FORUMS


Ship Ideas or "SHIPSTORMING"



Posted: //
April 16, 2015, 1:53 a.m.



WarnarI#9086 posted (#post-2258)

DEVASTRATOR#4326 posted (#post-2224)

Tetsu-Amada#3909 posted (#post-2175)

There is already a Stealth unit Warnari and no worries Dedadude.

well it could be a new type of corvette not a different class

for the ship suggestion:i really like the spacial sonar,it's a good ability in the game and i think the ship is well balanced but i wouldn't suggest as new class but as a new type of the existent class which includes corvette because they have similarities in the game role

I probably should have given more examples. However, not all the subs are similar to the Corvette.

Large sub
Size: Cuiser-dread
Sub Special:
Carries the most missiles/rockets/torpedoes of any sub or ships. Meaning its has the most potential to destroy enemy ships in a short period of time.
Role:
Mobile missile platform. Sriking with devistating firepower and sneaks away to get in another potion to strike at the enemy. Breaking up enemy forces. Taking down ships like the dread very fast. Taking hard to reach or well defended enemy targets. Placing fear into the heart of enemies of the lurking danger.
Weakness:
Easy to spot putside of subspace, cooldown and delay into/out of suspace is the longest of any subs, large size means its easier to hit, slowest of the subs.

Medium Sub
Size: Destroyer
Sub special: Best at hunting other hidden enemies, like enemy subs.
Role: hunt other subs. sneak attack on the enemy. Provide intel on the enemy. can potential break up an enemy force. Taking hard to reach or well defended enemy targets. Placing fear into the heart of enemies of the lurking danger.
Weakness: Its a jack of all trades type of sub, only main strength is hunting other subs.

Light sub
Size: Corvette-frigate
Sub special:
best at being stealthy of all sub and ship types
Role:
Provide intel on the enemy. can potential break up an enemy force. damaging or taking out hard to reach or well defended enemy targets. Placing fear into the heart of enemies of the lurking danger. Fastest sub that can give a light corvette a run for its money in terms of speed while in subspace(Kessel Run XD). Very hard to spot even outside of subspace.
Weakness:
Lacks the fire power potential of the other subs. lowest health and armor of any ship type.

What makes subs special and different from other ships?
(Beside being the best at stealth)
While they lack of turrets, armor, and health for brawling battles. They well make up for their devistating attack abilities that have a good chance of taking out one or more targets at a time. If caught out of or found while in subspace, they are vunerable to attack. But they again make up for it with their potential for devistating the enemy.

ok now i understand :) it's good class actually


Dreadnought Wikia


Posted: //
May 21, 2015, 8:05 a.m.



How about a support ship with large drones?
Thereby, a player could be some sort of "summoner"-class, managing 'minions'.

Example:
Imagine a Midsized Support cruiser with an elongated, slim chassis.
3 Drones, each about 2.5x the size of a heavy fighter, circle around the spine of the ship (either by their own thrusters or a sort of force field), facing the same way as their mothership.
Instead of a heal beam, the primary weapon of the support cruiser is a targeting designator; upon designating a friendly target, the drones will move towards that ship and start repairing it for ~1.5 seconds.
Should the cruiser pull up it's shields, it will generate a very weak and translucent shield itself, mitigating a bit of damage, while the drones will automatically return to the carrier, and pull up strong and efficient shields.
Thus, the cruiser would be weakly protected from the front and rear, but efficiently protected from ~80% fire from the sides/top/bottom.
Furthermore, the cruiser could designate a new healing target, thereby sort of lending it's shield to an ally, as the small drones would still potentially soak some fire (admittedly from both sides).


We need "Alpha" and "Beta" Camo Patterns! Just plaster the Word all over the ships hull in various sizes and angles !
Link: Artillery Overview


Posted: //
May 21, 2015, 10:42 a.m.


Updated //
May 21, 2015, 10:43 a.m.

UnLimiTeD#2482 posted (#post-3016)

How about a support ship with large drones?
Thereby, a player could be some sort of "summoner"-class, managing 'minions'.

Example:
Imagine a Midsized Support cruiser with an elongated, slim chassis.
3 Drones, each about 2.5x the size of a heavy fighter, circle around the spine of the ship (either by their own thrusters or a sort of force field), facing the same way as their mothership.
Instead of a heal beam, the primary weapon of the support cruiser is a targeting designator; upon designating a friendly target, the drones will move towards that ship and start repairing it for ~1.5 seconds.
Should the cruiser pull up it's shields, it will generate a very weak and translucent shield itself, mitigating a bit of damage, while the drones will automatically return to the carrier, and pull up strong and efficient shields.
Thus, the cruiser would be weakly protected from the front and rear, but efficiently protected from ~80% fire from the sides/top/bottom.
Furthermore, the cruiser could designate a new healing target, thereby sort of lending it's shield to an ally, as the small drones would still potentially soak some fire (admittedly from both sides).

cough... a Carrier ?... cough

https://www.greybox.com/dreadnought/en/forum/topic/482/

https://www.greybox.com/dreadnought/en/forum/topic/479/

That's more or less what was suggested. The devs answered that if you wanted something akin to the carrier you'll get docks with ships for the Dreadnought and can use them as an ability.


Waiting Carrier.exe to be present in Dreadnought.
Please wait...


Posted: //
May 21, 2015, 12:02 p.m.



Well, yes, but also no.
The projected carriers launch swarms of fighters that do what they like in a roughly specified area.
I'm more thinking along the lines of directed minions.
The concept being a target designation beam being an integral part of your drone network As a primary instead of an ability), and they do what they do (likely repairs) for ~1.5 seconds after you let off the trigger, then return to your ship.
I was thinking three large drones, but I suppose a swarm of smaller ones would work just as well, with different counters.
I liked the mental image of choices it presents; You can kill the healer first, but given sufficient AOE firepower, you could just kill it's healing drones so he's not much help.
On the other side, the healer can decide to sacrifice it's own protection and energy to grant his "patient" an extra shield.
As far as I know, an active ability that affects an active ability isn't planned, nor does it make too much sense in the current framework, so to tie your ships systems that deeply into adds/minions, they need to be an integral part of the ship.
On a related tangent, have there been any hints at support fighters, as opposed to just attackers?


We need "Alpha" and "Beta" Camo Patterns! Just plaster the Word all over the ships hull in various sizes and angles !
Link: Artillery Overview


Posted: //
May 21, 2015, 3:57 p.m.



UnLimiTeD#2482 posted (#post-3024)

Well, yes, but also no.
The projected carriers launch swarms of fighters that do what they like in a roughly specified area.
I'm more thinking along the lines of directed minions.
The concept being a target designation beam being an integral part of your drone network As a primary instead of an ability), and they do what they do (likely repairs) for ~1.5 seconds after you let off the trigger, then return to your ship.
I was thinking three large drones, but I suppose a swarm of smaller ones would work just as well, with different counters.
I liked the mental image of choices it presents; You can kill the healer first, but given sufficient AOE firepower, you could just kill it's healing drones so he's not much help.
On the other side, the healer can decide to sacrifice it's own protection and energy to grant his "patient" an extra shield.
As far as I know, an active ability that affects an active ability isn't planned, nor does it make too much sense in the current framework, so to tie your ships systems that deeply into adds/minions, they need to be an integral part of the ship.
On a related tangent, have there been any hints at support fighters, as opposed to just attackers?

I like this one. It remind me (sorry, I am gonna break that rule to talk about a Moba ^^''') of The Lost Vikings from Heroes of the Storm: it's three unit that you controll as one and every unit have it's specilization that compensate with the other two unit. You can move them all together or send them in different directions. It's really hard to control them but it's very rewarding when you accomplish something =D



Posted: //
May 27, 2015, 12:45 p.m.


Updated //
May 27, 2015, 12:46 p.m.

Executioner Class

Medium Corvette

Primary Weapon: 4 Shotgun like shortrange canons with high burst potential
Secondary Weapon: either a heavy autocanon or a rapidfireing gatlinggun

As for abilities i´ll recommend the standard corvette abilities. One special ability can be a hook you shoot on to an enemy and then either mainpulate there movment or use it as a speed up to get past them,


Ich möchte eine Deutsche Dreadnaought community starten schick mir ne PM und ich liefer zum Betastart ein TS.


Posted: //
May 31, 2015, 7:50 a.m.



Ionenkanone#1226 posted (#post-3190)

Executioner Class

Medium Corvette

Primary Weapon: 4 Shotgun like shortrange canons with high burst potential
Secondary Weapon: either a heavy autocanon or a rapidfireing gatlinggun

As for abilities i´ll recommend the standard corvette abilities. One special ability can be a hook you shoot on to an enemy and then either mainpulate there movment or use it as a speed up to get past them,

For shotgun you mean something like the Flak cannons ability from the Dreadnought?

Anyway, if so, the shotguns should have very few rounds, otherwise it would be OP



Posted: //
June 3, 2015, 12:14 a.m.



Tetsu-Amada#3909 posted (#post-1975)

I figured I might as well pitch my Carrier version here as well and see how it is recieved. Kinda got mixed in with the other jumbled mess.

Class: Carrier
Description: Support Class ship with large mass, slow movements, high shielding, but low hull points. Field Control Support Type.
Number of guns and type: Main guns- General Artillery fire(Type up for recommendation). Moderate damage levels comparable to a Corvette. Secondary- Anti-Aircraft Battery Guns. Specialized weapons built specifically for Carrier Classes to Counter enemy Fighters.

Abilities-
Ability 1- Fighter Squadron Deploy- You can activate Fighters with yourself targeted(Or no target as the Default if you cannot target yourself) as a Defensive Bubble of sorts so when an enemy ship draws within a certain range the Fighters engage and begin to deal Damage Over Time to the enemy ship. Alternately you can activate the Fighter ability while a nearby foe is targeted(Within a certain range) which sends out your unit to deal DoT damage to the target. Or for the final option you can cast this ability on a friendly unit to give them the same "Bubble of sorts" to them for the time period designated. This gives the Carrier a bit of Support Power to assist in combat instances. These fighters last for a designated period of time and deal light-moderate damage. Remember this is a Support Class and not meant to wipe out ships left and right so high damage output isn't too logical from tiny fighters against a Dreadnought.

Ability 2- Bomber Run- You can target distanced foes with the Bombers as the Carriers main long ranged attack. These units will deal a heavier DoT but also perhaps inflict a Status effect such as Slow or perhaps increase foes Cooldowns due to the Harassment. This is the main focus of a Carrier after all, to carry out Support to a Fleet. These run on a designated Damage over Time ratio and lasts for a short duration(Not including the Flight Time between ships) This allows the Carrier to sit back in the Control Zone as a Carrier is meant to, and maintain it's Crowd Control and Supportive abilities.

Ability 3- Repair Drone Rally- This ability is activated when you target an Ally ship. The Ability then begins a HoT or Heal over Time much the way a Regenerative Spell would in a Fantasy game. These Drones hover about the target and repair a certain amount of Hull Points over a certain amount of time. The Cooldown for this ability should be rather high as the Tactical Cruiser is the main Healer unit. This just gives more Support to the group and lessen the burden the Cruiser might undertake.

Ability 4- Missle Defence Interceptor Drones- And finally I believe there should be a Defensive Interceptor Ability. This ability can target yourself or your Ally. These smaller squadrons have the ability to shoot down missiles. (With a % damage reduction rating so it isn't an God Shield or anything) These ships can be sent out to follow an Ally who is going into Enemy Territory and grant them a "Bubble" of sorts. Or it can be used to protect the Carrier itself if someone is attempting to wipe it out with a Missile Barrage. This would run, once again, much like a DoT or HoT by giving the defensive buff for a limited time before dissipating and awaiting the end of the Cooldown to be recast.

-
I have labeled 4 abilities due to, to my knowledge from watching some of the Pax vids, all other ships have 4 unique abilities with the addition of their primary and secondary weapons. Each of these abilities are left open enough that Dev's could institute a Formula for each action and ability with a corresponding Cooldown. I think that this was well displayed and worth being looked into. Thank you for taking the time to read through it.

While this is a good idea, I could see something more along the lines of a bunker style, in which allied ships can come close to the "carrier" perhaps enter a large, very powerful bubble shield, which also provides a repair feature. On the flipside, the ship would be huge, slow, and pretty much unable to attack. However would make coordinated assaults where the team swoops in, does a lot of damage, then retreats to the carrier, to repair, reload, and reorient themselves for another attack. If that makes sense?


Casual gamer who enjoys a good sci fi genre game!


Posted: //
June 13, 2015, 8:01 p.m.



Ship Name: Spider
Ship Class: Special

A unique and odd ship designed specifically to leech off the shields of enemy ships. However it has little room to attack so it is usually seen strategically behind enemy lines. it is also oddly enough a good defense ship. Its main weakness, though, is it's inability to receive moderate and heavy damage for long.
Armament- 2 General small gun batteries. 1 defense gun
Role - Special Warfare/Siege/Hit and Run
Main Ability - Leech module
This module rather gun was ultimately designed by arms specialist as well as a few scientist to "leech" or steal energy off ships, mostly the shields It can only remain active for only 7 seconds before going into a cooling sequence. It is best use as a way to soften ships for heavier attack craft to move in and eliminate.

This might be kind of an out there idea I'm just brainstorming and shooting out the top of my idea

P.S. Yes this may sound like its from EVE, but I tried to keep it away from there as much as possible, and I was not thinking of it at the time when I made this idea up :)


Posted: //
June 15, 2015, 2:57 p.m.



Ship name: Deliverance Class
Ship class: Medium Destroyer
A medium destroyer meant for fleet support actions, the Deliverance class is armed with turreted rail-guns "Thumpers" for mid to long range engagement with a somewhat slower fire rate than default destroyer turrets. Close in weaponry is known as the "Defender System" multiple chain-gun turrets meant for anti fighter or light vessel combat, befitting the classes role as a well-armed Fleet Support vessel.
Abilities
1- Plasma Ram; same as standard destroyer's
2- Cluster Missiles; mid-weight missiles meant to prevent enemy vessels from closing in by filling the area with high explosives
3- Intensify Defensive Fire; as the name suggests transfer power from the main weapons to the Defender System, increasing the rate of fire of the Defender System for a short time.
4- Deliverance System; Uses all energy available (shutting down the weapon/shield systems) to empower the Plasma Ram system and engines for a kamikaze strike at an enemy vessel.
Summary
Class Medium Destroyer
Main weapons: Thumper rail-gun turrets
Secondary weapons: Defender System light chain-gun turrets
Abilities: 1 Plasma Ram, 2 Cluster Missiles, 3 Intensify Defensive Fire, 4 Deliverance System.


"Here's how it's done!"
-Robin, Fire Emblem Awakening

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