as how I can directly compare my ideas in a "competitive environment". I also got alo of positive feedback like "wow you're the most creative guy on the boards!" "these ideas ROCK" etc. Real ego power-strokes. But, some of these guys are COMPLETE dumbasses! They did not recieve positive feedback "how the fuck does a kitarans FOOT actually make ten thousand metric tonnes of ship MORE FUCKING MANEUVERABLE???" It's the first idea (20 maneiverability is more than 90% of the ships even have to start with)

When reading the following bear in mind that this is a SPACESHIP GAME with NO FANTASY ASPECTS.

The game is to see who can correctly identify the most ideas which were mine. Feel free to critique the COMPLETELY DUMBASS IDEAS that DON'T MAKE SENSE. (These were ALL actual submissions!)

1. kitaran's foot: (+20 manueverability)
2. fake ID: (allows you to buy illegal goods without alllignment change)
3. necklace of strength: (adds 2% damage to all attacks)
4. spectacles of truth: (see through cloaks)
5. Sniv End-of-Tail = resourcing bonus, as in 0.5 resource rate bonus to all resource drones (not very rare)
6. Cryos solar orbit asteroid particle () = gives an additional bonus to the value of Precious Metals, like worth 5% more. (bit rare)
7. Titanium covered bullet from 25mm Gauss cannon from some Scourge Captain (very rare) gives an additional damage bonus, like maybe 2.5% to 5% mroe damage dealt. 8a. Sentient Targeting AI: +30 acc, 25% chance of movement failure.
8b. Scourge Shadow crystal: lowers visibility by 25
9. Tae Psy Crystal: Effectivly = 25 scout drones
10. Nanite Vein System: effectivly 2*IRM for Armor, but 1/4th for sheilds and power, does not stack with real IRM (canceled out.)
11. R&D Weaponry: Random type, is 2*as powerful as the highest powered (non-seige) weapon of that type. Has 10% chance of overloading and wiping out all of your ships power reserves. (Cannot be secondary weapon type)
12a. Black Lotus (would have to get another name, like the "Jet Lotus") restores power at twice the normal rate.
12b. Ewan's Feul Filter: While carrying Ewan’s Feul Filter, passing through a Gas Cloud or Nebula refill's your ship's batteries by as much feul as is present. Power gained in this way cannot exceed the ships' maximum. Feul is removed from the Cloud's total.
13. The Interossiter: You may broadcast 1 message to the entire game. Doing so destroys The Interossiter.
14. Lord Percival's Phase Dodge: While Lord Percival’s Phase Dodge is equipped, your ship has a 25% chance to evade all non-drone damage. Your ship cannot countervolley if successful. Your ship cannot Phase Dodge if you have already volley'd that turn. Lord Percival’s Phase Dodge is unusable in an Interdiction Feild.
15. Magno-Kinetic Harvester: Gathering Ore or Precious Metals with a Magno-Kinetic Harvester fills all holds in one turn. While equipped you cannot use a Subspace Jump Drive. All Projectile, Cannon, Missile, Rocket, and Torpedo type weapons automatically hit a ship carrying a Magno-Kinetic Harvester. The Magno-Kinetic Harvester emits an Interdiction field.
16. Wraith Fury of the Hive: Combat Drones may be launched into a scanned sector to attack a targeted ship or forces. Surviving Drones do not return to their hangars.
17. HyperFlux Drive- Jump to any sector in universe. Uses twice as many turns as regular SSJD
18. Tamaran speech modulator- Gives 10% bonus in trading
19. Saving's Card: would provide 1% savings on all purchases in a particular part of the galaxy, stations not included, could only be used for 200-300 purchases.
20. Hotaru's Android (picture c-3po): could organize drones more effectively, resource drones make finds more often (deployed), gathers 1 turn quicker if still on ship, gives you attitude once in a while.
21. Cloak of Dust: Ship carrying Cloak of Dust is considered cloaked when in a cloud sector containing ore, precious metals, or crystal. The benefit is permanently lost the next time you land on a planet.
22. Modular External Framework: Upgrade costs are calculated at half the ship’s level. One upgrade is lost every time the ship takes a critical hit on its hull or receives 100 drone damage to the hull, and 20 Machinery and 5 Electronics are added to the Sector Resources.
23. Froth’s Light Walri Cannon: Requires a size 3 or greater PHP slot.
Deals 30-50 shield damage, 30-50 Armor damage, 300-500 Drone Damage (30-50 drones). It is a Survival type weapon, which uses 40 power each shot. It is a non-siege weapon, with a 40% chance to hit, and a 10% chance to score a critical hit.
24. KAOS-Brand Newbie Extension Kit: Doubles the sale value of your ship.
25. Merchant Disguise: allows pilot to land on any planet twice, after that 33% chance at getting caught and destroyed.
26. Hologram Projector: projects a hologram around your ship, giving onlookers a false idea of what you're in (in a resourcer? program the projector to show a level 200 battleship!) it would have to disrupt visabilty and resource rates.
27. Contract il-Scourge: Scourge NPCs will not attack your ship. If the Contract il-Scourge is found by a Border Patrol search, the Border Patrol reacts as though it had found illegal goods. Attacking a Scourge NPCs destroys Contract il-Scourge.
28. Nova Device: When the ship carrying the Nova Device is destroyed, all ships, ports, and stations in the same sector which are not protected by newbie status take damage equal to the destroyed ship's maximum armor.
29. Subspace Scanner: Scan any one sector in the same system for 50 power.
30. Prismatic Drone Augments: Sacrifice 10 drones to cloak target ship. This is a standard cloak which cannot be re-armed once decloaked. Deploying 10 Prismatic Drones creates a Cloaking feild in that sector. Ships which leave the sector uncloak.
31. Noiseflash Drone Code: You may reprogram your drones to Noiseflash Drones which lower attacker's chance to hit by 0.2% for each drone. Sector forces are 1% less likely to be triggered for each Noiseflash Drone carried. You may deploy up to 20 Noiseflash Drones in a sector, with each drone affecting chances to hit as per standard, as well as lessening other ships abilitys to scan the sector by 2% each. There is a 5% chance per drone that Scanners are rendered inoperational while in that sector.
32. Gravity Shear Weapon: This is a Siege weapon that requires one Size 6 or greater weapon slot. It requires 100 power per use. It deals no damage to drones and no damage to shields. It will deal 1000 damage to armor. Sector forces react to the ship carrying the Gravity Shear Weapon as though they were aggressive mines regardless of type and setting.
33. Moik's Degree In Game Design: While Moik's Degree In Game Design is equipped any new items you find which are not directly beneficial to the ship type you are using are switched for one with a specific augment for your ship and goals.
34. Asteroid Landing Gear: when in an asteroid field, pilot can "dock" on a asteroid, effectively putting a cloak on a ship. Only available for frigates and resourcers. (ship would have a 20% chance to be destroyed if another pilot came and resourced in that area. also, after undocking, half of that sectors resources (ore, precious metals, crystal) are destroyed.)
35. Midas Distortion Emitter: Every turn spent in a sector converts an amount of sector resources into precious metals equal to your ship level. Every turn 50 holds worth of cargo becomes precious metals.
36. Hull Barding: Your ship gains 200 armor with 10 AI. If destroyed completely this armor cannot be repaired.
37. Broadside Adaptor: Your weapon complement is considered part of any port at which you are docked. No power is consumed by use, but SHP ammo is unless available at a station in the same sector.
38. Hydroponic Bays: If you have more alignment greater than or equal to -99, 50 empty holds are filled with food every turn. If you have align less than or equal to -100, the holds are instead filled with narcotics.
39. Acid Slugs: Projectile type weapons on your ships have 0% critical, but shots that hit deal half their damage again the following volley.
40. Hotaru's Chalice: Stations in Tanaeria, Taelon, and Taenadar accept you regardless of alignment.
41. Martyr Autopilot Computer: When you are not deployed, PHP and SHP fire that would target allied ships in the same sector have a chance to target you instead. The chance is equal to your maneuverability. If successfully re-targetted, the shots automatically hit.
42. Unifier Crystal Targetting System: This item does not function if enemy drones are present in battle. All laser type weapons on your ship have their to-hit and critical-hit checked as one weapon. The chance to hit is equal to your ship's maneuverability. The chance to score a critical hit is equal to 30%. (Helios would LOVE this I can tell.)
43. Bloodcoin Curse: Bloodcoin Curse does not get displayed as the player's item. While carrying the Bloodcoin Curse the player cannot trade at ports or use the Station Hanger (he may dock, use Banks & Services, Ship Dealer, Weapon Dealer, and land at Planets). When the player transfers funds there is a percentage chance equal to (Credits Transfered / Credits Owned) that the Bloodcoin Curse will be transfered to the player receiving the funds. If transfered to the Alliance Account, the Leader is affected as though he had the Bloodcoin Curse until it is tranfered out of the Alliance Account.
44. Funky Cold Medina: You get ALL the ladies!
45. Saboteur's Kit: If your ship and the ship of a player who is on your alliance's hitlist share the same dock for eight consecutive hours, the other ship will be destroyed when it undocks.
46. Fire Alarm: Using the Fire Alarm takes 20 Power, and can only be used when docked at a port or station. When used players have a chance equal to twice their level to disregard the Fire Alarm. All who fail undock. You are added to the Border Patrol and Admin Alliance hitlists.
47. Magellan's Telescope: Pilot can "see" enemy ships or waiting hunters (uncloaked) in the next sector
48. interspacial distortion gateway. when fired upon, the ship carrying this item will generate an interspacial field between itself and the attacking ship.
This will allow any weapons fire to be directed to the nearest online ship allied to the attacker, be he in the same sector. all weapons carry with them when leaving the gateway a small electro static charge, this increases armor damage by 20% and give 5 emp dmg. the gateway has a 50% chance of failure and drones do not attack, instead they stop b4 entering the gateway.
49. veil of templar. this is the death shroud of the famous zallun hero, templar of zallus.
famed for his duty to protect zalluns wandering space. it increase's armor interrety to 30, however reduces all shild power to zero. this is only effective for zalluns and can only be found by them.
50. scourge's mother. placing this item on the rear view window of your ship will increase your speed by +1, because she is soo butt ugly that you will want to get away form her.
51. .5 Beyond Lightspeed SSJD. You may make a jump at the cost of 30 turns, up to one system away; albeit at the cost of 50 power, and a risk... 20% chance of drive failure, and this equipment being destroyed.
52. Alluvial Dampers. When attacked by a PC or NPC, this activates your jump drive to a random location within jump range (40% chance) and uses up 25 power
53. case of stale beer: makes you move into other direction
54. the pill: when destroyed, pilot will instantaneously be retired
55. wodka-martini, shaken, not stirred: aka license to kill (newbs can be attacked)
56. george w bush autograph: attack vs ressource drones = 0 turns; your messages will be hard to read; your planet will suck up weapons and narcotics, pop will decrease slightly
57. case of lite beer: no effect
58. johnny knoxville bumber sticker: receive 20 dmg upon entering a sector with other ships in it, per ship
59. beer goggles: you will appear in sector twice - attacker has to find out, which image to attack
60. anime fserve: drones will become real mechs - 20hp
61. sega saturn w/ bomberman: mines will help in combat
62. SideImpactProtectionSystem by volvo™: AI increased by 20
63. photovoltaic hull plating: power(&shield) regeneration addition = visibilty/5 (in a sun-sector = 100)
64. Decreased turn reverser. All turn costs will be halved, or rounded down, but after every 250 turns used this way you will be transported to a random sector in the galaxy
65: Item Name: ASICAA#62(Andromedan Science Institute Catalogue of Anomalous Artifacts)

Description: When an advanced race found a way to open a gate to this universe they set about to find ways to "colonize" it. Unfortunately(for them), the physical laws of the two universes are so different as to preclude a safe direct exchange of matter between the two parrallels. Their solution is to create a device that imbues the sorrounding space with properties of their own native universe. However, since initially nothing can be exchanged between the two universes without cathastropic consequences, the device would have to be constructed in the universe they intend to "explore". Thus they set about trying to contact races in this universe to aid them in their endeavor. Not much is know about those who have undertaken(Scourge? Polloids?) the construction or their success. All that remains is a small but potent fragment of the device.
The said artifact has the effect of altering physical interactions involving all four known fundamental forces. Interactions involving Strong Nuclear and Weak Nuclear forces are magnified, while Electromagnetism and Gravity are somewhat dampened.

Practical effects:
1. All Laser, Plasma, Flux, EMP, Beam, PPW and Resonance type weapons deal less damage (-30%) in the sector with the artifact.
2. Fusion type weapons deal more damage (+50%) and require less energy (-50%) in the sector with the artifact.
3. NPC's in adjacent sectors will home in on you(whoever is the bearer) to investigate/attack/search your vessel.
4. Polloids and|or Scourge will actively hunt you down.
5. Moving into sectors with proto stars will cause them to go nova, podding you.

[Editor's note: I didn't read that one either]
66. Time Hold- Lose turns at half the rate, ie two turns would equal only one.
67. Racial Profiler- Does amount of damage equal to max armor to all ships of the same race.
68. Bomb Threat- Allows you to put any port on alert status three times, afterwitch it is destroyed.
69. TDZK Account - once equipped, reduces turns gained per hour by 1 for every week of possession. Once your gain rate becomes 0, your pilot disappears in a post-modern singularity and becomes effectively unplayable. Also consumes 20 food, 3 chemicals, 10 electronics, 2 machinery, 3 slaves, 2 luxury items, and 4 narcotics per hour.
70. Ark of the Covenant - when "opened" (activated), all undocked ships in the system are destroyed. One use only.
71. Etruscan Curse Tablet - While in a station, may be purchased for placement on another player's ship. The tablet reduces speed by 10% and accuracy by 25%. If the tablet is not nullifed within 150 turns, the pilot of the cursed ship loses a level each time he/she logs on. Has an 80% chance of completely failing to do any of the above.
72. photo of helios hugging a yak, wearing the pimp hat he bought off E-bay. turns all drones in any sector you go to agressive. can only be collected by podding helios
73. 1001 Ways to cook a Kitaran Book. Makes you twice as accurate when shooting at kitarans, cos you want to try out the recipies
74. Imposter Chip- Makes you look like a border patrol for up to 250 turns, and you can search other player ships up to 5 times, siezing any illegal cargo.
75. Port-in-a-box- Allows a port to be constructed anywhere once before it is destroyed, and the ports can be docked into and undocked from once, and it is destroyed. Port level: 500
76. Happy Times- Let's you pick three players to send a fake death screen to, afterwhich it is gone.
77. Fairy wand- Let's you completely heal any ship up to 5 times, without using any turns.
78. Hotaru Doll Bomb - In battle this little device boards the other ship and makes it self to look like the owners hotaru doll - after battle the enemy's ship explodes ( works only if soem oen owns the hotaru doll )
79. Polloid Search Light - gives you an advantage while checking your own sector, the light gives you better sight, and it may cauz cloaks to reflect it back, revealing their locations to you. 10% chance to see a cloaked vessel...
80. Have-It-All: let's you use a port in the best way possible. Can be used 10 times and you will never be able to use this device again, be it this one or a new one, BUT when acquiring at least one admin item, you can.
81. Centrifugal Steering Disc: Seen Heavy Metal: F.A.K.K. 2? Hope so. Cuz to get that one you'll have to have seen the space hogs. Add your speed to your maneuverability.
82. "Gatling" Kits: Your PHPs fire twice per volley. Your volleys take four times as many turns, and consume power equal to that of the weapon firing four times per volley. If you do not have sufficient power, the weapons do not fire.
83. Drone Net: Ultra tensile Microfibre polymers extend between your drones. You have a % chance to "Halt" a ship equal to the number of drones you have deployed in that sector. "Halted" ships have a chance to continue moving equal to their piloting bonus.
84. Grappling Hooks: SHP, 20 Ammo, 20 Accuracy, size 1. If your ship is smaller than the targetted ship, you are dragged along with the targetted ship, consuming turns as normal. When you run out of turns the grapple is broken. If your ship is larger than the targetted ship, it is "Halted" as above. A wild firefight ensues, someone dies, and the grapple is broken.
85. Neural Interface: Your pilot gains an extra 1% per level to accuracy and evade. Lose half your experience on pod.
86. PsiHull: IRM effects are negated. Armor upgrades cost double. You may not upgrade your hardpoints. You may not upgrade your armor integrity. Shield upgrades are at double effect. Cloaking Devices operate at 150% efficiency.
87. OrganiHull: IRM effects are negated. Armor upgrades cost double. You may not upgrade your hardpoints. You may not upgrade your armor integrity. Maneuver upgrades have an additional +1 effect, and cost 150%. Hold upgrades are at 150% effect.
88. Broadband Receiver: You have a 1% chance to recieve an alliance broadcast regardless of alliance. Suck recruitment messages evildoer!
89. Ultrasound Device: You may examine a ship in the same dock to see its weapon loadout screen at the cost of 20 turns and 100 power. Bo'duh Patro' *beep* y'all UP if'n dey finds it tho' huh.
90. JUMP!:
Pogopogopogopogopogo
BOUNCE
pogopogopogopogopogo
DOWN
pogopogopogopogopogo
UP
pogopogopogo
JUMP
pogopogopogo
BOUNCE
pogo
UP
pogo
DOWN
pogopogopogo
91. taenariBay Account: After ports have passed their required supply limit your goods of that type will still be bought, but at 1 credit each. Once they have reached their holding maximum they will stop buying your goods.
92. Dread Pirate Hotaru emblem stencil: NPC merchants you pass give you all their money. Hotaru sees you as bountied and gains five levels if she pods you.
93. Zallun Absorber Shield Matrix: takes 20% of all hits and uses it to charge up your power batteries; the rest is deflected (reduced to 0). If the damage that is converted to power is greater than your limit, you are dealt 10 EMP points for overloading your circuits.
94. Zallun Material Shield Matrix: All mass-based weaponry (that includes all torpedoes, missiles, rockets, and bombs, as well as sabot cannons, flak cannons, projectile weapons) damage is reduced to 0. Ineffective against beam cannons, lasers, fusion cannons, plasma cannons, etc.
95. Zallun Energy Shield Matrix: All energy-based weaponry damage is reduced to 0. This tool is the opposite of the Material Shield Matrix and neither can be on the same ship; if they are and they are used, that ship implodes without firing a shot.
96. Self-destruct switch: Kill yourself and damage everyone in the same sector (as well as dealing damage to stations and ports) equal to your ship size^ship level. Destroys Escape Pods as well, so you don't get another Escape Pod for at least 48 hours.
97. Beam Cutters of the Zallun Warrior Class: Once affixed to your ship, it gives all opponents 30% more accuracy while reducing your maneuverability to 0. However, if you manage not to get one-shotted, your opponent's ship is destroyed in your next salvo and you get all of the money he was carrying on board. THIS ITEM CANNOT BE PURCHASED; THE ZALLUN HIGH COUNCIL AWARDS THIS ITEM TO INDIVDUALS WHO IT DEEMS IS WORTHY OF SUCH TOOLS OF JUSTICE (e.g. an alignment of 90+ and more than 5 kills).
98. Derivian Long-range Weapons Scope: Once affixed to your ship, this item allows you to locate any ship that is not cloaked in any sector of the galaxy by entering search parameters on your ship. Uses 10 turns. Derivian special items are never compatible with Zallun works.
99. Police Commission: As long as this item is equipped, you cannot fight unless attacked and have the power to search any ship and seize any illegal goods (and sell them) with no change to your alignment.
100. Mine Remote Control: Mines explode by remote detonation from your ship. All of your mines everywhere explode at once. Control must be reprogrammed (spends 5 turns) every time you detonate mines.
101. Customizable Escape Pod: Enough said.
102. Luxury Yacht: Costs 1 trillion Credits. Very slow, lumbering craft of the rich and famous. No weapons, but cannot be fired upon except by ports and drones. Buying one will automatically retire a player, but that character will become a bot, moving around occasionally and remains visible in the game. Once the yacht is destroyed, the character is returned to player control.
103. Riddle of the Sphinx: One-time use only. Send a player in your sector to any other sector (of your choice) in the galaxy.
104. Taenarian Station/Port Key: Just like the keys to a city, these keys will allow a player to completely take over the workings of a port as if it were a planet with actual economics. The only way to obtain such keys is to assault and destroy certain Taenarian Corvettes of pilots who hold such keys. This also means that docking at "your" station/port costs 0 turns, and upgrades/other purchases are free. Your port will also fire on ships in its sector and undock certain ships on your command.
105. Banner of Truce: For 10 billion Credits, you can gain 200 Newbie turns.
106. Materials Package: Though not a rare item, it allows a player to store and drop money and resources in a sealed container to be retrieved at a later date by someone who knows the access code. Cost: 2.5 million Credits and one cargo hold space.
107. Rebel Command Emblem: Only one in the entire galaxy. The possessor gains control of all Scourge fleets and commands them at his/her whim. To gain control of this item, one must either be presented with it or wrest it from the control of the current Rebel Commander, who becomes the leader of the Scourge alliance.
108. Dreadnaught of Zallus: The largest ship class in the galaxy, with a ship size of 20. Stats:
( a really long post ensues that gives every plausible stat for this completely broken ship which is equivalent to having quad damage, a shield belt, and a Quake II BFG in Counterstrike. Here's a sample exerpt:

"1000 Drone Hangars (instead of drones, the hangars house Level 100 Interceptors with armament of your choice, depending on the mission)" I personally have an extremely broken ship, and it required only 250 drone hangars to be broken. Amd a drone does 10 shield damage, 1-10 armor damage per shot. It has 10 armor. An interceptor can do vaguely 1000 or so damage a shot because it's a fucking player ship and has a few thousand armor as well because it's a fucking player ship.)
109. Death Star: This is no longer a ship, it's a mobile station. Stats:
(another section for this stupidly broken ship that's basically the previous ship with two extra zeros added to the end of everything here's a sample exerpt:

"2 Super Beam Cannons:
Shield Damage: 200000
Armor Damage: 500000
Drone Damage: 10000000
Power Drain: 350000/shot, so 700k for the two cannons")
Hyper-advanced aliens might not have to send their interstellar battle fleet to conquer Earth, it might only take three bored undergraduate aliens with borrowed lab equipment.



sevex

Starman DX
Too many items! That game does sound cool though.

21. Cloak of Dust - Doesn't really sound like it should be a rare weapon, as it permanently loses it's effect after a certain condition, and the effect doesn't sound like it has that much of a use anyway.
"Hey, you! If you meet a beautiful, seductive woman who's looking for me, tell her 'hi.' Anyway, I don't think a woman like that would be looking for me." -Guy in Fourside Hotel



Moik

Starman Super
I guess having knowledge of the game lends weight to identifying what's broken and what's not. Cloaking devices are worth their weight in gold given how much they increase survivability rate, and you can go a whole round of play with never visiting a planet.

That one I felt was close to broken since it didn't have a power requirement like a full cloaking device does.
Hyper-advanced aliens might not have to send their interstellar battle fleet to conquer Earth, it might only take three bored undergraduate aliens with borrowed lab equipment.