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IDProjectCategoryLast Update
0000093AI War 1 / ClassicSuggestion - New Unit Ideas - StarshipsOct 4, 2010 3:54 pm
ReporterMoonshine Fox Assigned To 
Severityfeature 
Status consideringResolutionopen 
Product Version3.700 
Summary0000093: Carrier type starship
DescriptionAs on Topic. Starship what carry his own ships to fight.
Assault ships:
HP: 5,5k ; shields 500; speed 69; dmg 500 (laser) per 3 sec, range 5000; 5 req BP to build; engine health : inf;
immune to tractor beam, immune to insta-kill, mine avoide, cannot be repair, engine dmg 5, Assault ships attack targets of their mother ship (that mean Carrier must be ordered to attack)

Whenever he dock to carrier, he go up to full hp;

bad vr turrets (only 50% dmg)
normal dmg to ships, and tractor beam;
extra dmg to starships x2
golems x 3

Carrier mark I -> 50 Assault ships.
HP 1kk , shileds 1000, speed 12, dmg 100(shell)/4s;range 6000, 10000 energy; ship cap: 4;
cost 100k/50k;
Sim shot x 20, engine dmg 5, regeneration 250/s, seeking target range: 25k (assault ships will be launch to targets in range)
+1 BP/sec (he build any fighter in 5 sec need it 250 sec to load fully carrier)
constantly drain 10 metal and 10 crystal while work; (even if he is full)

Carrier mark II -> 100 Assault ships.
HP 2kk, shields 2000, speed 12, dmg 200(shell)/4s;range 7000, 20000 energy; ship cap 3;
cost 150k/75k;
Sim shot x 25, engine dmg 10, regeneration 375/s, seeking target range: 25k (assault ships will be launch to targets in range)
+2 BP/sec (he build 2 fighters in any 5 sec need it 250 sec to load fully carrier);
constantly drain 20 metal and 20 crystal while work; (even if he is full)

Carrier mark III -> 200 assault ships.
HP 4kk, shields 4000, speed 12, dmg 300(shell)/4s;range 8000, 30000 energy; ship cap 2;
cost 200k/100k;
Sim shot x 30, engine dmg 20, regeneration 500/s, seeking target range: 25k (assault ships will be launch to targets in range)
+5 BP/sec (he build 5 fighters in any 5 sec need it 200 sec to load fully carrier);
constantly drain 40 metal and 40 crystal while work; (even if he is full)


Carrier should get it addiction dmg from: Turrets, fighters, antistarship ships;
Warning big energy use, so one of zenith ship (i dont remember name) do really big dmg to them;


Carrier it self dont have much fire power only 20x 100 (2k dmg per 4 sec) or mark III 30 x 300(9k dmg per 4 sec), that turrets is using only to slow down enemy ships while carrier retreat, that why i put there mid range fire. Assault ships cannot be "unload" , they unload automatic whenever enemy is on "seekin target range", they will attack automatic or just direct target from Carrier order (if player order to Carrier attack turrets, all Assault ships from Carrier will attack too that turret) if is 0 hostile target at seeking range assault ship return to mother Carrier.

Assault ships have low HP(5500) they really fast, they can be really easy killed by lighting turrets or electric frigate ship; They only good thing is that they is builded for free and fast;

Carriers is really slow, and must go to seek range to attack anything that is they really bad point, and they constatly eat low number of resources to order work up, at total for 1 player all Carrier eats 80 + 60 + 30 (170) crystal/metal per sec to order work and build assault ships,and they use really many energy to work;

If some one say that fighters produce to fast we can just improve they cost to 10-15 bp; 15 minutes to fully load its really much especially on 10 difficult;

What you think about this one idea?


Originally by: QMAN
http://www.arcengames.com/forums/index.php/topic,7008.0.html
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Moonshine Fox

Oct 3, 2010 5:12 am

reporter   ~0000031

It should be noted that the new "Neinzul Enclave Starships" are the current implementation of all the "Carrier" ideas that have popped up over the years.

Chris_McElligottPark

Oct 4, 2010 3:26 pm

administrator   ~0000243

Suggestions for future consideration will all be marked as "feedback."

Issue History

Date Modified Username Field Change
Oct 3, 2010 5:11 am Moonshine Fox New Issue
Oct 3, 2010 5:12 am Moonshine Fox Note Added: 0000031
Oct 4, 2010 3:26 pm Chris_McElligottPark Status new => feedback
Oct 4, 2010 3:26 pm Chris_McElligottPark Note Added: 0000243
Oct 4, 2010 3:54 pm Chris_McElligottPark Status feedback => considering