View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0001257 | AI War 1 / Classic | Suggestion - New Unit Ideas - Starships | Nov 10, 2010 11:26 pm | Nov 22, 2010 8:29 pm | |
Reporter | LintMan | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 4.039 | ||||
Summary | 0001257: LotS "big ship" suggestion: Penetrator | ||||
Description | For the more powerful than a starship, less powerful than a golem class... My overall concept here is for a strike ship specialized at going in and taking out a single hard-target in heavily defended territory. A ship to penetrate past heavy defenses, deliver its payload, and get the heck out. Balancing that is tricky, but here's my thoughts: - Penetrator has mine avoidance and superior cloaking - but loses all cloaking for some lengthy period of time after it fires. - Lone wolf, does not "play well with others": it projects a cloaking field that cloaks all friendly ships in some area around it (even starships), but this field does attrition damage to those ships. (So it can bring friends along on a strike, but they likely won't be coming back) You won't want this as part of your big ship blob. - has enough punch and enough health to take out a major guard post on its own and survive the trip home, but not enough punch/health to hit multiple targets and survive. Perhaps something like a one-shot weapon that needs to be in supply to recharge? | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
|
As long as it looks like a syreen penetrator... |
|
:D |
|
Wouldn't that basically be a raid starship amped up to 11? Of course I would appreciate that, the AI Eyes are too tough to raid with raid starships so I'm raiding with heavy fleet starships instead. |
|
Sort of, but what I was shooting for was more of a specialized deep-strike craft, a stealth bomber able to hit and take down targets that a capful of raid starships would never survive getting to on their own. While at the same time you couldn't just toss it into your blob of ships like you could with, say, a souped-up "Raid Starship Mk IV". |
|
I think that taking away the cloaking boost, but having it cause attrition to ALL friendly ships on the current planet when it's unpaused, would be a good thing. And yes, having it be something like immune to tachyon beams could be cool... though that could be a problem for scouting, too. So perhaps making it Blind as well might do it, but then it would need to have scouts on the planet while it does its dirty work. Hmmm. Needs a bit more baking, but I'm inclined to do this one. Thoughts on the above, anyone? |
|
Tachyon immune, self-attrition while cloaked, loses cloak when below a certain amount of health? Damage penalty for all friendlies or maybe damages friendlies when attacking? |
|
Hmm, the self-attrition-while-cloaked is interesting, but might be a bit hard to get really working well in code on a short timetable. I could see a lot of fiddliness with that, mainly because you can't control whether or not it is cloaked directly, etc. Being able to have it paused and not attriting your allied ships is a pretty big thing, so that you can save it until you need it, then use it as needed, etc. |
|
Implemented as follows: Perma-cloaked ship that cannot hit most smaller fleet ships and which must be manually targeted to fire. It does absolutely astronomical damage, and then is uncloaked and unable to fire for the next half hour. This ship is Blind, and thus requires the support of scouts or other similar ships to see its target, but otherwise it works best as a lone wolf sort of ship, delivering its payload and then returning to friendly space to rest and recuperate. If that sounds massively unbalanced... just wait until you see what I have in plans for the spirecraft in general, and it will all make sense. :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 10, 2010 11:26 pm | LintMan | New Issue | |
Nov 10, 2010 11:43 pm | Lancefighter | Note Added: 0003218 | |
Nov 11, 2010 10:26 pm | LintMan | Note Added: 0003262 | |
Nov 12, 2010 10:54 am | KDR_11k | Note Added: 0003272 | |
Nov 12, 2010 4:29 pm | LintMan | Note Added: 0003306 | |
Nov 15, 2010 9:21 am | Chris_McElligottPark | Note Added: 0003529 | |
Nov 15, 2010 9:21 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 15, 2010 9:21 am | Chris_McElligottPark | Status | new => confirmed |
Nov 15, 2010 11:43 am | KDR_11k | Note Added: 0003566 | |
Nov 15, 2010 12:23 pm | Chris_McElligottPark | Note Added: 0003573 | |
Nov 22, 2010 8:29 pm | Chris_McElligottPark | Note Added: 0004247 | |
Nov 22, 2010 8:29 pm | Chris_McElligottPark | Status | confirmed => resolved |
Nov 22, 2010 8:29 pm | Chris_McElligottPark | Fixed in Version | => 4.039 |
Nov 22, 2010 8:29 pm | Chris_McElligottPark | Resolution | open => fixed |