Posted: Mon Oct 27, 2008 10:35 pm
Alright, I had an AWESOME post, but I hit refresh. `yxChildOfDeath wrote:QUOTE (ChildOfDeath @ Oct 27 2008, 04:33 PM) Wat? Size isn't a particularly big consideration when you get to the capital level. If you have problems hitting them you should not be playing this game. I'm gonna take a shot in the dark and say that a capital with 40k hp is to much. By quite a bit. But could you do a separate write up on the capitals for this faction? I'm a little confused by what I've read.
For the record though, I think the current cap ship implementation is very good. Meddling in this area is generally going to do more harm then good when it comes to faction balance.
Now, to re-type stuff:
Size usually isn't a particularly big consideration when you get to the cap level, but when you have a ship that is almost three times the length of regular battleships, it does play some part.
The Faction X capital ship is 1064 meters long. That's just over 2 and a half IC Battleships in length (See the pictures on page 1 or 2). It is long enough that turret weapons cannot even fire the entire length - This necessitated having one turret mount in the upper command deck, one on the edge of each flight pod, and one on the underside just behind the big door.
The Capital Ship's primary weapon systems are a pair of Mass Drivers - The same kind used by regular battleships. A research (After the Capital Ship is researched) is available to allow for the use of a pair of KISS - Kinetic Interdiction Strike Systems, which are essentially Mass Drivers on steroids. Each of those weapons costs $2500 each
The Capital Ship's turret weapons can mount any of the regular turret weapons - AC, SC, LT - Plus the 'Heavy Galv Turret' that is researched after regular Galvs are researched. These are Galvs that deal more damage (And take up more energy), and while they can be used against bases, it is pretty useless to do so because of the Capital Ship's Mass Drivers or KISS, in addition to the capital ship's missiles.
The Capital ship can mount some of the regular SY missiles. Numbers and types are as follows:
XRM Hunter Killer x 14
SRM Tac Nuke x 8
XRM Cruise x 8
MRM Seismic x 17
The reason for restricting the missiles that it can carry is due to the fact that FAction X is supposed to have sub-par missiles and a smaller selection (Note: They also lack quickfire. Not that that will really make much of a difference).
The Capital Ship, once researched, opens up the following researches:
Capital Ship Armor
Capital Ship Shield (Requires Armor)
Teleport Station 1
Teleport Station 2
PE KISS
I have already gone over the KISS, so I'll skip that. The Teleport Stations are the only thing that comes close to a teleport receiver - Faction X only has their receivers in their Tech Base, Advanced Tech Base, Garrison, and Shipyard; They do not have buildable receivers. Level 1 lasts for 30 minutes and takes two minutes to activate, Level 2 lasts for 45 mintues and takes 1 minute to activate. Both have the hull of a light base (Same amount of hull and same hull type) and cost $2500 each.
The armor increases the Capital Ship's total hull - I have not decided by how much yet. It does this by being a non-regenerating shield with the same armor class as the hull - This also means it cannot be nanned, as it is technically a 'shield.' This armor costs $7500
The shield can be taken instead of the armor, and while it does not provide as many hitpoints, it does regenerate and is the same armor class as a large shield. This shield costs $12500
Each Capital ship costs $16000 to buy, barebones, and the ship can reach a maximum speed of 40 meters per second. It has a slow-ish turn rate (It has the same turn rate as a Battleship before modifiers), an interior bay capable of housing many small craft (Think about the same number as your whole team), and it has a carrier launch point as well. The Capital ship cannot ripcord and is not a ripcord receiver.
To get to a capital ship requires the following:
Techbase ($15k)
Garrison Upgrade ($18750 - Converts Garrison into a Shipyard)
Capital ship research ($18750)
-This allows the Capital ship with a similar performance to a Battleship, while a battleship only has 1 Mass Driver
The following researches are available once the Capital Ship is researched:
Capital Ship Armor ($6250)
-Capital Ship Shield ($6250)
Teleport Station 1 ($6250)
-Teleport Station 2 ($6250)
Tactical Nuke 1 ($6250)
-Tactical Nuke 2 ($6250)
Cruise 1 ($6250)
-Cruise 2 ($6250)
Hunter Killer 2 ($6250)
-Hunter Killer 3 ($6250)
Seismic ($6250)
Skycap 2 ($6250)
-Skycap 3 ($6250)
--LongTom ($6250)
In order to get a Capital Ship with a Shield, Teleport Station 2, and Heavy Galv turrets, additonal stuff must be built and researched:
Adv Techbase ($10k)
Lt Fighter ($9375)
Enh Fighter ($12500)
Adv Fighter ($12500)
Disruptor 2 ($3125)
Galvonic Blaster ($3125)
Heavy Galvonic Blaster ($6250) - Can also be mounted in Gunships and Heavy Multi-Role Combat Vehicles
So the cost of getting a capital ship with Teleport Station 2, Shield, Heavy Galv Turrets, and one type of missiles (upgrade 2x) is $146875 - And that isn't counting the other upgrades you would get for the fighters, like Gat2, Dumb2, etc.
No, this is not meant to say why the cap ship should ahve 40k hull - It shouldn't. It is just showing exactly what the cap ship can and can't do