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Unread 2 Aug 2007, 12:12   #30
Tietäjä
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Re: two additional ship types

Quote:
Originally Posted by AdmV0rl0n
Seriously, stop infesting my thread with 'Can't do attitude'. If you have nothing good to add, or can't add in something constructive that makes the idea better or workable, then don't comment at all.
The thing is, this isn't the first time people suggest "supership" design to be added to the combat engine (mind you, combat engine changes require more than just adding a shipclass, if you'd compare PA engine to PAX engine, which abolished and revamped targeting and mission concepts at large).

Quote:
Originally Posted by AdmV0rl0n
What I objct to is people like you who claim its not there, and then attempt to ram some ludicrous theory of superships are bad by design.
No. There are useless ships like harpy, that are useless against zikonian frigates, but useful against xandathrii frigates. Then there's been ships that were just plain useless, having no real function beyond filling up the zone.


Here's one thread. It's regarding "death star" type of ships (essentially "flagships") that are limited by construction but provide some powerful benefit (10% enemy ships stolen, anyone, +10% attacker damage, anyone?). Here's another one about stealing resources with ships. Feel free to surf the forums more for suggestions on huge ships that bring different benefits, it's in the FAF -thread too. I suggest you check the numerous "let's introduce new ship/orbital facility/planetary defence bump" threads amongst the years for more insight into the subject. There's been ideas about mashing structures, giving bonuses to damages, stealing resources, stealing researches, and so on around earlier, too.

Quote:
Seeing as the PAteam do this each round with existing ship design, its not a seriously horrible problem. Would the two new classes of ships need to have their balance crafted and adjusted? Off course.
The thing with the combat engine is, that at the moment there's no new chassis design being done. I reckon during the whole PAX period it's been fighter, corvette, frigate, destroyer, cruiser, battleship. The problem comes adding to this. Adding two new ship types outside the existing classes (to say, Flagship class, and Marine carrier class) is possible, but it makes things quite a bit more complex without really bringing in too much, as mentioned on one of the earlier threads involving the subject.

To make a few more questions about the idea itself. You mention the marine carriers don't need to exist in already existing shipclasses, like flagships wouldn't exist. What else would marine carriers do, than steal flagships (at one point you mentioned targetting skillers, apods, and such - is this role still valid, or changed by now?), and if they would, would they do it after everyone else or at some point in between? Also, how would you then destroy a marine carrier (except with another marine carrier possibly?)? Would there be a "conventional" class to shoot down marine carriers? (This again can bring some difficulties with the statistics - making a plausible set of ship statistics isn't as easy as it sounds, and there's always the risk of something going fubar). If marine carriers are of their own class, and only target flagships, but are hit by conventional shipclasses, doesn't it get very hard to get any of these in alive, given that regular ships would (as you suggest, with the dead pods incident) shoot first? Merely adding "two ships that do something, one to counter the other and one to do something" is a bit vague. Can you specify how the idea is going at the moment, so I can actually write off on where the idea might fail? (As you see, this is an ideas forum, and the point is to discuss new ideas, which evidently involves critisizing them).
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