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Nytecrow

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Jownsy I posted this here because it seemed more appropriate under the Mode section rather than Shipyard.


And yes Darkloser I know it would require alot of work but it is something I know many players would be interested in. It grants players a new level of strategy. A new way to play. More intense, heart-pounding fun and frustration. Etc

I both hope and pray that, in time, the Dev's get around to creating a more realistic Damage Model System where each ship, with it's unique build, is designed to house different structures of Armor or Importance. For example a Broadside clashing into a bulky Dreadnought with a thick hull on either side won't deal near as much damage as a Broadside hitting it's Engines or Bridge. This would grant each ship an even more unique strategy as each ship is built to a different shape and structure. One ship might have it's engines more exposed than this one. Etc. This would also incorporate a more advanced style of Gameplay as players would learn which areas of their ship took more damage. And how to shift their ship about to better defend against an attack. (For example, a Corvette pops out of Stealth and unloads upon the Starboard side of a Dreadnought. Being the attack is hitting it in the heavily armored side of the ship, the damage is lower than if the Corvette had unleashed it's barrage on the Deck, Bridge, or Aft of the Dreadnought.)


In conjunction with this setup I wish to also voice that along with this idea I hope they introduce an Operational System to pair with the Damage Model. For example a ship with it's Bridge hit would receive longer Cooldown times as the Chain of Command is broken due to the damages sustained to the Officers of the ship. Or Speed and Agility lowered when a critical hit is scored against the Engine Systems. This creates a more logical and strategic method to the game. Players would learn to cope with their weaknesses. Adjust their positioning to enemy fire, and adjust their targeting against certain types of ships. However I would also like to add that this System would vary based one what MODEL ship is the target. Each Corporation having different Hull advantages and System-makeup.


One final note. Yes I understand this would be more strenuous on newer players or the less Tactical-minded. Therefore I petition that this be placed in a "Hardmode" match setting much like many FPS games have. This would let players choose whether they wish to test their minds in the heat of battle or to play with normal gameplay.

^ Exactly. This would raise the difficulty and FORCE a team to cooperate with one another lest they want a bunch of monkeys running around with their heads cut off by precision teamwork and efficient tactics. This mode would grant us a firm, proffessional level of Ship-to-Ship combat with Risk-taking involved over the "I'M FIRING ALL MAH LAZERS LOLOLOLOLOL! DARN I DIED LET ME RESPAWN AND SPAM AGAIN LOLOLOLOLOLOLOL!" Instead it would be "I'm taking hull damage! Cover my right flank! Corvette's go under and bring up some pressure from behind and drop their engines so they are sitting ducks! Artillery I need some cover fire! Take out the weapon deck on that Dreadnought! Missle Barrage away! Focus on the healer!" etc.

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

I believe the issue of "Non-retractable guns" could easily be solved by showing them testing out their rotational spans and arcing ranges. The ship could visually be seen gathering energy to its core features, and then you get the lovely engines blazing as you warp into the scene.


Dedadude#1215 posted (#post-2041)



Cryska#3938 posted (#post-2024)

Example:

Ship name: Gemini

Class: Carrier

Description: Launches Fighter Drones, Deploys Sensor Probes


Number of guns and type:

(A) Railgun /w Explosive shotgun munition (can take out incoming missiles) - Medium Range


General Shared Abilities: Drone Shield (Deploys a Support Drone To shield a ship for "X" seconds)


Unique Abilities: Overheat Rail Gun (Increases Fire Rate of Rail Gun)



A support drone-ship? I like the idea



Nargaruga#3682 posted (#post-2026)


Man O' War

Heavy Dreadnought

...



LoL

Love it. Let's make it that it can be the only ship for it's side.

Also, is so huge that all 5 the player have to be on it (with different roles) to make it operate at best!

DEVASTRATOR#4326 posted (#post-2055)



Cryska#3938 posted (#post-2024)


Example:

Ship name: Gemini

Class: Carrier

Description: Launches Fighter Drones, Deploys Sensor Probes


Number of guns and type:

(A) Railgun /w Explosive shotgun munition (can take out incoming missiles) - Medium Range


General Shared Abilities: Drone Shield (Deploys a Support Drone To shield a ship for "X" seconds)


Unique Abilities: Overheat Rail Gun (Increases Fire Rate of Rail Gun)



could also launches repair drones, you will just choose which of those two you are going to be in the game



Lol if either of you read my post you'd see I included all of that in a basic Carrier form with detailed abilities.

No they are balancing and working out the basic issues. I was stating this as a future idea. And no Mad they won't have OPness as they would end up balancing out what you trade in for certain stats. Like if you put on thicker hull then you lose speed due to the bulk and weight. Or if you focus on more speed/offensive stats your defense suffers turning you into a Glass Cannon. Either way I think it would be a stupendous idea. Yes I said it...Stupendous.

Aye but the negative effects are what make things more tacitcal

I both hope and pray that, in time, the Dev's get around to creating a more realistic Damage Model System where each ship, with it's unique build, is designed to house different structures of Armor or Importance. For example a Broadside clashing into a bulky Dreadnought with a thick hull on either side won't deal near as much damage as a Broadside hitting it's Engines or Bridge. This would grant each ship an even more unique strategy as each ship is built to a different shape and structure. One ship might have it's engines more exposed than this one. Etc. This would also incorporate a more advanced style of Gameplay as players would learn which areas of their ship took more damage. And how to shift their ship about to better defend against an attack. (For example, a Corvette pops out of Stealth and unloads upon the Starboard side of a Dreadnought. Being the attack is hitting it in the heavily armored side of the ship, the damage is lower than if the Corvette had unleashed it's barrage on the Deck, Bridge, or Aft of the Dreadnought.)


In conjunction with this setup I wish to also voice that along with this idea I hope they introduce an Operational System to pair with the Damage Model. For example a ship with it's Bridge hit would receive longer Cooldown times as the Chain of Command is broken due to the damages sustained to the Officers of the ship. Or Speed and Agility lowered when a critical hit is scored against the Engine Systems. This creates a more logical and strategic method to the game. Players would learn to cope with their weaknesses. Adjust their positioning to enemy fire, and adjust their targeting against certain types of ships. However I would also like to add that this System would vary based one what MODEL ship is the target. Each Corporation having different Hull advantages and System-makeup.


One final note. Yes I understand this would be more strenuous on newer players or the less Tactical-minded. Therefore I petition that this be placed in a "Hardmode" match setting much like many FPS games have. This would let players choose whether they wish to test their minds in the heat of battle or to play with normal gameplay.

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.