View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003023 | AI War 1 / Classic | Suggestion - New Unit Ideas - Starships | Mar 9, 2011 12:46 am | Mar 13, 2011 10:36 pm | |
Reporter | Commiesalami | Assigned To | Chris_McElligottPark | ||
Status | considering | Resolution | open | ||
Product Version | 5.003 | ||||
Summary | 0003023: Human Built, mod-able capital ship similar to Riot Ships. | ||||
Description | As the title, It would be nice to have a heavy duty ship that you don't need to go through the fallen spire campaign for. After researching the main hull for about 2 - 4K knowledge a builder can place one of these and build it similar to how one builds a colony ship. Initially only basic machine guns can be used, but heavier weapons (Flak cannons, Lightning guns, etc) can be researched and used as well. Being human tech of course the AI will have progress to these as well. Research for the weapons may by in line with the turrets, or their own individual researches. Using a capital ship is also a pretty scary thing, so on completion (or Death) there should be a moderate AI Progress boost. (5 - 10). This is to keep their use conservative at best and to not have people using them as lone wolfs. If you want to take it further, you can add modules such as extra engines; which have no guns but provide a speed boost to all units within a few range units (so it only affects the Capital ship itself). Similar boosts to damage and armor may be also installed via modules. Short Version: Add a mod-able capital ship to the normal game at the cost of research and AI progress. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Well, this is really what the Fallen Spire ships are for, since it's pretty difficult to balance this kind of thing with just AIP and K costs. But if it gets lots of votes, I'll consider it. |
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I would love to see some FS ship-like ship in game, perhaps at a steep cost in knowledge and a painfull low cap of "1". (In my games a single DN is toast in seconds, so even that as a single ship .. unlockable at a steep cost .. would, imo, not unbalance the late game.) |
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Maybe it could exist as an option for people who want to invest heavily into turret research so they can get at least some offensive firepower out of the deal. Obviously it wouldn't get modules that are as powerful as the Spire's. |
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I defiantly think that if it was put in, it shouldn't be as strong as the Fallen Spire ships. I like the idea that it's a way to get some offensive use out of defensive turret technology. |
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I was always considering it to be weaker & for the same cost as Fallen Spire ships It was thinking of it being on the level between the destroyer and the cruiser but have a cost more in line with the cruiser. Energy costs should be more than the cruiser, is there anyway you can have a brown-out shut this down? Or are those only for turrets and FFs |
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cant it be an really ineffective capital ad dons but like more extrema than what ad dons are already but cost a lot to run, and it an human capital ship and not spire |
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as i mean not spire addons but similar reversed engineer addons |
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Just thinking a bit outloud here, but how I'd like to see this come to life (a method). -at the cost of lots of knowledge unlock a sort of shell with a massive amount of HP, that can hold a certain amount of modules(perhaps just a weak gun to make it work as a military ship) -each module can hold a variaty of weapons/upgrades (weapon/shields/armorboost/mrs-feature), but all come at a huge cost(millions) If you would follow through you would end up with 1 increadibly multifunctional/strong ship, which would have a nasty AIP-penalty on destruction and might even trigger 2*waves when on a planet where a wave is called. It would probably still be OP, but a single ship cant keep an empire together and on wave-planets it would likelly be more of a menace than of use. Plus the fact you will need to invest a hefty amount of knowledge on something that only becomes effective after investing several times the cap you have in Rs, that may prove to be painfull in any game :) |
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I do like the idea of a 'Shell' with massive amounts of HP. Perhaps with the option for the player to name the ship! It allows modules placed based on what you have researched. Obviously nothing as powerful as the spire ships so no beam cannon weapons. Therefore the ship that you end up with mirrors the areas you research. You could have a module for everything and probably every player would have a unique ship in the end, depending on their play style. Could even start with the basic shell at the start with the home station and can't be rebuilt once destroyed. " This ancient behemoth of a ship is the last of its kind. Stripped of all its weaponry and hull plating, this ship was considered too dangerous to use as it would attract the wrath of the Ai. Rebuilding this ship is expensive and once destroyed another can not be built." |
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Im fine with the 'shell' concept + the naming if its possible. But it would be bumping elbows with golems by Red Spots idea. Not that it's a bad idea, but I think it should be more in terms of a Mark 1 or Mark 2 Spire craft siege tower to remain balanced. Also having these seeded throughout the AI planets as well (it is human tech ...) drifting around as special forces. In my games special forces have not had much of a bite, giving them moderate ships to rally around (not unlike AI Hybrids) would make destroying special forces guard posts a higher priority then they currently are. Also I like the idea of scouting a planet seeing one of these drifting around and then waiting for it to pass before attacking. |
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I think heavy special forces should be a different subject, maybe the Hunter killers could get that role. It could probably work to have a mobile gun platform that can house 12 regular turrets (of any type except beam cannons). The turrets would be exactly like the stationary ones including the supply requirement so it's not much beyond what you could get with a mobile builder. Or maybe 4 turrets per mark level and having it as a starship line. |
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I like the concept of having it require supply, making sure that ship gets the energy/fuel it requires to run would be difficult. The mobile gun platform also sounds like a good idea, but I think would also be fulfilled by the modular fortress idea that is also floating around. |
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Fortresses can't pass through wormholes, that's the major difference. Also the fortress needs no modules, it already has very long range guns that can obliterate any target except bombers (and it's not going to get any anti-bomber measures even with modules for balancing reasons). |
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I am liking the idea of a mobile gun platform. Maybe its modules could be turret analogues that use the same cap as their immobile counterparts, so that one would need to think about which turrets would be more useful as static defenders. I am not sure about the requirement of supply for ship function, as that would probably nullify its usefulness for AI homeworld assault. I would probably attach a couple of spiders, a tractor, a trio of electric turrets, and a counter-sniper turret for good measure. Then again, that sounds kind of OP. |
Date Modified | Username | Field | Change |
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Mar 9, 2011 12:46 am | Commiesalami | New Issue | |
Mar 9, 2011 1:07 am | keith.lamothe | Note Added: 0010988 | |
Mar 9, 2011 7:32 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Mar 9, 2011 7:32 am | Chris_McElligottPark | Status | new => considering |
Mar 9, 2011 12:23 pm | Red Spot | Note Added: 0011006 | |
Mar 9, 2011 2:03 pm | KDR_11k | Note Added: 0011008 | |
Mar 9, 2011 2:05 pm | KDR_11k | Note Edited: 0011008 | |
Mar 9, 2011 7:00 pm | Oralordos | Note Added: 0011011 | |
Mar 9, 2011 9:32 pm | Commiesalami | Note Added: 0011013 | |
Mar 10, 2011 6:14 am | soMe_RandoM | Note Added: 0011015 | |
Mar 10, 2011 6:28 am | soMe_RandoM | Note Added: 0011016 | |
Mar 10, 2011 3:37 pm | Red Spot | Note Added: 0011023 | |
Mar 10, 2011 4:36 pm | Varone | Note Added: 0011026 | |
Mar 10, 2011 4:37 pm | Varone | Note Edited: 0011026 | |
Mar 10, 2011 8:51 pm | Commiesalami | Note Added: 0011031 | |
Mar 11, 2011 10:52 am | KDR_11k | Note Added: 0011036 | |
Mar 13, 2011 12:50 am | Commiesalami | Note Added: 0011068 | |
Mar 13, 2011 6:10 am | KDR_11k | Note Added: 0011075 | |
Mar 13, 2011 10:36 pm | bugsydorb | Note Added: 0011078 |