Its far from an anti-capital ship. Reread the main post.Weylin wrote:QUOTE (Weylin @ Dec 18 2007, 01:48 PM) I was thinking a ship with the same design as a gunboat with 4 galvs and 7 killer missile clips would work as this specialized anticapital ship hes talking about...
To keep it from being overused for general use, it would have alot of wieght in the turning to make it very difficult to hit a fast moving target.
Design Concept: Space Tank
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Malicious Wraith
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IG: Liquid_Mamba / FedmanUnknown wrote:[Just want] to play some games before Alleg dies for good.
I don't want that time to be a @#(!-storm of hate and schadenfreude.
"Serves as an anti-gs/Bomber, Standard Base, and Anti-capital Heavy Armor (Not super heavy capital ship) killer."
I suppose you could create a new weapon that acts as an inaccurate disruptor with 50 normal damage per second. (1.6 to med, 4.0 to shields, heavy hull, and super heavy hull) that could be mounted on a single slot for this ship
I suppose you could create a new weapon that acts as an inaccurate disruptor with 50 normal damage per second. (1.6 to med, 4.0 to shields, heavy hull, and super heavy hull) that could be mounted on a single slot for this ship
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Malicious Wraith
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The entire idea is to NOT be effective against super-heavy armor. The tank is a specialized role specific ship. It takes down early cap/gs rushes, and provides good defense against standard bombing without support, as well as provides an alternative to bombing standard bases (Without resorting to no-fail galvs.)Weylin wrote:QUOTE (Weylin @ Jan 15 2008, 07:54 PM) "Serves as an anti-gs/Bomber, Standard Base, and Anti-capital Heavy Armor (Not super heavy capital ship) killer."
I suppose you could create a new weapon that acts as an inaccurate disruptor with 50 normal damage per second. (1.6 to med, 4.0 to shields, heavy hull, and super heavy hull) that could be mounted on a single slot for this ship
Your variations MANGLE and RAPE the idea. Please stop posting about what you could do with it.
IG: Liquid_Mamba / FedmanUnknown wrote:[Just want] to play some games before Alleg dies for good.
I don't want that time to be a @#(!-storm of hate and schadenfreude.
idk about assault shields, maybe without the turret but i still see 3-4 of these rushing an aleph to kill a bomber and then ripping/running out before their shields go down
maybe just give them med shields and make em campers? able to rip with ability to mount GS type boosters?
not a bad idea at all but by the time you see their sy you could probably have these puppies researched and ready for their missile frigate's second run which totally cancels out the sy adv.
maybe make them take 80%-90% dmg from sc?
maybe just give them med shields and make em campers? able to rip with ability to mount GS type boosters?
not a bad idea at all but by the time you see their sy you could probably have these puppies researched and ready for their missile frigate's second run which totally cancels out the sy adv.
maybe make them take 80%-90% dmg from sc?



Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
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Malicious Wraith
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On Caps: It does great damage to heavy armor, so yes, MF's would die. But they could just invest that cash into heavy class capital ships (Which have super-heavy armor, heh.) and the space tanks will do @#(! against them.DasSmiter wrote:QUOTE (DasSmiter @ Jan 15 2008, 10:55 PM) idk about assault shields, maybe without the turret but i still see 3-4 of these rushing an aleph to kill a bomber and then ripping/running out before their shields go down
maybe just give them med shields and make em campers? able to rip with ability to mount GS type boosters?
not a bad idea at all but by the time you see their sy you could probably have these puppies researched and ready for their missile frigate's second run which totally cancels out the sy adv.
maybe make them take 80%-90% dmg from sc?
On Bombers: If the team is mobilizing these regularly, then just rush them with figs and kill them. They will lose quite a bit of cash.
IG: Liquid_Mamba / FedmanUnknown wrote:[Just want] to play some games before Alleg dies for good.
I don't want that time to be a @#(!-storm of hate and schadenfreude.
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Malicious Wraith
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- Joined: Sun Jul 16, 2006 12:51 am
Weylin. Leave this thread. You do not know what you are talking about.Weylin wrote:QUOTE (Weylin @ Jan 16 2008, 01:43 AM) On the downside this idea would discourage team work on camping somewhat.... A good fig/int + scout prox camp is all you need to stop this kind of thing.
But on pick up games could prove as a poor mans solution to a team that wants to cap whore.
IG: Liquid_Mamba / FedmanUnknown wrote:[Just want] to play some games before Alleg dies for good.
I don't want that time to be a @#(!-storm of hate and schadenfreude.
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Malicious Wraith
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- Joined: Sun Jul 16, 2006 12:51 am
By the way, this is overpowered for the stopping of Bombers, but is otherwise balanced.
To balance it to bombers, it needs to be a two stage ship with custom armor values.
Light Space Tank (Same listed requirements.) - Take the "Heavy" armor class (Corvette, Frigate, Etc), but make it significantly weak to gattling gun, autocannon, prox, and 25% nan effectiveness (Instead of 50%). Give it a 25% bonus resistance to skycap.
Heavy Space Tank (Automatically upgrades with an adv tech base of any kind.) - Same as "Heavy" armor class (Corvette, Frigate, Etc.) Except a 50% bonus resistance to skycap and longtom.
This serves to allow the heavy space tank to still be effective, yet not overpowering in the stopping of standard bomb runs which many a team/strat rely on.
All numbers can be balanced as needed.
Edit: Another note... It could also work (perhaps even better) if you split bombers into a separate AC as well, to reduce damage of the Main Battle Cannon against them in the Light Heavy Tank variant. (Will give Light Main Battle Cannon to light tank, and Heavy Main Battle Cannon to heavy tank.)
Its definitely a few changes, but given these changes it should be almost perfectly balanced and ready to go... fixing a lot of the unbalance in DN.
To balance it to bombers, it needs to be a two stage ship with custom armor values.
Light Space Tank (Same listed requirements.) - Take the "Heavy" armor class (Corvette, Frigate, Etc), but make it significantly weak to gattling gun, autocannon, prox, and 25% nan effectiveness (Instead of 50%). Give it a 25% bonus resistance to skycap.
Heavy Space Tank (Automatically upgrades with an adv tech base of any kind.) - Same as "Heavy" armor class (Corvette, Frigate, Etc.) Except a 50% bonus resistance to skycap and longtom.
This serves to allow the heavy space tank to still be effective, yet not overpowering in the stopping of standard bomb runs which many a team/strat rely on.
All numbers can be balanced as needed.
Edit: Another note... It could also work (perhaps even better) if you split bombers into a separate AC as well, to reduce damage of the Main Battle Cannon against them in the Light Heavy Tank variant. (Will give Light Main Battle Cannon to light tank, and Heavy Main Battle Cannon to heavy tank.)
Its definitely a few changes, but given these changes it should be almost perfectly balanced and ready to go... fixing a lot of the unbalance in DN.
Last edited by Malicious Wraith on Mon Jan 28, 2008 3:46 pm, edited 1 time in total.
IG: Liquid_Mamba / FedmanUnknown wrote:[Just want] to play some games before Alleg dies for good.
I don't want that time to be a @#(!-storm of hate and schadenfreude.