We are currently looking for help with skinning. We lack this extremely important job. If you would like to do this, please PM me. If you have things you have done in PS or GIMP, please send those as well.
Also, for more detailed information on what we are adding, you may click on the external link above which will take you to the Aurora Games forum which has backstories and statistics. Ultimately, it will have images as well.
Features:
9+ new ships
2 new capital ship classes: Lancer and Destroyer
2 new cruiser class: Troop Transports and a Utility Cruiser
2 new SC classes: Interceptors and Torpedo Bombers.
Reworked SC: Fighters are now multi-purpose and Bombers are Gunships
3+ new researchables that increase the power of capitals [for once]
Currently, we have five capital ships, each with their own capabilities. We have the support, the colonizer, the battleship, the dreadnought, and the carrier. This mod is dedicated to adding two more classes to that list: Lancer and Destroyer.
Lancer: These ships are the snipers of the game. They carry very heavy forward guns with little defense on their sides. They do not maneuver well, but have very long range and carry an axial cannon to damage targets from long range.
Destroyers: These ships are pure damage dealers. These are not to be confused with battleships as these have greater damage and less health.
Pictures: I will post these as I get time to do so.
Unfortunately, I'm do lazy to hunt through the thread to find the other pics of ships. I'll get around to it eventually. Here is one though.
Astrom:
http://i180.photobucket.com/albums/x111/VoltCruelerz/Astromv3.jpg
Special Thanks:
TheRezonator: created the thread that spawned this idea
Eadtaes: balanced many of the statistics
Guywhoyoudontknow/CI: created Sinners which is referenced in the Backstory
Whiskey: has posted here more than anyone else aside from me... (he's kept the thread alive)
Darvin: Came up with the idea of an Artillery Cruiser which caused me to think of a way to
Other:
If you see typos, pleas alert me to them.
EDIT: Wow... In the typo line, I type something wrong. Because of the irony, I'll leave it.
We lack someone who can skin, so if you are good at such, we could use you.
Look through your post... Quote wasn't working (darn safari...) A single space is between your paragraphs and you quoted me on multiple occasions, so the double spaces represent that.
As far as UC's go, I thought you meant give TEC shield regen, Advent hull regen (REALLY bad idea btw), and Vas something weird... Besides the Domina heals hull, the Cielo heals shields (2.5/sec for a min), and the Overseer buffs armor... That was where I was confused...
ahh, i see where you got confused, yeah, i meant things that are currently unbuffed. i just threw those 2 in off the top of my head, i didnt necessarily mean those two.
anyway, are you still on camp atm or what? any ETA on another ship design?
finally, im pretty much out of original ideas atm, i think the SotLs just need to be balanced and fleshed out with numbers and what not, is there anything else i can do to help with the mod? perhaps i can try my hand at some modelling or skinning? do you know where i can get a good (hopefully free) program for that?
Well, GIMP is free. It is better than PS when it comes to skinning, so I recommend that. The other thing we need is someone to work on particle effects, but that can wait...
Oh, was thinking about SC just now and came up with some things...
Interceptor [TEC]
Ships Per Squad: 3
Ship DPS: 8
Ship Hull: 45
Damage Type: AVL
Weapon Type: Autocannon
Abilities:
[Automatic] Escort: Reduces the damage taken by nearby (within a range of 1000) SC by 40%
[Researchable] Missile Swarm: Damages up to 6 enemy SC in range (2000) for 30/60 (dependent on research level) damage
Notes: The normal TEC fighter would get bumped to using lasers.
Interceptor [Vasari]
Ships Per Squad: 2
Ship DPS: 14
Ship Hull: 70
Weapon Type: Pulse Cycler
[Automatic] Covering Fire: Reduces the damage dealt by enemy SC within range (1000) by 50%
[Researchable] Dormant Nanites: deals no damage to the SC itself but upon docking with its carrier (working on how to code this) instills a stacking DoT of 15 DPS for 20 seconds
Notes: Normal Fighters get Wave Cannons
Interceptor [Advent]
Ships Per Squad: 5
Ship DPS: 4
Ship Hull: 23
Weapon Type: Laser
[Researchable] Telekinetic Shield: Reduces damage taken by 40% and returns 250% of the damage to the attacker
Notes: Fighters would get bumped to plasma
Heavy Bomber [TEC]
Ship DPS: 10
Ship Hull: 60
Damage Type: AVH
Weapon Type: Missile
[Automatic] Careful Delivery: Increases DPS by 30% but decreases speed by 25%.
[Researchable] Hull Crusher Torpedo: deals 150 damage to target ship (CD: 360 seconds)
Notes: None
Heavy Bomber [Vasari]
Ships Per Squad: 1
Ship DPS: 25
Ship Hull: 140
Weapon Type: Pulse Beam Cannon
[Automatic] Load AM: Increases damage dealt by 100% but increases damage received by 60%.
[Researchable] Micro Phase Manipulation: Passively reduces speed of enemy SC within range (3000) by 30%
Heavy Bomber [Advent]
Ship DPS: 6.5
Ship Hull: 35
Weapon Type: "Plasma"
[Automatic] Telekinetic Bursts: causes all ships hit by this to recoil a slight amount.
[Researchable] Destructive Telekinetic Bursts: Causes target ships to receive a 4 DPS DoT for 20 seconds.
Notes: The thing would not actually appear to fire plasma, but for the sake of coding it would...
A few general things to note:
Interceptors have VL armor
Heavy Bombers have L armor
Each race would have a "upgrade SC weapons" researchable that would unlock abilities on ALL their SC. So, for the TEC, the I's would get MS, the F's: Flares, the B's: something I haven't come up with, the HB's: Hull Crushers. That way you don't burn a ton of money on them all... Or perhaps have one upgrade for the I and F abilities and one for B and HB... Just an idea...
At any rate, what do you think of the SC ideas now that they are finally put down in text?
The Vasari Interceptor's Researchable is confusing... when the Vas Int docks with its own carrier it causes DoT to its own carrier? or are you using the BPSC concept?
The Advent Interceptor's Reseachable looks a little OP to me, the 250% back at the target... against a Flak Frig or Anti-SC ability ship (Kol etc) it would be alright, they can take the hit, and can be covered while they regen, but the average SC would get drilled... maybe drop it to 200% and youve got a deal.
The Vasari Heavy Bomber only has 1 craft in a squadron. As lore-congruent this is, i think its dangerous, and makes the Vas HB squadron too easy to destroy. I dont see any harm in putting two SC in a squadron, or, if you are adamnant, at least give it an Aft-Firing AA Cannon (Its possible, look at DiSt Elite Bombers from the Sova Carrier for reference) for some self defense.
Also, instead of the Auto "Load AM" ability, give it something like the TEC HB, but instead of a Hull Masher, a "Heavy Phase Torpedo". its more or less semantics, but rule of cool applies.
The Advent Heavy Bomber's weapon is Plasma... but it isnt? i dont understand whats happened here? If all else fails, you could try to give it the Psionic Burst weapon type from the Starbase.
I like the latter suggestion with 1 upgrade just for Interceptors and Fighters and a seperate one for Bombers and Heavy Bombers (shall we call them something else? just because ive seen too many mods make the distinction between bombers and heavy bombers with no discernable differences).
Call the upgrade StrikeCraft Utilities or Heavy StrikeCraft Loadout (or both, one for each ability), and it would be much better. Im assuming it will be a single level researchable? or will further research increase damage/utility?
Why not upgrade bombers to be faster with research? of maybe give them some sort of hull upgrade to increase armor momentarily, or a temporary Aft-Firing AA or even Flak Charges (drop these little bombs behind you and then detonate them, releasing thousands of shards of a hard metal (like Titanium, for instance), it shields against incoming weapons fire, destroys incoming missiles, disrupts radar lock, and damages/destroys persuing fighters etc. Im not saying all the above should be implemented (for instance, destroying missiles and disrupting radar lock would be impossible). but im just saying how they work in real life. So detonating these Frag Charges would reduce incoming damage and cause damage to an enemy Fighter/Interceptor within range, basically.
Also, how do Hull Crushers work against Shields? are you making a distinction, or will it work as advertised regardless? Im not sure if its possible, but maybe give a damage bonus when damaging the hull directly as opposed to hitting a shield?
Just for clarification: You said Interceptors get Missile Swarm, but other races have different so...
Thats all for now, but i really like it otherwise. Im not sure if you responded, but what did you think of the idea to model Interceptors to fly around in formation?
2 Questions: Are we scrapping the TT idea completely? or just the BPSC idea and keeping TT's for an alternate Planet Bombardment tactic?
Also, i realise you already designed the Nolane, but i just remembered that we had thrown down a rough idea for the nolane with the three/four arms coming out of the fuselage with the Axial gun firing out of the arms. Are you scrapping that idea? because i think that would be better for the Nolane and the current Nolane would be better as the Eyron... at least until i see your ideas for the Eyron.
Anyway, my compuer is having a fit, so ill finish here
Okay... I'll explain some stuff...
Dormant Nanites: What it does is remove the effectiveness of hit-and-run as it causes carriers to receive DoT's when their SC dock with them. For lore, the rounds contain small amounts of nanites that wait until they are inside the carrier and then go on a feeding frenzy.
Missiles Swarm: But the other ones have equally powerful abilities... This one is just direct combat... Perhaps nerf the damage though...
Tele Shield: But the thing has a damage redux of 50%. The idea was to apply this first. That way, it only reflects 125% of the intended inflicted damage...
Load AM: The idea here is that the ships start putting AM into their missiles so they become more powerful. However, having AM in an undefended missile on the edge of your ship is also dangerous. Hence the damage income buff...
Hull Crushers would get a 25% damage buff vs hull.
I like the Psionic Burst idea... That was what I was going for... I really need to get entrenchment...
As far as the researchables go, that works... And I don't know what to do with bombers... Perhaps change them into gunships like they are in reality and give them some AA guns... Just a thought... That way, the Interceptors and HB's deal heavy damage, the fighter is average, and the Gunship/Bomber has lots of health.
We are NOT, I repeat NOT, scrapping TT's/BPSC's. This is just something else to add... I was talking about SC in something else and got to thinking about this...
Thats cool just checking.
okay, but why? arent Advent and TEC just as capable of hit and run? and from what i read around the forums, the Vasari have been all but reduced to hit and run tactics anyway, so do we want to discourage this last viable tactic?
i see... i reckon make the Advent Researchable the Auto one and give it a new researchable, something Direct Combat... and depending on the reason for the above point, i may recommend scrapping the DN idea and giving Vasari a Direct Combat ability also. As it stands, the Vasari are the only race with an ability that nerfs the Interceptor and Carrier... everything else is a positive effect...
ahh, i see... yeah, thats good. we just need to make sure the code says that.
Yeah, like i said semantics... (although, the missile could be held within an armored compartment within the Bomber itself, much like on a B-52 or similar, so the fact it is loaded with AM is irrelevant, you might as well shoot the Bombers AM reserves and get the same result...) but yeah, semantics.
Cool
Its $10 dude, go without lunch for a day and get it, its worth it.
Sure... maybe an ability could be a short range EMP burst to disrupt nearby SC/Ships? ill laugh to see the model of it. and yes, i think we need to make new models for each type of SC. For instance, in DiSt, they used the original release version of the TEC bomber i think it was... maybe the fighter... one of the old models for the EWS bomber model. so it shouldnt be hard.
Fair enough.
And you still didnt reply to the Interceptors flying in formation idea or about increasing the number of Vas Heavy Bombers per squadron
So, at the top of the page, you have the new stats for the game, the new kinds of ship... it should be 3 new caps and2 new cruisers... SotL is a cap and the TT plus the new Utility Cruiser we want to implement.
You should also mention the new structures etc.
Okay... Sorry about the formation thing... Yes, I want it...
As far as decreasing bombers/squad, idk... I like it as one... It has a ton of health, so...
But above all, the Dormant Nanites are OFFENSIVE!!!!!!!!! They don't nerf the Vasari, they give a them a HUGE buff! It makes the Vasari better at countering hit-and-run. Look...
Vas ISC shoots at TEC FSC.
V ISC instills a status on the T FSC.
Battle Rages
At the end of the battle, the TEC start losing and retreat.
The T FSC park on their carrier for phase jump.
The T FSC instill their own carrier with a DoT
The TEC carrier begins taking damage.
TEC carrier ends up with a lot of damage.
Now does it make sense?!?!?!? It is arguably the BEST of the three! Not the worst! Against an Aeria, this would be devastating since the debuffs stack.
Now that that's over...
As far as LAM goes, I know.. I just didn't want them getting a free pass to use 200% damage.
And I was trying to think of something else for the A ISC, but I ended up with nothing...
Yeah, I need to change the OP...
Dormant Nanites?! HOW DO I DO THAT FOR A SPACE SUPERIORITY MOD (and Volt, you aren't a MIND READER ARE YOU?!)
relax... i see now, i was under the impression it was a passive against the Vas itself, no, thats very good...
except its useless during the battle unless the Enemy SC dock with their carriers during battle... its a very situational thing... if SC were required to dock every once in a while for reloading or refueling or something, then it would be good, because the effects of the damage would be felt during the battle.
As for A ISC... if its possible, what about some sort of short term... i forget the name... the ability that lets you take over a targetted ship? something like that that causes Enemy SC to fire on friendly targets for a short while? maybe while also damaging the SC itself if possible? or maybe just some sort of simple DoT that damages the SC while reducing RoF etc... the latter is quite simple and i think would do the trick if balanced properly...
i was just playing a game of Sins... and i realised that until you get up to HC's, LF are your main 'cannon fodder' front line troops as it were... since HC's are generally like what? level 5-6 tech, thats means its a very long time between the two...
my original idea of the destroyer was to drop the HC down a few tiers and replace its preent level with a non-cap destroyer type thing. as it stands though, i think some sort of fleet filler, hopefully with a 360 degree or close firing arc could be a good addition to standard play. this way HC's fill the gap between LF's and HC's now, and the new "Gunboat/Gunship" or Super Heavy Cruiser replaces current location HC's. i just feel that most of Sins ships fall into some sort of utility or specialty classification (for instance, carriers come in to the game pretty early... except i would think that in the early stages of a game you should still be running up and hitting things with sticks, not instantly tech-ing up to the point where you can hit anythign in a grav well, and can be virtually unopposed unless your enemy has many flak frigs or fighters with which to counter you). the unmodded version tries to compensate for this by making LC insanely expensive, so even more so, why would you spend the credits on such ships when you dont really have the economy to support it yet?And in any case, Carriers are the counter for LRF right? because of the even greater range of SC... wouldnt it make sense that HC's be the counter for LRF (i think they already are, but they are brought out WAY too late), given that most of them have some sort of speed enhancing ability, or at least the armor to withstand an LRF assault, and then the close range weapons to take them out quickly... the more i think about it, the more sense it makes to me. then SC (bombers specifically) can be a counter to HC's (again, i think they already are) due to their extended range and harrassing ability.
so long story short. maybe move Carriers and Flak up a tier respectively, and move HC down... or leave Carriers where they are and bring in HC one tier up from Carriers per race... im not sure exactly... bringing in HC's as early as carriers are currently seems like too much, but moving carriers 2 tiers up also seems too much...
idn, what do you think?
@Whiskey: Like I said, I'm working on the code...
And I have been called one before... Why?
@Rezo: I know it doesn't do anything in battle, but afterwards, it would be a pain in the rear! All those carriers would be dying of DoT's and the owner couldn't do anything aside from wait it out. It would work wonderfully when the Vasari are on the defensive. You would shred the enemy's carriers (especially if advent). Sure, you have to wait till they jump to get the effect, but I'd say its worth it. Perhaps have something though that makes it so that any SC killed by the V ISC would leave a "frigate" (like the deployable turrets) called Destructive Nanite Cloud. All ships that go within a range of 300 of this would receive a DoT. That would give it more of an immediate value.
I don't think so... The UT would come in tier 4 and the TT would come at 5. Perhaps something we could give the UT's would be a passive range debuff for surrounding enemies. That way, LRM's are not so LR any more...
Oh, and to ensure that doesn't make Repulse even more OP, RePu will receive a big fat nerf in general.
well, I have a mod idea called 'Space Superiority', that makes SC a spawnable frigate (and it costs RESOURCES, ooh!, aah!), and the SC have abilties like 'Cluster Bombs' 'Afterburners' 'Laser Designation' 'Incendiary Shells' 'ECM Suite' etc. etc. And that's just the TEC's abilities.
I think you would like some of the Vasari SC ideas for it. Here's two.
Phase Manipulators- these little guys are despatched in a 2-fighter squadron (their specialists, whatdya expect?), and carry a number of support abilities. In some ways, these things are like fighter versions of the Stilakas, but they also have Phase Drive jamming gear that can be upgraded to stop Phase Jumps altogether. This is only OUT of the well, not into it. PMs would be a researchable SC type, probably about the same tier as the Subverter.
Stealth Fighter- the shining glory of Vasari SC design, Stealth Fighters are INDETECTABLE. These come out about the same time as the Jikara's Selective Phasing ability.
Interceptor- these are basically fighters but with Pulse Guns (sweet)
There are some others. The Vasari version of TEC Afterburners is 'Gravitational Distortion', while the Advent would have 'Telekinetic Acceleration'. TA would have the worst turn rate penalty, while Afterburners has the lowest. GD doesn't have a turn rate penalty, but instead has a slight (10%) bonus. GD however doesn't offer as much maximum speed, but does offer slightly better acceleration.
Speaking of which, I guess I may as well come up with the abilities for the FSC's and GSC's (gunship/bomber SC)
FSC [TEC]
[Automatic] Flares: Reduces the damage received by 65%
[Researchable] Chink in the Armor: Increases damage to capital ships by 30% [Passive]
Notes: The Flares give them the chance to stand up to ISC while the CitA get's the whole exhaust port idea across.
FSC [Vasari]
[A] Empirical Command: For each allied capital ship within range (4000), the damage dealt goes up by 10%.
[R] Micro Phase Cloaking: Instills "Invulnerable" buff upon self.
Notes: Great for defense. They can neutralize incoming damage and gain power depending on the number of ships within the area... Because of the nature of it, EmCo *might* yield some lag if you used large numbers of V FSC. The way it would work would be that you have a passive that sends out a friendly capital targeting "pulse" that finds all friendly capitals. They then receive said pulse, are instilled with a status for one second that causes them to yield a +10% to FSC within their range... I am still working on how to make it so that it doesn't just buff the rest of your SC though... But even if I can't do that, the result would still work, I'd just have to reduce the buff to 4-5%.
FSC [Advent]
[A] Telekinetic Self-Repair: Causes own SC to temporarily (5 seconds) repair themselves at 4 hull/second.
[R] Telekinetic Envelopment: Envelops an enemy squad in a bubble, thereby stunning it.
Notes: This can stun enemy SC, making them very good at countering GSC and HBSC (we need a new name for it.. Perhaps TSC? Torpedo Strike Craft?) Combined with their self-repair, they have good survivability.
BSC [TEC]
[A] Fragmentation Rounds: Causes all weapons to have splash damage (4) inside their radius (400) [Passive]
[R] Escort Fighters: Increases the damage dealt by nearby (1000) SC by 20%.
Notes: Though they don't receive a direct bonus against large targets, they are the SC that just won't die. Their FR's are a good way to damage vast amounts of enemy SC quickly, thus ensuring their own survival. EF is handy and further helps ISC's to defend these things.
BSC [Vasari]
[A] Phase Warping: Increases speed by 200%.
[R]Remote Phase Detonation: All enemy SC in range (1000) to be stuck in Phase Space and receive 5 damage/sec for 6 seconds.
Notes: PW is a great way to ensure that you get to your target without getting blown up. RPD is also nice in that it ensures that there are not ISC's shooting at you for a while.
BSC [Advent]
[A] Induced Instability: Reduces the accuracy of SC around (1000) this ship by 30% [Passive]
[R] Telekinetic Pulse: Repulses nearby (750) enemy SC a slight ways (500) and damages them for 5 damage
Notes: II is powerful. It essentially reduces the damage to all your SC by enemy SC by 30%. That is good. As far as TP, it is equally powerful. Essentially a mini-repulse, this would have the effect of throwing enemy SC out of the BSC's way, allowing it to attack the enemy.
Well, what do you guys think?
Oh, and Rezo, as far as the temp control of an enemy ship, it is impossible. There is no variable to store the owner. The problem arises when you have 3 or more factions in a gravity well... The computer would not know which person to give the ship back to...
all very good!
just with the TEC BSC, the Frag Rounds ability... that applies to what? their AA Cannons or their main Anti-Ship weapons? i know it says all weapons, but... are you saying the standard missile fired at a frigate or larger also does damage to SC in addition to their AA Guns?
also... with TEC FSC... i thought Fighters were Anti-Light? or Anti-Medium? why are we giving them a boost against Caps? i would have thought with Bombers and Heavy Bombers (ill come back to the names for those two later) being strong against caps, why are we now giving a mainly Anti-SC ship a buff vs cap ships?
otherwise, everything else sounds good. Chink in the Armor as an ability name sounds too long, perhaps Weak Point Targetting or something similar. Imo, with ability and research names, the fewer definiate and indefinate articles (like "in" and "the") the better.
Now, with bomber names... i think we need to keep one as a Bomber... its only if we have Bomber and Heavy Bomber that it becomes convoluted. I like Heavy Bomber, but i also like Torpedo Bomber... on the other hand, im not so sure a Bomber with Aft-AA cannons constitutes a Gunship, and id rather keep that name for my other idea about HC's a few posts above.
So... im happy with Bomber and Torpedo Bomber, or Heavy Bomber and Torpedo Bomber... Maybe Light/Medium Bomber and Heavy Torpedo Bomber... lets discuss it, but i really want its meaning to be intrinsically evident. So the current "Bomber" is effective vs All ships larger than a Frigate + structures and Starbases, but Heavy Bombers are more effective vs Caps and Structures/Starbases than normal Bombers, and i want the names to reflect that somehow.
Also, remember i wanted to incorporate the EWS Bombers from Distant Stars. i think they are special craft and so need a special ship to carry them. as it stands, in DiSt, only Hangar Defenses and Cap Ships can field EWS Bombers, but since we now have at least 4 types of SC, not including EWS Bombers, they may end up being obsolete before they are given a chance.
In General, im proposing (in addition to the EWS Bombers) a new kind of carrier, either a Utility Cruiser Type, or a new Cap Carrier... something that, with research, comes out later in the game with much better Abilities and DPS, in addition to its SC power. Im just putting it on the table now, ill work on it more if you guys give the thumbs up.
Yeah, i had a feeling the temp control of SC wouldnt work (you could always take control of it permanently, and have it exist as a squadron without a host, so for as long as they exist without a host normally, they fight against your enemies for you...), anyway, so the latter, just a simple thing that reduces SC speed, accuracy, maybe RoF, and causes DoT. should be simple to implement for Advent ISC. the explanation would be Telekinetic Forces are applied to the enemy SC, causing the SC to shake itself apart while reducing speed and accuracy.
I also like Whiskey's ideas for SC, notably the Phase Manipulators and Afterburners and equivalents. I think Volt pretty much set everything out, so i cant see any SC that still need buffs, but they're on the table. Maybe something for the EWS if we choose to improve upon them.
As for the Phase Manipulators, it would be good.... except having something so powerful on something as elusive and possibly widespread as an SC is seriously OP. i mean, you fill a few carriers with these things, have them hold position on the edge of an enemy GW with some Flak support, and the enemy cant retreat. even if it has a set range, you set them up behind your fleet but within range of the enemies escape route, and bam...
However, this idea as a cruiser or cap ship ability would be good. like a Mobile Phase Disruptor... however if i remember correctly, i suggested that SotL's have such an ability built in as a passive ability... idn, what do you think Volt?
as for stealth fighters, i think its a nice idea, but it doesnt fill a niche, and any ability to balance it would end up negating the effect entirely.
also:
i like this idea much better than the current Dormante Nanites. sure, DN as it is now is good against Hit and Run, but during a battle it is useless... maybe give that to SC in Hangar Defenses, but not on LCs.
what are UT's again? are you talking about the New Utility Cruiser? and in any case. Utility Cruisers are traditionally only lightly armed, and the TT is unarmed, so we've gained two new Utility Ships, and still have no grunt fighters. One thing i did think of a while ago, though, was a "Dead Zone" in the LRF firing arc, so it couldnt fire at targets within a range of 50 or so, or else give them a 50% damage nerf to targets within a distance of 50... that way they are long range and STAY long range.
Anyway, i just thought of something RE: the dormant nanites and defending SC... Do we want to make a new SC fielded exclusively by Hangar Defenses? if could have greater damage and speed, as well as abilities to make it the bane of attacking fleets. its more vs the annoying single ships you sometimes get in undefended worlds rather than whole fleets, though they could still wreak havoc on a fleet...
Im thinking something about 2-3 times the size of a standard SC, with 360 degree AA cannons, heavy weapons for attacking larger ships, and perhaps abilities like the EWS Bomber, so it can disrupt the abilities of targetted ships. heres and overview:
'Defender' Gunship:
Ship Hull: 40
Damage Type: Anti-Composite (is that where it damages all types?)
Weapon Type: AutoCannons and Missiles
[Auto] EMP Blasts: Causes Temporary Engine Shutdown and reduces Rof/Range/Accuracy on targetted enemy ships
[Researchable] ECM Suite: Reduces Accuracy of nearby SC by 30% and increases Armor by 1
Forgive the numbers, i just threw them in, they can be changed, but thats the idea. The picture i have in my head atm looks alot like a 747 or B-52 Bomber... but of course a 747 or B-52 in space would look silly, so im more than happy to change it.
The idea is to simply have one all-rounder ship that is too big to be fielded by ships, but can be housed by Hangar Defenses, and used to defend your worlds against any and all threats. They would take up two command points (hangar slots) but Hangar defenses would have their command points increased to compensate. As for SB's... im not sure if i want to make Defender Gunships the standard on SB's, or give the player a choice of which SC he wants... however, SB command points would stay the same as normal. for instance, a fully upgraded TEC SB has 14 squadrons, so if you were to fill those with Defender Gunships, you would only get 7 Squadrons.
Im looking at it though and i think maybe they are too powerful... i want the weapons as they are, but i may want to reduce the speed and turning speed to that of standard bombers...
and lastly, before i forget, i want to mention it here that i want all the new abilities and ships and research items we are creating to have their own unique button image, and not steal it from another part of the game. the thing i hate most about poorly designed mods is when they steal things from other races and slap it into another race as is, just because it fits...
also, Volt, how are you going with the Models? i know you had the Kamrock all but done, barring the changes we wanted to make to the wings/fan. and you had the Nolane all but done, except we were thinking about swapping the Nolane Model with the Eyron and doing something different for the Nolane... so basically, how are you going? you might want to post some on the OP just so we know what we have down pat already
and on a seperate note, i think Mines need some playing with: the spread/cost/effectiveness/damage/range etc etc
and, to counter it, some sort of heavy minesweeper that is well shielded/armored against mines, but weak vs SC or just everything else. the ship would fly through the minefield and either disrupt, disable or destroy the mines within range.
it would cost alot of fleet supply, but would be good for clearing out mines.
im just sick and tired of the micro with scouts and flak frigs/SC required to clear out minefields. i usually just run my fleet through the minefield after ive secured the planet nad replace whatever losses i take, but its still annoying...
it's not ANTICOMPOSITE, it's just COMPOSITE. What you want is actually CAPITALSHIP damage, as that does a 100% (full damage, no more/less) to everything.
Also, one way of balancing something like PMs is to have them as a spawnable frigate ability. Anything can shoot them, so their FAR more vulnerable, and make them cost resources, like Mines. Spawning fighters as frigates, meaning coding them as frigates w/ fighter movement is the entire basis of Space Superiority for what I want to do with it.
ahh, i see, so like advent homing mines mixed with capital ships that drop seige platforms or missile batteries
very good... what is their standard attack like? and how would it work? so you fly the SC to the requested destination, tell it to drop some sort of structure or whatever like a phase disruptor then fly off? or are the SC themselves the phase disruptors but can be fired upon by everything from Fighters to cap ships?
the PMs carry the Disruption equipment. At 1st, they simply increase phase drive charge-up rates by 400-500% (4-5x), while they can be researched to have Phase Jump Embargoes, where nothing in range can Phase Jump.
Their standard attack I haven't thought about, but they are designed to support, so their best use would be having them hang around the edge of a gravity well.
And not quite Homing Mines/Cap Ships/Missile or Siege Platforms. It would be more like this=
1. Build Carrier/Deploy Carrier to Gravity Well
2. Use 'Deploy Phase Manipulator Squadron' ability. This deploys two Phase Manipulators for a certain cost (uncertain as to how much resources it will cost at present)
3. the Phase Manipulators will then disrupt enemy shielding and phase drives. For greatest effectiveness, they would be best employed around the edge of the GW set at hold position. They also carry shield-weakening equipment (like the Stilakas), so this is also ideal for holding position at the GW's edge. Anything trying to escape will get SLAUGHTERED.
i see...
perhaps, im not sure about the balance of that... it seems to me like you want to create a better, SC version of the stilakus... its like creating an SC version of the Hosiko or Guardian... making it SC would mess things up terribly....
First off, I like the idea of a minesweeper, and from what I have heard, they need some balancing.
Hey! The quote button worked for once!
also... with TEC FSC... i thought Fighters were Anti-Light? or Anti-Medium? why are we giving them a boost against Caps? i would have thought with Bombers and Heavy Bombers (ill come back to the names for those two later) being strong against caps, why are we now giving a mainly Anti-SC ship a buff vs cap ships? Because I was wanting to switch the thing over to a multi-purpose role. TBSC are great at caps and SB's, but not much else. I'll explain gunships later...
otherwise, everything else sounds good. Chink in the Armor as an ability name sounds too long, perhaps Weak Point Targetting or something similar. Imo, with ability and research names, the fewer definiate and indefinate articles (like "in" and "the") the better. I know, but I couldn't think of anything... And WPT is still too long... It needs to have that "Exhaust Port" feel to it...Now, with bomber names... i think we need to keep one as a Bomber... its only if we have Bomber and Heavy Bomber that it becomes convoluted. I like Heavy Bomber, but i also like Torpedo Bomber... on the other hand, im not so sure a Bomber with Aft-AA cannons constitutes a Gunship, and id rather keep that name for my other idea about HC's a few posts above. I was asking because Torpedo Bomber is not quite fitting for all of them, but it is a general class... I guess bombers don't really carry bombs, so oh well... As far as gunships go, I wanted to add on lots and lots of guns. Think WW I bomber (can't think of the name). The thing was armed to the teeth and then some. Two forward machine guns, two rotating turrets on the top of it, one on the bottom, two pointing back along the fuselage, and one turret on the tail. That is what I'm thinking of here.So... im happy with Bomber and Torpedo Bomber, or Heavy Bomber and Torpedo Bomber... Maybe Light/Medium Bomber and Heavy Torpedo Bomber... lets discuss it, but i really want its meaning to be intrinsically evident. So the current "Bomber" is effective vs All ships larger than a Frigate + structures and Starbases, but Heavy Bombers are more effective vs Caps and Structures/Starbases than normal Bombers, and i want the names to reflect that somehow. See above...Also, remember i wanted to incorporate the EWS Bombers from Distant Stars. i think they are special craft and so need a special ship to carry them. as it stands, in DiSt, only Hangar Defenses and Cap Ships can field EWS Bombers, but since we now have at least 4 types of SC, not including EWS Bombers, they may end up being obsolete before they are given a chance. Well, I'd say that SB's need everything except for EWS bombers which would go on hangars.In General, im proposing (in addition to the EWS Bombers) a new kind of carrier, either a Utility Cruiser Type, or a new Cap Carrier... something that, with research, comes out later in the game with much better Abilities and DPS, in addition to its SC power. Im just putting it on the table now, ill work on it more if you guys give the thumbs up.Yeah, i had a feeling the temp control of SC wouldnt work (you could always take control of it permanently, and have it exist as a squadron without a host, so for as long as they exist without a host normally, they fight against your enemies for you...), anyway, so the latter, just a simple thing that reduces SC speed, accuracy, maybe RoF, and causes DoT. should be simple to implement for Advent ISC. the explanation would be Telekinetic Forces are applied to the enemy SC, causing the SC to shake itself apart while reducing speed and accuracy. Perhaps...I also like Whiskey's ideas for SC, notably the Phase Manipulators and Afterburners and equivalents. I think Volt pretty much set everything out, so i cant see any SC that still need buffs, but they're on the table. Maybe something for the EWS if we choose to improve upon them. I looked at his ideas and derived many of mine from them. I just changed them for balance and the ability to code them in the first place.
As for the Phase Manipulators, it would be good.... except having something so powerful on something as elusive and possibly widespread as an SC is seriously OP. i mean, you fill a few carriers with these things, have them hold position on the edge of an enemy GW with some Flak support, and the enemy cant retreat. even if it has a set range, you set them up behind your fleet but within range of the enemies escape route, and bam... See above.However, this idea as a cruiser or cap ship ability would be good. like a Mobile Phase Disruptor... however if i remember correctly, i suggested that SotL's have such an ability built in as a passive ability... idn, what do you think Volt? Well, SotL's can only have so many abilities... Perhaps the Vasari one would have this, but no to the TEC and Advent ones...as for stealth fighters, i think its a nice idea, but it doesnt fill a niche, and any ability to balance it would end up negating the effect entirely. Once again, see my Vasari SC idea. It uses the idea without making a drastic change. also:Perhaps have something though that makes it so that any SC killed by the V ISC would leave a "frigate" (like the deployable turrets) called Destructive Nanite Cloud. All ships that go within a range of 300 of this would receive a DoT. That would give it more of an immediate value.i like this idea much better than the current Dormante Nanites. sure, DN as it is now is good against Hit and Run, but during a battle it is useless... maybe give that to SC in Hangar Defenses, but not on LCs. I want both on it... It would cause damage to the carrier, but upon death the SC would spawn a cloud of death for other ones. I'm not going to make the thing cause a chain reaction (though perhaps another ability somewhere else could...) as it would create an SC no-mans-land.I don't think so... The UT would come in tier 4 and the TT would come at 5. Perhaps something we could give the UT's would be a passive range debuff for surrounding enemies. That way, LRM's are not so LR any more... what are UT's again? are you talking about the New Utility Cruiser? and in any case. Utility Cruisers are traditionally only lightly armed, and the TT is unarmed, so we've gained two new Utility Ships, and still have no grunt fighters. One thing i did think of a while ago, though, was a "Dead Zone" in the LRF firing arc, so it couldnt fire at targets within a range of 50 or so, or else give them a 50% damage nerf to targets within a distance of 50... that way they are long range and STAY long range. Minimum ranges are impossible to code.. There is a way around it that *might* work though... Anyway, i just thought of something RE: the dormant nanites and defending SC... Do we want to make a new SC fielded exclusively by Hangar Defenses? if could have greater damage and speed, as well as abilities to make it the bane of attacking fleets. its more vs the annoying single ships you sometimes get in undefended worlds rather than whole fleets, though they could still wreak havoc on a fleet...Im thinking something about 2-3 times the size of a standard SC, with 360 degree AA cannons, heavy weapons for attacking larger ships, and perhaps abilities like the EWS Bomber, so it can disrupt the abilities of targetted ships. heres and overview:'Defender' Gunship:Ships Per Squad: 2Ship DPS: 10Ship Hull: 40Damage Type: Anti-Composite (is that where it damages all types?)Weapon Type: AutoCannons and MissilesAbilities:[Auto] EMP Blasts: Causes Temporary Engine Shutdown and reduces Rof/Range/Accuracy on targetted enemy ships[Researchable] ECM Suite: Reduces Accuracy of nearby SC by 30% and increases Armor by 1Forgive the numbers, i just threw them in, they can be changed, but thats the idea. The picture i have in my head atm looks alot like a 747 or B-52 Bomber... but of course a 747 or B-52 in space would look silly, so im more than happy to change it.The idea is to simply have one all-rounder ship that is too big to be fielded by ships, but can be housed by Hangar Defenses, and used to defend your worlds against any and all threats. They would take up two command points (hangar slots) but Hangar defenses would have their command points increased to compensate. As for SB's... im not sure if i want to make Defender Gunships the standard on SB's, or give the player a choice of which SC he wants... however, SB command points would stay the same as normal. for instance, a fully upgraded TEC SB has 14 squadrons, so if you were to fill those with Defender Gunships, you would only get 7 Squadrons.Im looking at it though and i think maybe they are too powerful... i want the weapons as they are, but i may want to reduce the speed and turning speed to that of standard bombers...Oi... Okay.. First off, see the above mention of my idea for gunships. Next, you can't do that. You can't make an SC cost two slots. You can however make it more expensive to recreate or take longer. As far as I am concerned ATM, all SC would be on SotL's and SB's. Others would vary by ship. see below...
I know... But we need a skinner. Making logos is done in much the same way... I could draw things out on paper, but I would need someone else to to the digital copy for the game itself.also, Volt, how are you going with the Models? i know you had the Kamrock all but done, barring the changes we wanted to make to the wings/fan. and you had the Nolane all but done, except we were thinking about swapping the Nolane Model with the Eyron and doing something different for the Nolane... so basically, how are you going? you might want to post some on the OP just so we know what we have down pat already
I've been busy... Last week was band camp, and this week we are getting ready for my brother's wedding... Since he and his girlfriend live a few hundred miles apart, there are going to be two wedding showers.. One here and one in her hometown. The actual wedding isn't for another month and a half, but at any rate, we have been scouring the house, trying to make it look clean for once...
Anyways, to answer your question, I'm working on the sudo code right now. A lot of these abilities are extremely unique and I'm having to go through and figure out how to do them. Dormant Nanites is giving me a whole lot of headaches, along with some of the abilities from the Lancers/Destroyers which aren't helping. I'll get it done, its just that these things aren't exactly easy to code...
I'll post some pics when I get the chance...
Dang it... The font color I used to distinguish my writing from yours didn't show up... I'll try to edit it...
EDIT: I got it... Now on for what fields what...
Starbases-the most powerful defensive structure in the game deserves a good defense.
Interceptors-To take out those pesky enemy Torpedo Bombers.
Fighters-To take out enemy Gunships
Gunships-To take out anything smaller than a cap and take some enemy SC with it.
Torpedo Bombers-To kill enemy capitals and SotL's.
Hangar Defense-although not to the point of being as heavily defensive as the SB, hangars are still a good defensive tool
Fighters-to kill enemy ships in general
Torpedo Bombers-to kill enemy capitals
Carrier Cruiser-unarmed, this ship relies solely on its SC, so, it deserves some good stuff...
Interceptors-to kill off enemy SC, allowing your TB's to go in for the kill
Fighters-to knock out their gunships
Torpedo Bombers-to kill enemy capitals with ease
Battleship/Destroyer-heavily armored, this ship lacks much offense. I'd like to change that.
Fighters-to kill just about anything
Torpedo Bombers-to knock out those hard-to-kill targets
Carrier-lightly armored, these ships need good SC. I'll give it to 'em.
Interceptors-to escort allied Gunships
Fighters-to kill enemy frigates
Gunships-to plow through enemy SC and damage all around them
Specialty-to utilize the unique abilities of the race (ex: the TEC's EMS fighters)
Support-they don't attack, so they get the ones that aren't so much for attack as defense.
Interceptors-to protect your fleet from enemy SC
Fighters-to defend against frigates
Planet Bomber-these things deal damage, so that is what they get.
Gunships-to kill many enemy SC units
Torpedo Bomber-to aid in dealing with that enemy cap
Lancers-these things are supposed to attack, not defend
None
Troop Transport-to help and hurt enemy forces with regiments of soldiers on board
Boarding Party-to kill enemy ships from the inside out
Repair Crew-to repair friendly ships
Ships of the Line-big bad ships that deserve to have the best.
Duelists (super version of interceptors)
Multi-Purpose Fighter (can take out just about anything)
Heavy Gunship (more heavily armed/armored Gunship)
Marksman Torpedo Bomber (TB's with double the range and very powerful abilities)
Specialty (see above)
If you are wondering about the elite versions on the SotL, think normal, just better. For example, TEC Duelists would still have Missile Swarm in a sense, but it would have more targets and deal more damage. They would also have passives making them superior in battle
MPF's receive a bigger buff against big targets. Sure, MTB's are better, but for not knowing what your enemy will throw at you, they are a good starting point.
Heavy Gunships just have more health/damage. Not big coding needed here.
MTB's would be able to crush enemy capitals. There is only one in the squad, and they have low health though. Once again though, they have the highest damage/range of any SC but also have the lowest speed and second lowest health.
What? As though the SC are specifically targetting the ships exhaust ports? i had a feeling thats what you meant, and the idea there is that exhaust ports are typically not well shielded against attack. there are other targets like that: Weapon Mounts, the Bridge, Shield Emmitters, Hangar Bays, Intake Manifolds etc. its not limited to just Exhaust Ports, which is what i was going for with the name... How about Selective Targetting? its not perfectm but...
You probably mean the B-17 Flying Fortress or B-29 Superfortress, which were actually used in WW2 not 1 (though that was probably a typo). Anyway, I have some info about Combat Aircraft Classes i found during some research, but ill post it in another reply to keep it clean.
i realise. im actually worried about that, having so many weapons systems, fighters, and abilities... we may have overloaded the SotL... i had read somewhere though that some of the 'Nulls' needed for engine graphics, weapon ports, abilities etc, are taken up with simple cabin lights you see on the outside of the ship, as well as other little things that we can do without, basically meaning we can save some nulls if we are careful.
fair enough, i did read your idea of Gunships... i guess it will be fine. considering the number of other SC we are introducing, a Hangar Defense version of Defender Gunship Bombers would be just as good. as for the nerfs, i was just throwing stuff in, if it cant take up two slots, then just reduce the number of craft within a squadron, but yeah, it doent matter now.
Now, as for which structures/caps get what SC, how many squadrons are we talking? are we boosting the numbers of squadrons per ship by alot, a little, or not at all? For instance, considering a TEC SB has only 14 squadrons when fully upgraded, you can have at least 3 of each type of SC, plus two more of your choice... at the very least id like to be able to have maybe 4 squadrons of each type. Same goes for other Caps, considering even the Sova on has 7 or 9 when fully levelled, you can have maybe 1-2 of each plus one more of your choice...
on that point, is it possible, through research to increase the max number of squadrons on a ship? i know you increase hangar capacity of a Starbase by 'purchasing upgrades' for it, so perhaps we could do something similar for Caps?
And on that note =P i think we should make a new line of research... for instance, Defense has its own tab on the research menu, so perhaps a Fleet Resources or Advanced Fleet Technology Research tab, just to put all the new upgrades/researchables we are proposing.
also, Fighters should take out Gunships, Torpedo Bombers, Frigates and other Fighters. just mentioning it because its not clear.
Hangar Defenses need to carry the Specialty Bomber OR the Gunship, or both but make you choose (if its possible). Basically, it needs to be able to take on as many targets as possible, it is pretty much your most viable defense other than SBs...
Carrier Cruisers need to be boosted to carry 3 squadrons to compensate for the new SC types.
Battleships need Fighters and Gunships, the Battleships themselves have the firepower to take out the caps. Destroyers dont need SC. Maybe an Anti-SC ability... or even Flak Frig guns... but not SC. They are heavy hitters enough as they are. or if not, they need to be buffed so as they are.
Carrier is good.
Support is good.
Planet Bomber... you mean dreadnought right? like the Marza? in any case, thats good.
Lancer is good.
TT is good, and just for reference, Gunships/Interceptors/Fighters are all effective vs BPSC and RSC right?
SotL is very good. change the MPF to (Space?) Superiority Fighter or Hero Fighter Squadron, the MTB to Strategic Heavy Bomber or Super Torpedo Bomber, change the Duelist to Elite Interceptor, and the Specialty... well, if its been upgraded... maybe Heavy or Elite <insert specialty name here>. For instance, Elite EWS Bombers.
Now, on a seperate note, with all the new super-charged SC we are implementing, i think we either need to give Flak Frigs a serious buff, maybe even a passive AoE vs SC, and decrease their fleet supply reqs. I still maintain that i think all caps need a passive AoE Anti-SC weapon system like i described back at the beginning of the thread, but if its not possible then its just not possible...
still... aside from the fact that Interceptors and Fighters should be able to take care of each other and bombers... if you dont have the right mix, you could get seriously owned by a swarm of SC... all im saying is it needs to be balanced by something... even if it means bringing out a StrikeCraft Combat Cruiser to at least reduce the effectiveness of SC somehow...
Anyway, ill write another post about Combat Aircraft Classifications, we may need to change some names
An interceptor aircraft (or simply interceptor) is a type of fighter aircraft designed specifically to intercept and destroy enemy aircraft, particularly bombers, usually relying on great speed. A number of such aircraft were built in the period starting just prior to World War II and ending in the late 1960s, when they became less important due to the shifting of the strategic bombing role to ICBMs.
DesignThere are two types of interceptors, emphasizing different aspects of performance. Point defense interceptors were the first type, designed to take off and climb as quickly as possible to the attacking aircraft's altitude. This was a necessity in the era of relatively short range radar, which meant defenders had very short warning times before having to engage the enemy. Area defense interceptors are larger designs intended to protect a much larger area from attack. These were important only during the Cold War, when the US and USSR needed to provide a defense over their respective large land areas.
Both types of aircraft sacrifice performance in the air superiority fighter role (ie fighting enemy fighter aircraft) by tuning their performance for either fast climbs or high speeds, respectively. The result is that interceptors often look very impressive on paper, typically outrunning, outclimbing and outgunning less specialized fighter designs. Yet they tend to fare poorly in combat against those same "less capable" designs due to limited maneuverability.
A fighter aircraft is a military aircraft designed primarily for air-to-air combat with other aircraft, as opposed to a bomber, which is designed primarily to attack ground targets by dropping bombs. Fighters are small, fast, and maneuverable. Many fighters have secondary ground-attack capabilities, and some are dual-roled as fighter-bombers; the term "fighter" is also sometimes used colloquially for dedicated ground-attack aircraft. Fighter aircraft are the primary means by which armed forces gain air superiority over their opponents in battleFighter-bombers (also called tactical fighters, strike fighters, and attack fighters) are multi-role combat aircraft which can (at least theoretically) be equipped for either air-to-air combat or air-to-ground combat. Many fighter bombers were also designed to engage in aerial combat immediately after attacking ground targets. Modern multi-role combat aircraft are designed to fulfill multiple roles due to budget restrictions as often as they are for versatility. Examples: Chengdu J-10, Xian JH-7, F-4 Phantom II, F-15E "Strike Eagle", F-16 Fighting Falcon, F/A-18 Hornet, Sukhoi Su-34 'Fullback', Dassault-Breguet Mirage 2000, and the Panavia Tornado.
Strategic bombers are primarily designed for long-range strike missions with bombs against strategic targets such as supply bases, bridges, factories, shipyards, and cities themselves, in order to damage an enemy's war effort. Examples include the: Avro Lancaster, Heinkel He-111, Junkers Ju 88, B-17 Flying Fortress, B-24 Liberator, B-29 Superfortress, B-36, B-47, B-52 Stratofortress, General Dynamics F-111, Tupolev Tu-16 'Badger', Tupolev Tu-160 'Blackjack', Tupolev Tu-95 'Bear', and Gotha G.
Tactical bombers are smaller aircraft that operate at shorter range, typically along with troops on the ground. This role is filled by many designs, including those listed below. In modern terms, any combat aircraft that is not a purpose-designed strategic bomber falls into this category.
Ground attack aircraft or "close air support" aircraft are designed to loiter over a battlefield and attack tactical targets, such as tanks, troop concentrations, etc. Examples: Junkers Ju 87 Stuka, Ilyushin Il-2 Shturmovik, A-10 Thunderbolt II, and Sukhoi Su-25 'Frogfoot'.
So, strictly speaking, Interceptors need to be effective vs Bombers, Fighters need to be effective vs Interceptors and other Fighters, and, since this is a sci-fi game, we can extend that to include frigates and cruisers... maybe caps, Gunships need to have a modicum of effect vs Fighters and maybe other Bombers (both types) as well as ships smaller than a cap, of course, and Torpedo Bombers need to be effective vs cap ships and larger, but very weak vs Interceptors... Specialty SC are relative depending on what: so TEC EWS Bombers are weak vs Fighters and Interceptors, but strong (in the utility sense) vs all ships larger than a frigate, while the Vasari specialty (if it turns out to be a fighter or interceptor variant) would be strong vs Gunships and TB's, but weak vs Interceptors and larger ships.
Then again, we can just throw it out the window... this is space and it is sci-fi... i was just thinking it may lend a hand with the classifications
I'll respond to your sedond post first...
I want interceptors to be able to take down any other SC. Just their name makes it sound like they should. I was wanting the fighters to be multi-purpose that can take down anything with medium or lighter armor. The MPF ought to be changed to Space Superiority Fighter though. I want it to almost be like the F-something Mobius from Ace Combat V. That is the feel I'm going for. Gunships are mini-battleships. They have guns everywhere and also, something to note, they have medium armor, giving them some protection against ISC.
Now for the first post...
I know there are other weak point on them... I was just saying that because thanks to SW ep. IV, everybody knows about the exhaust port. It was just an example. Technically, since these things use plasma (or in the Vasari's case, they would likely use Tensor Fields, but that is beside the point) for their shields, you could easily fly through the holes in it. The shield has to open a hole for friendly fire to escape. If you can dodge the actual shells, you are in the clear for bombing the heck out of their shield projectors, weapons, Tensor Projectors (things that allow you to use a warp/hyperspace/phase drive), comm. arrays, and more. Pluse since you would be so low to the ship, that the weapons couldn't fire on you because the ship would be hard-wired to not shoot at itself (unless you are talking about my book, at which point, some ships don't because of this very trick.) I know there are other weak points, its just that I was going for an omni-compassing term to describe weak points on a capital ship.
Yeah, it was a typo, and that is what I was talking about...
-other stuff-
Yep, I can do both, but you are misunderstanding what it does. It does not directly kill the enemy SC. Almost any volley of fire can take out an SC (minus a gunship of course). What happens is if they don't get killed, they go back to their hangar for jumping. If they die, they make a cloud of death. So, whether they live or die, they do damage to something.
Same as normal with some exceptions. I want the Orky to have some more squadrons so it can defend itself better. As for the Mk. upgrades for ships, battleships will receive a slight buff in the way of SC whereas carriers will receive:
TEC: +1 squad, N/A, +1s, N/A, +1s
Vasari: N/A, +1s, N/A, +1s, N/A
Advent: +1 SC/squad, N/A, +1SC/s, N/A, +1SC/s
That is in line with balance, and fits each races style. Oh and when I say, "N/A," I just meant that they are not gettin SC boosts this time, but they are getting armor/damage/other.
If we boost CC's to 3s, then what about the advent? Either we need to give their CC's a passive to increase their SC/s amounts or something... It would nerf their combat ability...
Marza's are planet bombers. And no, I don't mean dreadnoughts. Dreadnought is a fancy way of saying "battleship."
I did read somewhere about an idea for an ability for a flak frigate for some mod... Although unarmed, the FF did have an "aura" that slowly damaged enemy SC. Of course it was weak in damage, but could destroy an entire squad more or less simultaneously, making it far harder to replace the SC. The TEC would likely use radiation, the Vasari would use a Tensor Field (the things that manipulate gravity), and the Advent would use an actual aura. Here are some examples:
Radiation Emmision [TEC]
Damages all SC around this ship for 3 DPS
Graviton Manipulation [Vasari]
instills a status on enemy SC upon entering the "bubble" that will cause them to take damage immediately and upon the leaving of the bubble (this is gonna yield a lot of headaches, but I have an idea which I will explain in another post (aka, when I have time because I need to wrap this up)...
Hostile Aura [Advent]
Damages all SC around this ship in a VERY large radius for 1 DPS
And please remind me to explain the Vasari thing... I know its confusing, but I think I know what to do with it...
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