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Originally Posted by simkin
Now I would like to suggest D) support ships.
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This is a good area to explore, especially in conjunction with "Race specific Researches"
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Cloaker
-distorts scan result of fleet scans (the last scan.. ) even more than the
allotted 20% ( ? ) error rate to what.. 40%? or even have some ships
show up as unknown on the scan?
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This reminds me back in R8 or so when i suggested sending Jammer ships, as part of introducing some Electronic Warfare into PA, along with fleets in order to distort the then Military Scans - you could effectively deny the enemy information on the fleet that you have the mobile jammers in, but the other fleets would be clear and accurate - the idea was that players could just Jam a single fleet more effectively than jamming a whole planet and so on. The idea didnt take off, but i still like it
. There is definately alot of potential for this type of ship - the more resources players are spending on (unarmed) ships, the less damage they are doing to the enemy however they are increasing the uncertainty of battle which could result in more battles and so on etc.
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-cloaks x% of the fleet's units during battle.
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This might be a little unfair for Xans, whose ships are already meant to be cloaked already - plus cloaking is meant to only affect Fleet Scans and thus by the time the fleet arrives at the planet it would have already been scanned...
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cloaked units cannot be
harmed. I think only small vessels should be cloaked.. FI,CO?.. i know
imba maybe.. but this is just an idea right?
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This is an extremely bad idea. Anyone who remembers playing R11 or R12, when Subverted ships were indestructable and their associated impact with Red Defence will know how destructive making ships invulnerable can be. I wouldnt suggest you pursued this line of thought at all.
All the rest of the stats you mentioned for the "Cloaker" is fine - however i wouldnt make it "BS" only - i think some lattitude for the stat builders would result in a balanced outcome.
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Backtracker
-reduces return time IF x% of fleet are backtracker units
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This is a pretty innovative idea, and i like it. Hyperactive planets would gain the most from the ship, however that's not neccesarily bad as it means less firepower for those top players compared to their normal fleets. I'm sure you mean 20/15/10% of the
value of the fleet, not just numbers as for Terrans that could only be like 20 ships
. It would make planning fleetcatching operations more difficult, as potential fleetcatchers would need to know 1) the amount of "Backtrackers" the attacker was sending, 2) the amount of fleet lost during battle, 3) the proportion of Backtrackers to Attacker's fleet upon the completion of battle, 4) the research of the Attacker in addition to the present launch/recall/return ETA.
Also, would Backtrackers work if a fleet is manually recalled?
Just as an aside, i would think that the last research dropping it to 2 hours back is exceptionally valuable - pushing up the %age back up to 20% would still definately make it viable (indeed, 2 hours return might be a little overpowered, as it would be impossible to fleetcatch FI/CO fleet without launching before the attacker lands, it would make FR/DE fleet need to be caught with FI/CO ships who launch just as the attacker lands, and BA/CR fleets can only be fleetcaught by FR/DE as they land (as opposed to now, when all fleets can be fleetcaught by ships of their own class or smaller).
Anyway its a great suggestion that might need more contemplating - dont let that discourage you though
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Originally Posted by Xelnaga
I think the idea is not that bad, but one of 2 things will happen:
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That is the case for all suggestions regarding gameplay, and thus should be taken as a given. Though you are right to point it out...
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Originally Posted by Makhil
Ziks could have Beam Accelerators (to improve init so as to fire before the pods)
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That's a good idea if its tied into the "race specific research" idea - but
for the sake of god please do not stuff with initiative levels for ships - the importance of initiative is frequently overlooked and it can make or break a set of stats.
Even if you wished to pursue with it, the amount of stealers (and i think it should
only apply to stealers at the very most -
not the conventional ships) is to only improve a
small percentage (no more than 10% i would imagine - subject to testing etc) to fire before pods only (not other classes of ships). One of hte major balancing parts of the Zikonian race is that they trade ships for roids - if you start messing with that you can change the whole dynamic of the race; either making them impervious to loosing roids, or not cap enough pods in order to survive and thus get r00ted...