View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0000505 | AI War 1 / Classic | Suggestion - New Unit Ideas - Capturables | Oct 15, 2010 10:05 am | Oct 15, 2010 12:04 pm | |
Reporter | Moonshine Fox | Assigned To | |||
Status | considering | Resolution | open | ||
Summary | 0000505: Retrofit Facility | ||||
Description | Retrofit Facility A Facility that was originally used to retrofit many older ships with among other things, the systems that ultimately allowed the AI to take over and other highly standard weapon load-outs that have greatly attributed to the AI's dominance. The AI has since mothballed these facilities, as they were calculated to be highly inefficient. Thanks to having been mothballed and considered largely irrelevant by the AI, these facilities are often in lower-value systems than the far more juicy Advanced Research Stations, Advanced Factories, and Core Fabricators. Alright. How do ya get it? Well. Due to being mothballed these facilities are in severe disrepair, and unfortunately due to leftover AI code recommissioning them will make the AI aware that something doesn't add up. Adding 5 AIP. This might seem like a small amount, but it's not like you did anything THAT interesting. After all, the great AI's designs are optimized down to the paint color, how could any silly human retrofits be a threat? So whats it do? Allows the construction of "Variant" craft. These ships are nowhere near as extraordinary as Experimentals. And indeed lack their own cap, instead gnawing into that of the ship they are based on. But they poise a method to keep the AI from finding you too predictable. Much like an advanced factory, it allows you to build ships of types you already have. Although unlike an Advanced Factory, it builds Mk I-III ships. These ships however have something significant "switched up" in their design, and as stated use the same cap as the non-variants. Unfortunately, as these variants are based on older schematics the AI has deemed obsolete, and as such they tend to be a little bit weaker than the standard variants, while providing interesting tactical alternatives that conventional(or unconventional) counters may not be as effective against. Unfortunately, a small amount of research does have to be spent to unlock a retrofit--these old computers take some real working through to find usable data. But don't worry, it's only 250 a ship. You wouldn't want that reactor you just retrofitted half your fleet with to turn out to have had a bit of an "exploding problem". (For reference, they imploded. But the executive panel couldn't look past their misunderstanding. We kept telling them they didn't explode... and that WAS all they asked for.) Some idexamples: Light Bomber Mk II (Nickname: Banshee) (I avoided Mk I, because Mk I bombers... suck.) In the early days of space warfare many bomber types were tested, while the now standard Heavy Bomber shone, there was another often used make, the Light Bomber. Foregoing strong shielding, armor, and high yield bombs it managed to remain effective by carpet bombing targets at lower yields at higher speeds. Ammo: Energy Bomb Attack: 200 Range: 3,200 Reload Speed: 18.0 Seconds Speed: 32 Health: 50,000 Shields: 500 Engine Health: 100 Ship Cap: 178* Energy Use: 100 8x Simultaneous Shots (And probobly some tweaks to ships-to-ship bonuses. Particularly worse against Force-fields, but slightly less bad at some other things.) Strike Frigate MkI (Nickname: Pruner) Not all frigates serve defensive purposes, while the simulation backed Missile Frigate became the standard, this competing design favored a very different load-out to attain roughly the same task. Rather than sitting and waiting, these frigates were intended to intercept fighters. Ammo: Missile Attack: 200 Range: 5,000 Reload Speed: 4.0 Seconds Speed: 24 Health: 24,000 Shields: 150 Engine Health: 100 Ship Cap: 198* Energy Use: 200 (Higher marks would likely gain a little extra speed.) Hardened Fighter Mk III (Nickname: Ol Brick) There have been many debates over what the optimal design for a fighter is, the AI ultimately chose the relatively all-around optimized fighter now simply referred to as the Standard Fighter, which assumes a certain level of dispose-ability. Humans being far more nit-picky about survival of the individual, produced a more hardened fighter, intended to reliably survive engagements. Ammo: Shell Attack: 1,800 Range: 4,500 Reload Speed: 8.0 Seconds Speed: 21 Health: 120,000 Shields: 2,000 Engine Health: 400 Ship Cap: 138* Energy Use: 50 I don't think Zenith ships would be buildable at it(wouldn't mesh well with their... extraordinarily unique abilities for the most part). Though I could see normal Experimentals possibly having variants buildable at it too. If not, knowledge cost could probably be cut. Originally by: RogueThunder http://www.arcengames.com/forums/index.php/topic,5248.0.html | ||||
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Date Modified | Username | Field | Change |
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Oct 15, 2010 10:05 am | Moonshine Fox | New Issue | |
Oct 15, 2010 12:04 pm | Chris_McElligottPark | Status | new => considering |