I think it just makes no sense for capital ships to be so few in number considering how most navies have historically outfitted their navies.
I know caps are meant to stand out as heroe ships. But I really think all of the cruisers just look like auxiliary fleet vessel instead of staple of the line for a battle fleet.
Battlecruisers would have the same feel as capital ships but be slightly smaller and have less abilities as it were. In other words they would look long and deadly without being quite as big as their hero brothers.
This would look like a battle fleet and represent a significant investment.
P.S. I also think it would be great if capitals got personalities at the helm. A commander that is that you could choose. For Flavour and voice overs if nothing else.
Boooring.
agreed
So that they counter corvettes?
I'm a big fan of capital ship class/sizes that reflect how our navies are made up. So I like this!
Just buff corvettes a little and you'll have them.
Your talking about Destroyers and I have mentioned it before.
Where:
Destra crusader
hull 775
armor 4
shields 825
--Weapons--
Plasma Cannons: 19
Then a Destroyer Class Support Ship for Capital Ships at Tier 0
Pricing--> Credits: 1760 metal: 210, Crystal: 150
hull 1100
armor: 4
Shields: 1280
--weapons--
Plasma Cannon 28
Laser Cannon 24
beam:16
Flak:2 x20
In a mod I was once working on (never finished due to my lack of skill implementing models/skins into the game, though IIRC, the code was all done) that added Defense Cruisers to the factions. They were designed as the late-game answer to bomber spam, unlocked at tier 7-8, though with very powerful weapons that effectively made them what you're suggesting.
Marksman Defense CruiserHull: 2300Shields: 750AM: 350Weapons: Fore: Two H-RF Autocannons 6 DPS, One Missile Tube (when fighting bigger things than SC) 10 DPS Port/Starboard: Three H-RF Autocannons 8 DPS Aft: Two Light Autocannons 3 DPS Total DPS Versus SC: 25 Total DPS: 35EXP Yielded Upon Death: 125Abilities: Fragmentation Rounds: Deals 10 splash damage with all autocannons [Passive] Volley: Reduces the CD of all autocannons by 100% for 60 seconds. Costs 75 AM
Inquisitor Vessel [Advent]Hull: 1100Shields: 2100AM: 240Weapons: Fore: Four Laser Cannons 12 DPS, Two Plasma Cannons 8 DPS Port/Starboard: Two Laser Cannons Cannons: 7 DPS Total DPS: 32 EXP Yielded Upon Death: 125Abilities: Retribution: Returns 25% of all damage dealt to this unit [Passive] Inquisition: Reduces damage dealt by all SC within range (3500) by 40% for 10 seconds. Costs 65 AM
Lasharak Protector [Vasari]Hull: 1850Shields: 1350AM: 275Weapons: Fore: Two Pulse Beam Cannons 6 DPS, Three Wave Cannons 9 DPS Port/Starboard: Three Pulse Beam Cannons 9 DPS Aft: Three Pulse Beam Cannons 9 DPS Total DPS: 39 DPSEXP Yielded Upon Death: 125Abilities: Graviton Warheads: Reduces the speed and increases the CD of of all ships hit by this ship's weapons by 50% and 30% respectively for 10 seconds. Only applies to Wave Cannons. Costs 75 AMImperial Guard: Reduces all damage taken by nearby forces (4000) by 30% [Passive]
I never bothered to properly balance them, but that's what I had in mind.
@ volt
ya those sound quite cool
Really Nice Idea I agree 100%.
YEp- the more ships the better to me (more micro- more in depth strategies and interesting outcomes)
Sounds more like fleet escorts. Generally better at defending the fleet than attacking the enemies. What type of fleet supply were you looking to have on them, those abilities and damages seem appropriate for 25-35 per ship range.
I was thinking probably upwards of 35 or so. That said, I don't think the devs should bother trying to implement this in Rebellion and should remain as potential for Sins II (if it were to happen) or in a mod somewhere.
It's the textures and models that have to be added that keep it from happening.
2 GB Limit, we meet again...
I bet they are already working on Sins2 64bit and have some sort of internal TEC demo (pun intended).
I bet they don't. They're working on Sins of a Dark Age now, so I really doubt that SoaSE II would come out until after SoaDA's completion (assuming it ever does).
Ironclad may not even carry the torch on Sins 2...there's a good chance the game would be on an entirely different engine, with only the lore and basic game concepts being taken from the first SoaSE...
Both companies are busy and a lot of 4x space titles are coming out soon...so, I'm thinking it's better to wait awhile, finish what they're doing now, and see what concepts work/don't work in other 4x space games before making a sequel...
Addressing more ram is very important for textures....atleast thats what we are made to believe.
So suppose the game is 64bit? what kind of performance gain are we going to get..i'll tell you:
The frame rates will be stable but they won't be any significant increase.
Rate of return on Investment : VERY BAD FOR GAMING but they will be less issues with memory addressing.. A good long term investment for development but not worth it.
The performance gain for a multi-threaded Iron Engines even at 32bit addressing is far more economical in terms of the rate of return. We are talking about a bump in all areas of the game,ai, physics, graphics, etc
Wait...how did Riddleking sound smart? I'm confused.
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