Capital Ships

Development area for FreeAllegiance's Community Core.
Vlymoxyd
Posts: 985
Joined: Fri Jul 04, 2003 7:00 am
Location: Québec, Canada
Contact:

Post by Vlymoxyd »

Hunter-killers are awesome missiles vs light ships. The problem is that they can still be countered by CMs and the price of destroyers is a bit prohibitive.

I remember cap ships in the MS days and it was a better system than what DN came up with imo.

SY was like a normal tech tree, you only paid for what you wanted instead of paying a lot of money for stuff you never planned to use. Of course, buying all tech is cheaper now than it used to be, but it's still a nerf imo.

IC MF rushes were much more powerfull when the MF research was 7.5k instead of 18k.
"Désolé pour les skieurs, moi je veux voir mes fleurs!"
-German teacher

Image
http://www.steelfury.org/
Evincar
Posts: 1139
Joined: Fri Mar 02, 2007 4:00 am
Location: The darkest side of the sun

Post by Evincar »

to make destroyers worth the money you need to buy them (i think they should be worth that much), doubling countermeasure resistance and missile capacity would be a good first approach. maybe arm time 1 second less and lock time .5 sec less
Classifiable up to Trolleomorphism.
Vlymoxyd
Posts: 985
Joined: Fri Jul 04, 2003 7:00 am
Location: Québec, Canada
Contact:

Post by Vlymoxyd »

Yeah, I'd like a "more missile/faster lock/faster reload rate" change possibly with a damage nerf. One of the problem I have with hunter-killers is that 1 missile often brings down an enemy to 15% hull and I need to wait for a long time for the reload to get the kill. Even with the same Damage per second, this could be a serious boost to destroyers.
"Désolé pour les skieurs, moi je veux voir mes fleurs!"
-German teacher

Image
http://www.steelfury.org/
KGJV
Posts: 1474
Joined: Tue Jul 01, 2003 7:00 am
Location: Transilvania

Post by KGJV »

Fixing SY:

- make all SY ships FREE except those who can destroy major bases . So vettes, devs, dests, AS,AC, etc = free.
- reduce greatly cost of ships that can destroy major bases : $1000 for a frig, $2000 cruiser, $3000 for a battecruiser something like that

THEN

- you want to play the same boring games we play now: simply turn SY off

- turning SY on means you want to play caps games, exp/sup/tac becoming secondary tech in such games.

At least this way the 'sy flag' would have a real meaning.
Image
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

KGJV wrote:QUOTE (KGJV @ Jul 8 2009, 07:52 AM) Fixing SY:

- make all SY ships FREE except those who can destroy major bases . So vettes, devs, dests, AS,AC, etc = free.
- reduce greatly cost of ships that can destroy major bases : $1000 for a frig, $2000 cruiser, $3000 for a battecruiser something like that

THEN

- you want to play the same boring games we play now: simply turn SY off

- turning SY on means you want to play caps games, exp/sup/tac becoming secondary tech in such games.

At least this way the 'sy flag' would have a real meaning.

Pretty much have to agree. Free/near free ships would work most consistently over a broad range of team sizes. Might require some slight tweaking of tech, but that can be sorted out later.
Death3D
Posts: 2288
Joined: Sun Nov 12, 2006 5:49 pm
Location: Panama City, Panama

Post by Death3D »

But how do we stop making single-player combat ships obsolete every time you get SY?
One short sleep past, we wake eternally and Death shalt be no more; Death, thou shalt die! Image
Jyppa
Posts: 462
Joined: Sun Nov 16, 2008 10:12 pm

Post by Jyppa »

How about raising SY build/research times a lot? Say, 30 min research time or so. That way, you need a complementary tech for the midgame, and endgame has a natural start when the capitals start rolling out. Also makes defending your shipyard an important game element with a lot of tactical implications.
spideycw
Posts: 7512
Joined: Sun Jul 06, 2003 7:00 am

Post by spideycw »

KGJV wrote:QUOTE (KGJV @ Jul 8 2009, 08:52 AM) Fixing SY:

- make all SY ships FREE except those who can destroy major bases . So vettes, devs, dests, AS,AC, etc = free.
- reduce greatly cost of ships that can destroy major bases : $1000 for a frig, $2000 cruiser, $3000 for a battecruiser something like that

THEN

- you want to play the same boring games we play now: simply turn SY off

- turning SY on means you want to play caps games, exp/sup/tac becoming secondary tech in such games.

At least this way the 'sy flag' would have a real meaning.
Sounds like a fast way to make IC SY super duper powerful again
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.

My apologies.
Freyja
Posts: 232
Joined: Fri Jul 03, 2009 11:50 pm
Location: Location Known

Post by Freyja »

Please make freighters more useful, otherwise there's not a huge point in having them as an option.
_______________________________
(\__/)
(='.'=) Bunnies Are Deadly.
(")_(")
KGJV
Posts: 1474
Joined: Tue Jul 01, 2003 7:00 am
Location: Transilvania

Post by KGJV »

spideycw wrote:QUOTE (spideycw @ Jul 8 2009, 05:15 PM) Sounds like a fast way to make IC SY super duper powerful again
no if you tune timing or pre-req so that all faction have SY up at roughly the same time.
Image
Post Reply