View Issue Details

IDProjectCategoryLast Update
0023450AI War 2Gameplay IdeaJul 23, 2020 9:38 pm
ReporterPuppet Master Assigned ToChris_McElligottPark  
Severityfeature 
Status assignedResolutionopen 
Product Version2.106 Immortals and Unresponsiveness 
Summary0023450: Ideas for Supercharger rework
DescriptionPersonally, I like the high number of ships one acquires, but think being able to double that misses the point that they are already very powerful.

My idea is to lower the AIP cost, but have research to 'activate' it's ability. - This meshes with the way research is the normal limited-commodity for such power boosts in a self balancing way. The only thing one would need to change is ensure that the same shipline doesn't activate over itself twice. With the lowered AIP, having two of the same might still be worthwhile if your tech all matches up. It's all about choice and not splitting up where so much of the power comes from: research.


ANGRYABOUTELVES suggested having each give interesting fleet bonuses like turbo raid, rather than just stat boosts.

Their suggestions include: super fusion bombers give % shield pen, super pike corvettes give bonus damage vs high armor


Spook suggested after that they would like to see fleet spider shots and weakened zombifier shots
TagsNo tags attached.

Activities

ANGRYABOUTELVES

Jul 23, 2020 5:49 pm

reporter   ~0057816

All the tech types have their own interesting thematic abilities, like bonus damage vs recently arrived ships for Ambush, shield penetration for Fusion, that sort of thing. A supercharger for each tech type that provides one of those abilities to the whole fleet would be a cool and interesting way to buff a fleet or shore up weaknesses in a fleet's offensive profile. Something like this; I'm not particularly attached to any of these numbers or effects, it's just a list of examples.

Ambush: Super Raptors, fleet-wide: 3x damage vs targets that have been here for <6 seconds.
Concussion: Super Concussion Corvettes, fleet-wide: If target armor <=50mm, 3x damage to target.
Disruptive: Super Pike Corvettes, fleet-wide: If target armor >140mm, 3x damage to target.
Fusion: Super Fusion Bombers, fleet-wide: 70% shield pen.
Generalist: Super Ablative Gatling, fleet-wide: 3x damage to ships with >0.7 albedo
Melee: Super Metabolizing Gangsaw, fleet-wide: 1000 metabolic damage.
Raid: Current Turbo Raider.
Splash: Super Grenade Launcher Corvette, fleet-wide: AoE at target, radius 300, <=5 targets.
Subterfuge: Super Spiders: fleet-wide: 3s engine damage if target engine <14gx.
Technologist: Super Parasites: fleetwide: 1000 zombification damage.

RocketAssistedPuffin

Jul 23, 2020 6:16 pm

reporter   ~0057820

A warning that damage bonuses are multiplicative.

I seem to remember we had a conversation about this internally long ago, this kind of idea. It failed due to lack of finding anything notable that wouldn't break things, if I recall.

CRCGamer

Jul 23, 2020 9:38 pm

developer   ~0057822

Given that multiplicative bonuses can really really break things in the case of giving certain things like frigates already doing multi thousand damage shots another big multiplier to play with probably isn't great. The speed boost from Turbo Raiders is a godsend to slower ships in general though. But if player ships in general had a tech tree option to upgrade minimum speeds to 800/1050/1300/1550 I'd be completely fine with taking that particular method of fleet boost out and approaching it differently.

A more interesting way of spicing things up though might be changing what bonuses certain ships get from a fleet unlock. Such as giving some related sub-weapons on a longer than usual weapon cool down timer for the frigates in a fleet. Giving fleet centerpieces small allotments of drones based on that weapon tech category. Strikecraft from that category getting an additional bump to their durability so they last longer in combat.

Thus hacking a Fusion fleet R&D core would give centerpieces a 20x Fusion Bomber drone stack at the appropriate tech level. All Frigates would gain a sub-weapon on a 0000032:0000020 second timer with the usual fusion bonuses. And then all related Fusion strikecraft getting an extra chunk of health. Interestingly enough this would make those nominally "empty" extra fleet transports most of us have taken to leaving as defense fleet line swap locations have extra usage as basically low fleet power drone carriers... Where we'd have another choice between keeping the status quo of keeping them as a fast defense line swap location cross-galaxy. Or to take an entire wing of 5+ of the things and basically have a 30-40+ fleet power drone carrier fleet that merely has metal costs because drones don't have related energy costs.

Issue History

Date Modified Username Field Change
Jul 23, 2020 5:37 pm Puppet Master New Issue
Jul 23, 2020 5:40 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jul 23, 2020 5:40 pm Chris_McElligottPark Status new => assigned
Jul 23, 2020 5:49 pm ANGRYABOUTELVES Note Added: 0057816
Jul 23, 2020 6:16 pm RocketAssistedPuffin Note Added: 0057820
Jul 23, 2020 9:38 pm CRCGamer Note Added: 0057822