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IDProjectCategoryLast Update
0003477AI War 1 / ClassicSuggestion - New FeaturesMar 17, 2012 1:30 pm
ReporterRanakastrasz Assigned To 
Status newResolutionopen 
Summary0003477: Modular Command Station
DescriptionI also was reluctant to even suggest this as it would add complexity, but considering that a similar type of complexity was added when the command stations were split into their three types, I think it may be fine.
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There would be three tiers of command stations like in the older versions (with lower resource production than the economic version as the default, and no power production) and possibly, though I would probably not work, a T4 version which is that of the home command station, which would default with an economic setup.
Each tier would probably be like this, tier, smalls, mediums, larges
T1, 2, 1, 0
T2, 2, 1, 1
T3, 3, 2, 1
Also, the module would be more powerful with each level, and some modules may require similar tech to be able to build them.
Small
-Eco
 - Resource production module, produces both types of materials, and maxing out hardpoints would produce the same amount of materials as currently are produced.
-Logistics
 - Speed boosting and speed reduction module (two seperate modules, both become more powerful at higher levels, t3 would inhibit enemy teleportaion)
-Military
 - Turrets of all types most likely, scaled to said tier, but with improved range.
 - Tachyon beam emitter of corresponding tier's range,
Medium -
-Eco
 - Power Generator, proportional to the economic command station's power generation
-Logistics
 - Attack/armor inhibiter? (Is this even possible?)
 - T2? T3? Prevents warps from being initiated against the host planet(same as counterwarp post, but uses MUCH more resources)
 - Warp detector, T3 detects warps on adjacient planets.
-Military
 - Attack/armor boosting module,
Large
-Eco
 - Mass repair/build module, ~ 2x range of corresponding tier engineer. (basiccally mobild builder)
-Logistics
 - Scouts adjacent planets continuisly (T3 version scouts 2 jumps away in all directions)(uses ~10k power)
 - Limited range radar dampener (weaker than the unbuildibile version, possible reduces range by 30% rather than 50%?)
-Military
 - Mark X force-field equivalent
 - Some kind of powerful weapon, I initially thought Ion cannon, but that is too powerful, maybe for mark 3? Certainly it should have sniper range, and deal notable damage.
 - T3 Regenerator Module, Acts like a regeneration train or golem

I have run out of ideas for the moment, but there are obviously many more possibilities.
TagsNo tags attached.
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keith.lamothe

Jun 5, 2011 7:34 pm

administrator   ~0012344

We've already talked about having a separate line of modular command stations, actually, it's planned for some point. Balance is a bit tricky, naturally. It can't ever be a case of "obviously go with the modular line, it's just better". Also, the normal lines can't be made modular since one of the basic design goals is that a player playing the normal game should never _have_ to interact with modular stuff, and having the normal command stations have module slots would basically do that due to negative consequences of ignoring them.

Ranakastrasz

Jun 5, 2011 7:56 pm

reporter   ~0012345

That is a good point, I hadn't thought of that. However, I think that the Riot star-ship default setups are similar in nature to the separate command station types, and it is fully possible to just choose one of the 3 default setups for the riot-starship/command station which would not really require using the module interface at all. I agree with that design goal as being important.

keith.lamothe

Jun 5, 2011 8:11 pm

administrator   ~0012346

Well, I'm the modular-stuff guy, Chris is the one you'd need to persuade on it being ok for command stations to have default module layouts, etc. But even I can see it as a good thing to keep the modular stuff out of the "mainline" of units you absolutely have to use. Riots are optional, Fallen Spire as a whole is optional, etc.

But yea, I'm looking forward to doing human modular-command-stations, though I'm thinking of calling them "starbases" or something like that, and requiring some kind of support structure or particularly suitable spot or something. Something that increases their rarity and the up-front cost so as to justify making cooler/more-powerful abilities possible through them. Not the defensive citadels that Spire Cities can be, but perhaps more interesting in other ways.

Ranakastrasz

Mar 16, 2012 4:08 pm

reporter   ~0020916

I think this might be feasable to revive, seeing as I came up with an idea to solve the *a player playing the normal game* issue, after discussing it with techsy730 in this thread (http://www.arcengames.com/forums/index.php/topic,10057.0.html)

Basically, add it as a ship toggle option (like cloaking, heavy defences, mines, so on)

motai

Mar 17, 2012 1:30 pm

reporter   ~0020950

i like the starbase idea. make them similar to spire cities int hat they have to have seperation. they would be immobile modular fortresses essentially. the thought that we could choose between tractors, forcefields, extra armor, more guns and other toys would make them good. the big trouble i see is including a weakness that doesnt make them seem useless when the ai uses it. as part of an expansion idea they could be the basis of reforming the human tech program causing ai progress and spawning waves while they operate but generating tech without expansion(likely adding to the hacking counter at the same time).

Issue History

Date Modified Username Field Change
Jun 5, 2011 6:19 pm Ranakastrasz New Issue
Jun 5, 2011 7:34 pm keith.lamothe Note Added: 0012344
Jun 5, 2011 7:56 pm Ranakastrasz Note Added: 0012345
Jun 5, 2011 8:11 pm keith.lamothe Note Added: 0012346
Mar 16, 2012 4:08 pm Ranakastrasz Note Added: 0020916
Mar 17, 2012 1:30 pm motai Note Added: 0020950