Thrawn's Revenge

Ascendancy [SoaSE] => Ascendancy Discussion => Topic started by: Corey on November 23, 2014, 10:12:19 PM

Title: Ship Ability Lists & Discussion
Post by: Corey on November 23, 2014, 10:12:19 PM
The purpose of this thread is to give an overview of all the abilities available to each ship in the mod, allow people to give feedback, and let everyone know what's done and where there's still room for suggestions. Anywhere there's a red question mark, we're completely open to any ideas anyone may have. In general we're trying to give each capital ship four active abilities since there's fewer of them and it's easier for players to micromanage their use, and each frigate 1 or 2, usually passive abilities which help them be relevant as support ships without being individually overpowered (ie the Strike Cruiser and Carrack Cruiser's abilities), although we're not opposed to passives on a Capital and actives on a frigate.

I've only listed what's currently in-game in some form


Legend:
Green - Finished.
Red - Empty slot to be filled.
Yellow - Proof of concept/in testing phase
Orange - Potentially being replaced.



Imperial Remnant
Sovereign:
*1. Superlaser - The Sovereign fires its superlaser at the target, destroying it and damaging all enemies in a line.
*2. Interdict - Gravity well generators in this ship prevent the enemy from jumping to hyperspace.
3. Mass Effect - The Sovereign uses its gravity well generators to pull enemy ships towards it, damaging them and itself in the process.
4. ?

Executor:
1. ?
2. ?
3. ?
4. ?

World Devastator:
*1. Assimilate - The World Devastator consumes a targeted enemy frigate or cruiser, adding a stack of Assimilate. Each stack increases damage output by (2.5/5/7.5/10)% and hull points by (250/500/750/1000). Max 10 stacks,
*2. Reconstruction - The World Devastator consumes an enemy ship, and uses the material to produce a new frigate or cruiser.
3. ?
4. ?

Praetor:
*1. Bulwark - The Praetor scrambles enemy transmissions, forcing enemy ships around it to attack it instead of other allied ships in the area.
2. ?
3. ?
4. ?

ISDII:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
*2. Tractor Beam - The Star Destroyer uses its powerful tractor beam projector to lock its target in place, removing any chance of escape.
3. ?
4.? -

ISDI:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
*2. Tractor Beam - The Star Destroyer uses its powerful tractor beam projector to lock its target in place, removing any chance of escape.
*3. Probe Droids - Probe Droids are launched to explore another system.
*4. Droop Troops - The ISD drops a garrison on the target planet, establishing Imperial control.

Altor:
*1. Resupply - The Altor resupplies fighters to the target ship.
*2. Repair - Restores hull points to the target ship.
*3. Detonate Fuel Cells - The Altor detonates its fuel cells, doing damage to all enemy ships in the area. The remaining crew is jettisoned in an escape pod which cannot leave the system, and can dock on another allied ship, restoring some hull strength and supply.
4. ?

VSDI:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
2. ?

VSDII:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
2. ?

Immobilizer:
*1. Interdict - Gravity well generators in this ship prevent the enemy from jumping to hyperspace.
*2. Missile Interference - Temporarily educes all sources of physical damage in a radius by 75%

Dreadnaught:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
2. ?

Strike Cruiser:
*1. Denting Strike - The Strike Cruiser's turbolasers weaken the enemy hull, causing them to take increased damage from all sources for 5 seconds.
2. ?

Carrack Cruiser:
*1. Ionic Disruption - Upon firing, this ship's Ion Cannons interrupt its targets electrical systems, causing them to fire more slowly.
2. ?

Acclamator:
1. ?
2. ?

Lancer:
*1. Point Defense: instantly annihilates several fighters within the vicinity of this craft.


Sentinel:
*1. Drop Troops - This ship establishes a garrison on the target planet.
*2. Capture Entity - Drops troops to secure neutral structures.
*3. Migration (Load) - Loads population from target planet onto the ship.
*4. Migration (Place) - Transfers loaded population onto target planet.

Vindicator:
1. ?
2. ?

Mu:
*1. Explore - Passively jumps between systems, gaining information.



New Republic

Faction Passive - Upon a ship being destroyed, all surviving crew moves to escape pods which can be used to restore a small amount of hull points and supply to another New Republic vessel. This also grants a temporary performance boost to the recipient ship. Escape pods are destroyable, and unable to enter hyperspace.

Viscount
1. ?
2. ?
3. ?
4. ?

Nebula
1. ?
2. ?
3. ?
4. ?

Endurance
*1. Force Push - Jedi aboard this ship use the force to remove threats from firing range.
2. ?
3. ?
4. ?


MC90
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
*2. Shield Aegis - This ship extends its powerful shields to allied ships around it, enhancing their shield mitigation for a short time.
*3. Force Pull - Jedi aboard this ship use the force to pull targets closer to it.
4. ?

MC80B
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
2. ?
3. ?
4. ?

MC80
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
*2. Boarding Party - This ship sends out a boarding party to capture an enemy vessel. While boarding is attempted, neither ship can move. If the target ship would be destroyed in this time, it instead joins the New Republic's fleet.
*3. Droop Troops - The MC80 drops soldiers to liberate the planet and establish a New Republic presence.
4. ?

Assault Frigate
1. ?
2. ?

Bothan Assault Cruiser
1. ?
2. ?


Proficient
1. ?
2. ?


MC40
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
2. ?

MC30c
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
*2. Cluster Bombs - The MC30c launches proton torpedoes at all targets within range.


CR90
*1. Point Defense: instantly annihilates several fighters within the vicinity of this craft.
*2. Blockade Runner: Transfers power to engines from weapons and shields to increase max speed for a short period.  

Nebulon-B
1. ?
2. ?

Hajen
*1. Resupply - The Hajen resupplies fighters to the target ship.
*2. Repair - Restores hull points to the target ship.

Quasar
*1. Coordinate Fighters - Increases the damage of all fighters from nearby craft.

Gallofree:
*1. Drop Troops - This ship establishes a garrison on the target planet.
*2. Capture Entity - Drops troops to secure neutral structures.
*3. Migration (Load) - Loads population from target planet onto the ship.
*4. Migration (Place) - Transfers loaded population onto target planet.

Ferret:
*1. Explore - Passively jumps between systems, gaining information.



Empire of the Hand
Coming Soon.
Title: Re: Ship Ability Lists & Discussion
Post by: Meyer on November 24, 2014, 01:55:33 AM
Maybe give VSDI missile barrage ability and Endurance an extra squadron
Title: Re: Ship Ability Lists & Discussion
Post by: hoho96 on November 24, 2014, 04:26:00 AM
The Sovereign can certainly use a point-defence ability; fend of fighters for a brief time, or just destroy incoming missiles.
For the Executor it can use an ability that boost the ships in the same fleet with the Executor, and/or scare the shit out of the enemy  8=) (debuff the enemy) for some time. It can also use something like a command and control centre; pick a priority target to increase the damage output against it, or just an ability like fire all batteries  (overwhelm).
She could have a garrison ability. However, due to its huge on board force, the planet you capture can have an increased starting population (which requires less migration).
Maybe also something like "call the reserves" after the ship loose all its fighters you can call for a couple of extra wings (it can be used one at a time, and after each use the ship must resupply from the Altor)
Title: Re: Ship Ability Lists & Discussion
Post by: Pali on November 24, 2014, 06:07:45 AM
As I understand it, supply now takes the place of antimatter and is used mostly, or solely, for fighter construction (and is mostly regenerated by visiting something along the lines of a friendly resupply base/planet).  If I'm misunderstanding things, some suggestions below may not quite make sense.  Hopefully they do. ;) I'm also going to try to limit my number of suggestions to one per question-mark per ship, though a few will have extra suggestions.

Sovereign:
Passive: Terror -% enemy hull/shield restoration rate due to presence of such a terrifying enemy vessel demoralizing the enemy crews and reducing their efficiency
Active: Ram - Sovereign rams enemy vessel, dealing the enemy vessel's hp x 1.5ish in damage to both ships (allows it to kill smaller ships without much risk, but pretty much guarantees both die if it rams another titan-class)

Executor:
Passive: Terror - same as Sov. above, maybe smaller bonuses per level since the Sov's superlaser makes it extra scary
Passive: Fleet command - % bonuses to damage dealt plus sharing damage from nearby friendlies, as the Executor's command staff manages the fleet and rotates ships off the very front lines for R&R
Passive: Massive hangars - allows it to replace destroyed squadrons more quickly as well as adding to its normal fighter count
Active: Intensify fire - Focuses all fire on one target, granting 200% damage against that one target but cuts all other weapon banks to 50%

World Devastator:
Active: Construction - requires an unused asteroid (such as one in a gas cloud that lacks a colonizable planet), allows the ship to act as a frigate shipyard at 75% construction speed due to limited materials.  I'm guessing this would need to work mostly like the capture ability does for them, while adding a faction-wide modifier - probably a pain in the ass to code, but it just seems right for them so I have to suggest it :(
Active: Tractor beams - enemy ships (up to, say, 4?) cannot move or hyperspace
Active: Absorb - consumes enemy frigate, regenerating hull damage equal to target hull x 1.25 (provides an incentive to micromanage and target enemy ships with the most hp without punishing those who choose not to)

Praetor:
Passive: Fleet command - similar to Executor, maybe regenerative rather than damage based to differentiate (and work better with bulwark)?
Active: Covering fire - the Praetor uses it's long-range batteries to distract enemy targeting, providing nearby ships with an evade/damage reduction bonus
Active: Barrage - temporarily grants the ship 150% weapon range (maybe 200%?) but with a 25% drop in damage dealt

ISD2:
Passive: Fleet command - again, similar to Praetor and Executor, but perhaps again with different bonuses, maybe this time supply regen

Altor:
Active: Refurbish - Uses ALL Altor's current supply, friendly vessel gains % damage dealt/reduction relative to Altor's supply for some amount of time (maybe only works on cap ships, NOT titans, so that the bonuses can be scaled appropriately - it seems fitting that if an Altor spends all of its materials upgrading an ISD2 or even a Praetor for combat, they'd be fantastic until munitions and spare parts began to run low for the extra systems, but an SSD shouldn't receive anywhere close to the same percentage bonuses that they would considering its incredible size)

VSD1:
Active: Salvo - VSD fires its entire complement of concussion missiles at one target, dealing massive damage (not sure how Sins works by any means, but ideally I view this as essentially granting the VSD a full missile volley at around 150% normal damage, while resetting the reload period for its missile weaponry and adding a couple seconds on top of it)
Passive: Bombard - given the atmospheric capabilities of its design, the VSD is able to get closer to the surface and deliver superior precision fire to ground targets

VSD2:
Passive: Bombard - same as VSD1, maybe a higher modifier due to ship upgrades
Active: Microjump - the VSD2s enhanced engines and navigation systems allow it to make micro-hyperspace jumps within systems, allowing them to suddenly appear at their enemy's flanks (essentially the Vasari loyalist's Titan ability)

Dreadnaught:
Active: Ram - Ship deals 2 x own hull value to itself and target (in memory of the ISD Peremptory)

Strike Cruiser:
Passive: Extra hangars - researchable passive, post-construction modules add additional hangars to the cruiser, granting it extra squadrons

Carrack cruiser:
Active: Power to engines - ship's speed is increased for a short time, NO negative modifiers to other systems but can only be used once between resupply visits
Passive: Mosquito's bite - ship has damage dealt/damage received bonus against enemy titans (small enough to not attract much attention from the enemy ship's weapon banks, yet able to cause an itch)

Acclamator:
Passive: Bombard - similar to VSD1
Passive: Extra hangars - researchable, self-explanatory
Active: Deploy stormtroopers - applies boarding effect to enemy frigate (nothing else seems to have it)

Lancer:
Active: Fighter tractors - researched ability, Lancer frigates are equipped with small-ship tractor beams that, while unable to fully capture enemy fighters, limit their maneuverability and grant the Lancer a 50% damage bonus against them until the generators need to initiate a cool-down cycle
Active: Screening fire - The Lancer focuses all guns on protecting nearby friendly capital ships, giving it a 50% damage bonus against enemy bombers, though reducing damage against enemy fighters by 75% due to the firing delay involved in synchronizing fire from multiple batteries
Passive: Superior ion drives - Later model Lancer frigates were able to keep pace with an X-wing squadron; this researchable upgrade allows yours to as well (I can't recall the source for that claim though it was most likely an X-Wing book, and it may be that it was Y-wings instead of X-wings, but I'm certain I recall a book describing Lancers as equal in speed to one of them)

Vindicator:
Passive: Patrol - The Vindicator's speed and size make it an excellent system patrol vessel, and the presence of one consoles the public, granting an allegiance bonus of, say, .2% per ship (allows you to really buff allegiance in a place or two with a couple dozen frigates, but requires significant investment to do so)
Active: Intercept - the Vindicator makes a microjump toward an enemy ship (if possible, placing it directly in the line of travel of target), attempting to prevent its escape

Viscount:
Active: Power to shields - shield regen gets % buff, weapons and/or engines get lesser % debuff, would need testing to work out a fair compromise given the scale of Titan/Super-class ships
Passive: Fleet command - Again, fleet buff
Active: Fleet navigation - allows FLEET microjump, having every friendly combat ship within X radius of Viscount instantly jump to relative point from target location (I have no idea if Sins would even allow this to be possible, but it'd be sweet)
Active: Deploy rescue shuttles - instantly collects all escape pods in current gravity well, gaining all their bonuses until a reasonable limit is reached

Nebula:
Active: Power to weapons - I liked it in ICW, I see no reason I wouldn't like it here; % damage bonus, lesser reduction to shield/hull regen and speed
Active: Deploy troops - massive damage to planets, but requires resupply to reset cooldown
Active: Duel - focuses all systems on one enemy target, granting 200% damage against that target as well as 50% damage reduction from that target, while reducing damage to all others by 50% and increasing damage taken from all others by 25% (numbers to be modified as needed, the goal being to make it an ideal one-on-one fighter against enemy capital ships in the early game while being an ability that actually seriously weakens it if used in large-scale engagements)
Active: Deploy K-Wing squadron (deploys a friendly K-wing squad to the local gravity well independent of the Nebula's resupply, and it would decay over time like any fighter squad lacking resupply - ability upgrades could be either extra squadrons or longevity upgrades)

Endurance:
Active: Scramble - launches at once every fighter and bomber the Endurance has, totally draining its supply (upgrades would give the fighters and bombers damage given/taken bonuses for increasing time periods, or perhaps extra ships per squadron)
Active: Deploy rescue shuttles - rescues all escape pods in the area, receives significantly enhanced supply regen (allowing more fighter launches) per pod but gains NO other bonuses from them (idea being that it is rescuing friendly ejected pilots rather than capital ship crews)
Passive: Expanded hangars - extra squadrons, similar to the base Sins ability
Passive: Starfighter command - damage taken/dealt bonuses for friendly fighters within radius, both increasing with upgrades

MC90:
Passive: Fleet command - you've seen it before
Active: Torpedo barrage - A torpedo volley is perfectly timed while the enemy's defensive systems are distracted, and a brace of torpedoes manages to bypass the shields and directly damage the hull, doing X damage

MC80:
Active: Fleet defense - Accustomed to shielding friendly vessels from enemy fire, the MC80 absorbs 50% of damage directed towards nearby ships, while only actually suffering 50% of that damage itself (numbers open to balancing, as always)

Assault Frigate:
Active: Fleet screening - Pretty much the same as the MC80's fleet defense stat-wise, the idea being that the MC80 is simply getting in the way, while the Assault Frigate is maneuvering both boldly enough to gain attention yet erratically enough that it's avoiding much of the fire
Active: Boarding party - shuttles of New Republic marines launch for enemy ships, attempting to gain control of vital areas

Bothan Assault Cruiser:
Active: Torpedo barrage - similar to MC90, though since I assume the BAC is a frigate and the MC90 a cap ship, I'd place the BAC's torp barrage damage above the MC90's base ability damage, but around or just under the MC90 level 2 torp barrage damage
Passive: Bothan spies - 1% chance (maybe, probably less) that any enemy frigate coming within range will self-destruct, any enemy cap ship take 750 hull damage.  Only applies once to any enemy ship per encounter (meaning encounter within gravity well: if ISD Avenger pops into my system far from my BACs, nothing happens; if Avenger closes with the BACs, per ship it runs the RNG, and passes, so no extra damage is taken; Avenger withdraws anyways, BACs don't pursue, and if Avenger now turned to fight again it wouldn't risk another run at the RNG; but if Avenger jumps out then comes back, it DOES risk another run at the RNG per BAC)

Proficient: (I may be underestimating how strong you've made this ship, since according to Wookiepedia it seems to suck without special modular systems, so my upgrades are meant to make it potentially strong in various ways)
Each ship of the class gets ONE upgrade from the following, selected after construction
Extra hangars - gains two fighter, one bomber squadrons
Extra guns - another 20ish heavy turbolasers are added to the ship, making it an equal match for most ships its size (or however many would be needed)
Buzzdroids- Allows the ship to instantly deploy a field (5-15 depending on strength feels right to me) of droid-mines able to home in on enemy ships
Gravity well generator - self-explanatory
The idea really isn't to make it more powerful than it should be lore-wise (since I don't recall it from anything and thus have no idea beyond the Wookiepedia entry on how strong it should be), but to make it hard to predict - a fleet made entirely of Proficients could with the above be anything from fighter heavy to mine layers to a heavy frigate line to an insane mix, and until actually engaged it'd be hard to tell what you're up against.  Ideally, against that pure Proficient fleet if you've prepped even decently for it, you should tear through without trouble, but if you load too many Lancers and they've got only a handful if any ships set up as carriers, much of your fleet is suddenly of little worth.  The NR fleet's strength was versatility, and I think it'd be fun for this somewhat lesser-known ship to help exemplify that.

MC40:
Passive: Superior engines - Is faster than expected for a ship of its size, able to catch most frigates in a chase and easily run away from larger enemy ships

MC30:
Active: Cluster bombs - rather than a torpedo volley at ships in range, does massive damage to enemy fighters in range

CR90:
Active: Power to engines - grants the ship incredible speed, showing why it is known as the blockade runner - nothing can catch it during this heavy burn, not even fighters or missiles
Passive: Corellian design - grants the ship one of a selection of passive upgrades, either increased normal speed (does not apply to PTE), superior evasion (-% damage taken), or mid-ship lasers (if its base armament is mostly turbos, it gets some quads, and vice versa - don't know exactly how you're doing it, but the idea is take what's missing and add a little of it)

Nebulon-B:
Active: Engineering crews - repairs hp/shields/both of nearby friendly ships
Active: Graduating class - gives friendly ship a supply bonus, allowing it to launch more fighters before returning to base
Passive: Medical frigate - adds to base regen rates of nearby ships as injured crewmembers are gotten back on their feet faster

Quasar:
Active: Scramble - drains supply entirely, launches all possible fighters/bombers at once - similar to Endurance ability, but not as good since it lacks the damage dealt upgrades
Passive: Covering fire - quad laser batteries provide cover for the launch vectors of its fighter and bomber squads, granting them a 30 second window of invulnerability after they launch (useless in most situations, since the fighters will launch and lose the bonuses well before contact, but if you happen to end up dropping a couple quasars right in the middle of an enemy fleet the abilities form a nice combo)
Title: Re: Ship Ability Lists & Discussion
Post by: Slornie on November 24, 2014, 04:20:57 PM
+1 to the Scramble ability for the Endurance.  Might suggest it for the Acclamator too, as the larger Imperial carrier.

Executor
Shock and Awe - Passive culture buff/debuff in friendly/hostile territory due to the sheer size and power of the vessel.
Career Ladder - Due to the mad hatters who get control of these ships junior officers get promoted, and killed, quickly.  Boost experience gains for surrounding vessels.

Interdictor Cruiser
Jam Transmissions - Briefly prevent enemy units from receiving movement orders until they locate an unjammed comm channel.

Carrack Cruiser
Seed of Destruction - Lay mines which will detonate on proximity to any ship (friendly or hostile).
Safe Passage - Passive ability which suppresses mines in the immediate vicinity from exploding.

Acclamator
MCPS (http://starwars.wikia.com/wiki/Metal-Crystal_Phase_Shifter) - Special tech which increases the WeaponIgnoresShieldsAdjustment for 5s/10s/15s to cause more hull damage.

Assault Frigate
Synchronise Fire - Taking a leaf out of Bel Iblis's book (albeit with Dreadnaughts), when several AF's are in close proximity boost damage dealt to enemy units as they co-ordinate their fire patterns.

Bothan Assault Cruiser
Spynet - Bothan spies give advance warning of ship movements in neighbouring systems.  Weaker effect further from friendly culture.
Ar'krai - The state of all-out war against the Vong negates stage 1 of passive low-life/degraded systems when YV ships are in the same gravity well.

Proficient
Over the Odds - The more enemy ships in range, the faster the Proficient's guns will fire.

Nebulon-B
Saviour ship - As a hospital ship, increases health/lifespan of any escape pods in range until they can be rescued/used.
Title: Re: Ship Ability Lists & Discussion
Post by: hoho96 on November 24, 2014, 04:57:31 PM

Bothan Assault Cruiser
Ar'krai - The state of all-out war against the Vong negates stage 1 of passive low-life/degraded systems when YV ships are in the same gravity well.

Since there's no Vong (at least for the time being ) I'm not quite sure how this will work :/
Title: Re: Ship Ability Lists & Discussion
Post by: Slornie on November 24, 2014, 05:01:46 PM
Since there's no Vong (at least for the time being ) I'm not quite sure how this will work :/
Wishful thinking?  :angel:
Title: Re: Ship Ability Lists & Discussion
Post by: Corey on November 24, 2014, 05:36:36 PM
And people think my hints are obvious....


I'ma respond directly to some ideas when I get home from class.
Title: Re: Ship Ability Lists & Discussion
Post by: Senza on November 24, 2014, 06:09:25 PM
That's weird, why didn't the new abils show up on the commits? :o Pali, you might be surprised how close some of your ideas are...
Title: Re: Ship Ability Lists & Discussion
Post by: Pali on November 24, 2014, 07:58:33 PM
So where are these finished abilities? :P Pali, you might be surprised how close some of your ideas are...

I recall some saying about great minds thinking alike... ;)

Though I did come up with all those while quite drunk last night - I'm surprised it isn't full of typos and absurd concepts.  ;D I did completely forget about culture/allegiance modifiers, though - I like the Shock and Awe idea for Executors or Sovs.
Title: Re: Ship Ability Lists & Discussion
Post by: Corey on November 25, 2014, 12:57:29 AM
Quote
So where are these finished abilities? :P Pali, you might be surprised how close some of your ideas are...

Everything listed in this topic is already in-game in the version you testers have except for like 5 of them (Power to shields, reconstruction, detonate fuel cells, the NR escape pod thing and Probe Droids). All of those except the escape pod thing are finished in my version, just not yet pushed to the GIT project. The NR escape pod thing is still in proof-of-concept phase.


Quote
Passive: Fleet command

Keep in mind there are actual units (http://thrawnsrevenge.com/forums/index.php?topic=5072.0) specifically for the role of fleet commanders. Giving that bonus to ISDI/ISDII would be like doing it in ICW; every ship would be a fleet commander. We'd also rather keep the super ships from becoming fleet commanders. We're slightly more open to the Executor having fleetwide effects, but I'd rather keep that kind of bonus to the Fleet Commanders and potentially heroes.

Quote
Active: Ram - Sovereign rams enemy vessel, dealing the enemy vessel's hp x 1.5ish in damage to both ships (allows it to kill smaller ships without much risk, but pretty much guarantees both die if it rams another titan-class)
Ramming wouldn't work in this game with such large vessels; with smaller ships (capitals and down) the sizes and distances work out so that it rarely looks too weird, but with something the size of the Sovereign it would always look really stupid. Ramming is essentially a short-range projectile nuke, the game isn't actually calculating a collision between two objects.

Also, damage is done based on fixed numbers; you can't make it be a calculation based on variables. This kind of thing applies to other stuff as well, like the Altor refurbish suggestion.

Quote
Active: Construction - requires an unused asteroid (such as one in a gas cloud that lacks a colonizable planet), allows the ship to act as a frigate shipyard at 75% construction speed due to limited materials.
You can't turn a ship into a shipyar. You can have abilities that spawn ships however, which the World Devastator already has.

Quote
Microjump
This is an ability already, however there are some abilities that are kept as sort of "signature" faction ability types, and as essentially the quintessential mobility ability, microjumps are reserved for the Empire of the Hand.

Quote
Active: Scramble - launches at once every fighter and bomber the Endurance has, totally draining its supply (upgrades would give the fighters and bombers damage given/taken bonuses for increasing time periods, or perhaps extra ships per squadron)

I should reiterate the way the fighter system works a bit. There's two aspects to it. One is the "supply," which is what antimatter transferred into. It represents the total number of fighters that ship can canonically hold. The second is the Sins fighter method, Command Points, which determines how many squadrons can be deployed at once. We use both of these metrics. The Endurance, for example, has 84 fighters (7 squadrons) of which it can deploy 3 at a time. The fighter supply number is based on that ship in particular's hangar capacity, and the command points are based on role. The general rule is regular ships get 1 at a time, carriers and capital ships get 2, and capital ships that serve as dedicated carriers get 3 at a time. This serves to add another strategic dimension, and also helps to represent all canonical complements without causing game-breaking lag.

So while this and the fact that you can't make antimatter costs be whatever the ship has left and have the effects scale like that, what potentially could be doable is an ability that lets it surpass its limit of three while costing an excess of the supply (so you're trading long-term sustain for some up-front power) as long as it's kept to something like a 2-1 ratio for supply to extra fighters.

Quote
Each ship of the class gets ONE upgrade from the following, selected after construction
You can't level abilities on a frigate. It would have to be a capital ship, and even then I don't think you can limit leveling like that to one per ship. As far as the Proficient in general goes, though, it's a refit, much like the Dreadnaught tended to be.

Quote
The Sovereign can certainly use a point-defence ability; fend of fighters for a brief time, or just destroy incoming missiles.
This is a little dangerous; it's already a ship that excels at taking out larger damage sources, so if you give a ship like that point defense to just wipe out fighters it gets a little on the OP side.
Title: Re: Ship Ability Lists & Discussion
Post by: Pali on November 25, 2014, 07:18:58 AM
I forgot about the fleet commanders.  :D  Shame about the ramming not working, wasn't sure if Sins would support it or not.

You can't turn a ship into a shipyar. You can have abilities that spawn ships however, which the World Devastator already has.

Maybe an ability that spawns a frigate yard with a permanent construction speed debuff would be an alternative? *shrug* Probably better to come up with a better idea.

Quote
This is an ability already, however there are some abilities that are kept as sort of "signature" faction ability types, and as essentially the quintessential mobility ability, microjumps are reserved for the Empire of the Hand.

Makes sense.

Also, thanks for the clarification regarding fighters.  I like your rapid deployment idea.

Quote
You can't level abilities on a frigate. It would have to be a capital ship, and even then I don't think you can limit leveling like that to one per ship. As far as the Proficient in general goes, though, it's a refit, much like the Dreadnaught tended to be.

The idea wasn't to have them level, actually, but was inspired by how Interregnum has its Strike Cruisers (and I REALLY should've credited them for the idea in the original post, apologies for that).  They're frigates that have a set of purchasable upgrades that need to be purchased per ship.  However, I can completely understand not wanting to borrow ideas from other mods to maintain individuality and avoid any sense of stepping on toes, so if that's a turn-off feel free to ignore the idea - it just seemed appropriate for the ships.
Title: Re: Ship Ability Lists & Discussion
Post by: Corey on November 25, 2014, 12:11:36 PM
Ah yeah; that Strike Cruiser thing is essentially what we would have done with the MTC had we kept it in. The main thing is I'm not sure if you can make an ability make other specific abilities on a ship uncastable, so the choice of one among all of them isn't really doable. It may be possible by making it so that there's a buff chain like with the Overcharge/Snipe thing where you just make it so that if there's already an upgrade buff the ability does nothing at all, but I'm not sure how well that would work out.
Title: Re: Ship Ability Lists & Discussion
Post by: Pali on November 25, 2014, 04:37:52 PM
The main thing is I'm not sure if you can make an ability make other specific abilities on a ship uncastable, so the choice of one among all of them isn't really doable.

Yeah, Interregnum's SCs don't do it that way either - each ship can get all 3 upgrades, and since each costs more resources, it's essentially just getting a better ship in exchange for higher cost and time spent micromanaging.  I was hoping that having an option of only one would work, since then you're actually making a choice that has up/downsides, but that doesn't sound feasible.  Ah well.
Title: Re: Ship Ability Lists & Discussion
Post by: Corey on November 25, 2014, 11:58:25 PM
That sort of thing would have to be done one of two ways:

1. Make purchasing one upgrade remove the effects of the other.
The problem with this is as far as I know you can't directly make one buff remove another. The closest you get is the "ApplyOrRemoveBuffToSelf" instant action, which is a toggle, used for abilities that you turn on or off (like the siege mode thing for missile frigates or Cloaking), and not something you can directly control. Basically, buying an upgrade would end up turning everything on for the first, then off with the second, etc. Not hugely useful.

2. Make it so that once you've purchased one, purchasing the others has no effect.
I can't think of any reason this wouldn't be technically possible, at the very least if it were a choice between two (although I'd imagine it should work for more, not 100% sure withotu trying) however the ingame communication of that fact may be a little weird.
Title: Re: Ship Ability Lists & Discussion
Post by: Pali on November 26, 2014, 12:40:10 AM
As an alternative, perhaps researchable upgrades?  I don't know that there is any way for Sins to allow blocking a research project because another was done (though things I've seen in other mods suggest it might be?), but if not maybe have two projects that give bonuses that would nullify the other?  For instance, have one project that grants the SC extra squadrons but cuts down on guns or armor, with another that does the reverse, so doing both would simply result in a return to the base SC stats.
Title: Re: Ship Ability Lists & Discussion
Post by: Corey on November 26, 2014, 08:16:53 AM
Technically, but its something you can really only do with one set of choices. Basically you change the faction ID tag with different tech, and make each tech require being a specific faction. Its what SoGE uses to determine between different titans and STA uses for the Dominion/Cardassians. Although it won't be in the first release, we're looking g to use it for something more on that level.
Title: Re: Ship Ability Lists & Discussion
Post by: Pali on November 26, 2014, 03:49:06 PM
Technically, but its something you can really only do with one set of choices. Basically you change the faction ID tag with different tech, and make each tech require being a specific faction. Its what SoGE uses to determine between different titans and STA uses for the Dominion/Cardassians. Although it won't be in the first release, we're looking g to use it for something more on that level.

Gotcha.  Interregnum does something similar for its Warlords faction also.

Well, I'm out of ideas for the SC then. ;)
Title: Re: Ship Ability Lists & Discussion
Post by: Corey on November 27, 2014, 12:01:31 AM
Actually I'm full of shit. I think there is a way to just straight up remove a buff.
Title: Re: Ship Ability Lists & Discussion
Post by: Pali on November 27, 2014, 01:47:17 AM
...dude, no, now you're just getting my hopes up. ;)
Title: Re: Ship Ability Lists & Discussion
Post by: Senza on November 27, 2014, 12:18:13 PM
I know they're not on here, but I'd love to see an abundance of cloaking technology make its way into the EotH's forces, since it was clear you guys meant to go that direction originally in ICW, but ship meshes made it impractical. In Sins, not so. Granted, afaik there is no way to make a ship truly invisible in Sins, not to the player, anyway. (I really hope the devs add this possibility for mods someday)  The units may not be able to attack them, but you can still tell they're there. Of course, that makes sense for a huge fleet of warships trying to be stealthy.
Title: Re: Ship Ability Lists & Discussion
Post by: MajorDuck on February 17, 2015, 09:57:07 AM
The purpose of this thread is to give an overview of all the abilities available to each ship in the mod, allow people to give feedback, and let everyone know what's done and where there's still room for suggestions. Anywhere there's a red question mark, we're completely open to any ideas anyone may have. In general we're trying to give each capital ship four active abilities since there's fewer of them and it's easier for players to micromanage their use, and each frigate 1 or 2, usually passive abilities which help them be relevant as support ships without being individually overpowered (ie the Strike Cruiser and Carrack Cruiser's abilities), although we're not opposed to passives on a Capital and actives on a frigate.

I've only listed what's currently in-game in some form


Viscount
1. More then one layer of shields (Backup like the ships of Mon Cal are described in almost all literatur) (The Viscount's shields had backups, like previous Calamari designs, and were thus highly regenerative - Wookiepedia) (A distinguishing feature of Mon Calamari cruisers was the redundancy of weaker shield generators contributing to the shielding system. Mon Calamari cruisers carried three times the usual number of generators for ships of their size. Although each generator was weaker than the Imperial standard unit, the quantity of shield generators allowed for faster energy replenishment. Also, this made the generators much harder to destroy, as they could not be seen clearly and were in fact inside the ship. These shields also allowed Mon Calamari Cruisers to survive better against spacial elemental threats.)
2. Able to carry more fighters (Ships of the class could carry hundreds of starfighters, as well as dozens of small support vessels - Wookiepedia)
3. Can Carry up to 4 CR90 (Ships of the class could carry hundreds of starfighters, as well as dozens of small support vessels,[6] including frigate-sized ships  - Wookiepedia)
4.  Bacta Tanks and Fighter repair aka faster repair like Hajens 2 skills (To support wounded in combat, the Viscount-class had hundreds of self-replenishing bacta tanks in its medical wings.[7] It also had fighter repair bays, for the repair and maintenance of the ship's starfighters   - Wookiepedia)
5. Point-defense laser cannons that shoot at lot of the missiles thats incomming

Nebula
1. Either a host an space superiority wing consisting of hyperdrive-equipped E-wings, A-wings, or upgraded X-wings or
2. host an assault wing made up of a mixture of K-wing bombers for precision strikes and Defender starfighter for close support
3. Either a Star Destroyer or a Fleet Carrier (Following the New Class practice of using the same hull for multiple configurations, the Nebula-class Star Destroyers shared their basic spaceframe design with the Endurance-class fleet carriers)
4. AbilityTargetHangar
5.Tractor Beams to target and keep 1 capital enemy ship from fleeing
this should not be a ability but be refelcted by stats (system of lateral thrust vents to increase the ship's maneuverability, giving it far greater agility then most large capital ships)

Endurance
*1. Force Push - Jedi aboard this ship use the force to remove threats from firing range.
2. Either a host an space superiority wing consisting of hyperdrive-equipped E-wings, A-wings, or upgraded X-wings or
3. host an assault wing made up of a mixture of K-wing bombers for precision strikes and Defender starfighter for close support
4. AbilityAlphaStrike
5. Fighters can micro jump as all NR fighters except Kwing was able to FTL and then make alpha strike so instead of having long flight time insta warp to target (Actually that should be true for all fighters both NR and Remnant)

MC90
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
*2. Shield Aegis - This ship extends its powerful shields to allied ships around it, enhancing their shield mitigation for a short time.
*3. Force Pull - Jedi aboard this ship use the force to pull targets closer to it.
4. AbilityIonBlast
5 Proton torpedo launchers

MC80B
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
2. Double the fighters (The MC80B cruiser carried four starfighter squadrons. Later ships in this line were refitted to hold up to eight squadrons)
3. AbilityReflectiveShields
4. AbilityIonBlast
5.Drop the force pull and call it tractorbeam pull (there wherent that many Jedi in the new republic)

MC80
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
*2. Boarding Party - This ship sends out a boarding party to capture an enemy vessel. While boarding is attempted, neither ship can move. If the target ship would be destroyed in this time, it instead joins the New Republic's fleet.
*3. Droop Troops - The MC80 drops soldiers to liberate the planet and establish a New Republic presence.
4. Kill fighters (The Turbolasers and the Ion cannons possessed advanced targeting systems and were able to track and destroy fighters and smaller craft.)
5. Interlaced shield (their shielding capability was far more advanced. The multiple backup shields and multiple shield generators ensured that a Calamarian cruiser could not only last in combat against more heavily armed opponents but also they had more protection from spacial elemental threats)

Assault Frigate
1. AbilityBombardEmpire
2. please remove AbilityProjectForce as there are not that many jedis
3. Increase shield strength they had better shield then Imperial Dreadnaught but less armour

also it had no Fighters that was removed when rebuildt to NR AF

Bothan Assault Cruiser
1. AbilityHullBreach
2. In addition to the array of weapon emplacements, the cruiser's two hangars carried four squadrons of starfighters
3. AbilityBothanSpies
4. AbilityBombardEmpire
5. Proton Torpedoes (twenty proton torpedo launchers with sixteen missile magazines, and four tractor beam projectors.)
Defensively, the Bothan Assault Cruiser was a vast improvement to the Victory-class Star Destroyers it was intended to replace. Both armor and shields on the cruisers were 150 percent heavier than on the Victory-class

Proficient
1.
2. ?

MC40
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
2. Escort (Follow specific Ship behind it) instead of flying around on its own)
3.
one starfighter squadron
larger than the Imperial Strike-class medium cruiser. It was equipped with powerful shields for a vessel of its size

MC30c
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
*2. Cluster Bombs - The MC30c launches proton torpedoes at all targets within range.
3. AbilityBombardEmpire
4. utilized proton torpedoes to bombard larger enemy starships in combat. is that = AbilityBombardEmpire
5. Escort (Follow specific Ship behind it) instead of flying around on its own)

CR90
*1. Point Defense: instantly annihilates several fighters within the vicinity of this craft.
*2. Blockade Runner: Transfers power to engines from weapons and shields to increase max speed for a short period.
3. Guard (Circle a Planet / Orbital installation / Ship )
4.  Escort (Follow specific Ship behind it) instead of flying around on its own)
Either CVE / Transport / Light Escort (Transport can deploy Comandos that take Tibanna and Metal extractors over without cost chance of imperial selfdestruct in Spite)
A common configuration for combat-oriented corvettes consisted of six H9 dual turbolasers.[1] A similar armament was mounted on the CR92a Assassin-class corvette, a successor of the CR90 that was designed exclusively for combat roles
One of the rarer variants could carry starfighters, such as the Night Caller and Constrictor.

Nebulon-B
1. Many Nebulon-Bs include sophisticated sensors and deep space,  multi-frequency antennas, allowing them to function as long-range scouts or relay battle information to a command vessel
2. Either have 2 squadrons of fighter or Sensors
3. AbilitySlimProfile
4. AbilityBlockadeRunner
5. AbilityPassiveLowLife
6. Guard (Circle a Planet / Orbital installation / Ship )
7. Escort (Follow specific Ship behind it) instead of flying around on its own)

Hajen
*1. Resupply - The Hajen resupplies fighters to the target ship.
*2. Repair - Restores hull points to the target ship.
 3. Escort (Follow specific Ship behind it) instead of flying around on its own)
 4.Guard (Circle a Planet / Orbital installation / Ship )


Quasar
*1. Coordinate Fighters - Increases the damage of all fighters from nearby craft.
2. Guard (Circle a Planet / Orbital installation / Ship )
3. Escort (Follow specific Ship behind it) instead of flying around on its own)
48 starfighters (A,B,E,X,Y)


Gallofree:
*1. Drop Troops - This ship establishes a garrison on the target planet.
*2. Capture Entity - Drops troops to secure neutral structures.
*3. Migration (Load) - Loads population from target planet onto the ship.
*4. Migration (Place) - Transfers loaded population onto target planet.

Ferret:
*1. Explore - Passively jumps between systems, gaining information.
Invisible unless close (Baffled sublight drive) (Every element of the ferret's design contributes to its ability to covertly enter hostile territory, collect intelligence, and remain virtually undetected during departure)

Sovereign:
*1. Superlaser - The Sovereign fires its superlaser at the target, destroying it and damaging all enemies in a line.
*2. Interdict - Gravity well generators in this ship prevent the enemy from jumping to hyperspace.
3. Mass Effect - The Sovereign uses its gravity well generators to pull enemy ships towards it, damaging them and itself in the process.
4. ?

Executor:
1. AbilityConcussionBarrage
2. AbilityPowerSymbol and AbilityFearAura
3. also carried a large number of landing craft, dropships, ground armor and two prefabricated garrison bases
4.  minimum of 144 starfighters were carried onboard Executor-class vessels;[25] but the massive hangars could hold thousands
Less guns more anti fighter (many heavy batteries were sacrificed for an increased number of anti-starfighter cannons)
Invisible (several Executors had cloaking generators or stealth-armor fitted to the vessel)
The ship also possessed long-range scanners, which also ensured, alongside Viper probe droids, that the Executor could locate Echo base.


World Devastator:
*1. Assimilate - The World Devastator consumes a targeted enemy frigate or cruiser, adding a stack of Assimilate. Each stack increases damage output by (2.5/5/7.5/10)% and hull points by (250/500/750/1000). Max 10 stacks,
*2. Reconstruction - The World Devastator consumes an enemy ship, and uses the material to produce a new frigate or cruiser.
3.
4.

Praetor:
*1. Bulwark - The Praetor scrambles enemy transmissions, forcing enemy ships around it to attack it instead of other allied ships in the area.
2. AbilityPraetorIon
3. AbilityBulwark ?
4. Droop Troops - The Preator drops a garrison on the target planet, establishing Imperial control. (AbilityISDColonize)
5. 120 Fighters



ISDII:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
*2. Tractor Beam - The Star Destroyer uses its powerful tractor beam projector to lock its target in place, removing any chance of escape.
*3. Probe Droids - Probe Droids are launched to explore another system. (AbilityProbeDroids)
4.Droop Troops - The ISD drops a garrison on the target planet, establishing Imperial control. (AbilityISDColonize)
5.
6 Fighter squadrons (Tie,TieBomber,Tie Interceptor)

ISDI:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output. (AbilityOverwhelmCapital)
*2. Tractor Beam - The Star Destroyer uses its powerful tractor beam projector to lock its target in place, removing any chance of escape. (AbilityTractorBeam)
*3. Probe Droids - Probe Droids are launched to explore another system. (AbilityProbeDroids)
*4. Droop Troops - The ISD drops a garrison on the target planet, establishing Imperial control. (AbilityISDColonize)
5.
6 Fighter squadrons (Tie,TieBomber,Tie Interceptor)


Altor:
*1. Resupply - The Altor resupplies fighters to the target ship.
*2. Repair - Restores hull points to the target ship.
*3. Detonate Fuel Cells - The Altor detonates its fuel cells, doing damage to all enemy ships in the area. The remaining crew is jettisoned in an escape pod which cannot leave the system, and can dock on another allied ship, restoring some hull strength and supply.
4. Escort (Follow specific Ship behind it) instead of flying around on its own)
5. Guard (Circle a Planet / Orbital installation / Ship )

VSDI:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
2. Precise Groundstrike (Unlike later Star Destroyer designs, the Victory possessed the ability to enter the upper levels of a planetary atmosphere. This gave the ship a decided advantage of added precision when engaging in the ground attack operations the class was designed to carry out.) (Both Strike and VSDI can land and attack even through Planet shield)
3.Concussion Barrage (80 concussion missiles tubes)
4.Faster Hyperdrive (The Victory Star Destroyer's Class 1.0 hyperdrive was superior to that of the Imperial-class Star Destroyer, allowing Victory ships to reach their destinations in half the time.)
5.AbilityThrawnDoctrine

VSDII:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
2. AbilityThrawnDoctrine
3. The Victory II, however, did retain its predecessor's ability to operate within planetary atmospheres.(Land troops) (
4. AbilityBombardEmpire (The Victory II, however, did retain its predecessor's ability to operate within planetary atmospheres.[2])
5. Boarding party (the Victory II-class was designed for deep space combat , ther Victory II's were used for deep space interdiction missions, using their ion cannons to capture enemy starships without damaging them)
only 2 Squadrons
the removal of the banks of concussion missile tubes

Immobilizer:
*1. Interdict - Gravity well generators in this ship prevent the enemy from jumping to hyperspace.
*2. Missile Interference - Temporarily reduces all sources of physical damage in a radius by 75%
3. AbilityThrawnDoctrine
4. Escort (Follow specific Ship behind it) instead of flying around on its own)
Very light anti Fighter defence
2 Fighter squadrons

Dreadnaught:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
2. AbilityThrawnDoctrine
3. AbilityEnhancedTargetting
4. AbilityBombardEmpire
5. Escort (Follow specific Ship behind it) instead of flying around on its own)
Quad laser cannons (20) , Turbolaser batteries (10) , Laser cannons (10) , Ion cannon (Unknown number)[11] Original
Light quad turbolaser cannons (20) , Turbolaser batteries (15) , Turbolaser cannons (15) , 1 Fighter Squadron + Common modification: Warhead launcher (1) , Standard load: 25 concussion missiles[8] Updated

Strike Cruiser:
*1. Denting Strike - The Strike Cruiser's turbolasers weaken the enemy hull, causing them to take increased damage from all sources for 5 seconds.
2. Fittet as carrier (3 Squadrons of figters) or 3
3. Fittet as Cruiser (More GUNS and Concussion Missiles) or 4
4. Fittet as Dropship (Both Strike and VSDI can land and attack even through Planet shield) or
5. Fittet as repair ship
Modular ship with different fittings able to use those roles

Carrack Cruiser:
*1. Ionic Disruption - Upon firing, this ship's Ion Cannons interrupt its targets electrical systems, causing them to fire more slowly.
2. AbilityThrawnDoctrine or
3. Recon (Can see the closest system) or
4. Anti-starfighter version: Heavy turbolasers (10) , Tractor beam projectors (5) , Laser cannons (20)
5. Escort (Follow specific Ship behind it) instead of flying around on its own)
6. Guard (Circle a Planet / Orbital installation / Ship )
It was later an important addition to the Imperial Navy; although 350 meters long, the small combat cruisers were heavily armed and had a top speed that matched X-wing starfighters.


Acclamator:
1. Fittet as Dropship (it was buildt to move and attack with clone troopers) or
2. The Acclamator II-class was designed primarily to carry out orbital bombardments, and as such its troop complement was reduced by nearly eighty percent in order to make room for the added weaponry

Lancer:
*1. Point Defense: instantly annihilates several fighters within the vicinity of this craft. (AbilityPDGreen)
2. AbilityThrawnDoctrine
3. Escort (Follow specific Ship behind it) instead of flying around on its own)
4. Guard (Circle a Planet / Orbital installation / Ship )
5.
The ship was also quite slow, allowing many fighters to simply outrun it.

Sentinel:
*1. Drop Troops - This ship establishes a garrison on the target planet.
*2. Capture Entity - Drops troops to secure neutral structures.
*3. Migration (Load) - Loads population from target planet onto the ship.
*4. Migration (Place) - Transfers loaded population onto target planet.
5 Take over Tibanna Gas and Metal Extractors without cost by storming them with Storm troopers

Vindicator:
1. AbilityRam
2. AbilityThrawnDoctrine
3. Anti Fighter Fire

Mu:
*1. Explore - Passively jumps between systems, gaining information.

Fighters
Differentiate Between Fighters (fx x-wing should have proton torpedoes, B-wing should have ion heavy/lasers/Proton torpedoes)
Make Fighter squadrons the same size except the big bombers (K-wing)
All fighters that can warp should use micro jump to get to target fast
All fighters that have shield should have better survivability (More Arnour/shield)
All fighters should have different speed and Armour and shield and manouvre values

Defense
Space stations should have longer range
There should be upgrades to make fighter defenses (That was both used by Empire and NR (But specially the last) , these should be some of the first as they are easy to deploy)

Hapans
the Hapans fitted their Battle Dragons with launchers for charges known as pulse-mass mines, which produced much the same effect. However, pulse-mass mines could not be turned off or controlled like gravity wells, so this trapped the Hapans in the battle as well

Wall of text by used those ability's i think work and given some that i suggest should be there either instead off or because there issent any right now
Title: Re: Ship Ability Lists & Discussion
Post by: Kalo on February 25, 2015, 06:31:58 PM


Assault Frigate
1. AbilityBombardEmpire
2. please remove AbilityProjectForce as there are not that many jedis
3. Increase shield strength they had better shield then Imperial Dreadnaught but less armour



I don't believe that's a good reason to remove APF. Can you explain your stance a bit more?
Title: Re: Ship Ability Lists & Discussion
Post by: MandaloreOrdo on July 03, 2015, 05:47:53 PM
Some more or less random ideas for several Imperial ships: I'd really like to see the Carrack with a portion of Laser damage to make it a all purpose support ship as well as a bigger difference between VSD 1 and 2 like the VSD 1 having a higher planet bombing capability or a Concussion missile barrage ability. I do wonder about the Allegiance's role a bit - will it be more of a defensive ship like the Praetor with a taunt or a offensive powerhouse ? Either way it should probably have the Ion Bolt ability, overwhelm, a passive to increase its stats further (?) and a tweaked version of finest hour with shield/hull regen and bonus damage.
Title: Re: Ship Ability Lists & Discussion
Post by: Corey on July 03, 2015, 06:21:38 PM
Carracks didn't have lasers, and there's already a huge difference between the VSDI and II, considering at least half their armament is different.
Title: Re: Ship Ability Lists & Discussion
Post by: Brutoni on October 08, 2015, 09:51:05 AM
There are a couple of ways you can go with the Viscount Star Defender so just throwing some ideas out here. More than 4 but it would be easy to just pick the chosen 4 or even more as the Viscount is a Titan and you only get 1. Sins also let you upgrade their base stats which seems a bit weird for Star Wars so perhaps 5-6 abilities for the Star Dreadnoughts would make sense?


Viscount Star Defender

1) Fleet repair/resupply (Resupply supplies/Repair Ships for a drain of Viscounts personal supply) (Active)

Viscounts had extensive fighter repair facilities, hanger docking bays, docking clamps and repair droids as well as numerous workshops, repair teams etcetc. They were well capable of maintaining a fleet through a series of battles to ensure that the armada remained at maximum capability).

2) Emergency Repairs (Repairs x hull per second over a period of time) (Active)

Viscounts had enough emergency repair drones to cover the entire vessel during emergency repairs while simultaneously enabling the crew to remain at their posts.
 
3) Redundant Shielding (Faster regeneration/bigger shields) (Active)

Standard superior Mon-Cal shielding. Makes sense to have it.

4) Fleet Coordination (Boosts range/defence of x ships in range) (Passive)

Viscount had superior electronics, sensors, holonet capabilities and computers than Imperial designs. This allowed them far greater control over the fleet and the ability to co-ordinate battles better.

5) Enlarged hangers (More active squadrons available) (Passive)

The Viscount could support 3 full wings of starfighters. As standard those where
◾T-65A3 X-wing starfighters (60)
◾T-65XJ X-wing starfighters (12)
◾RZ-1 A-wing interceptors (48)
◾E-wing escort starfighters (48)
◾B-wing starfighters or K-wing assault starfighters (48)

All of the above had hyperdrives. It is a bit insulting for the NR who are meant to have fighter supremacy to end up with a mere 3 Fighter squadrons from their Star Dreadnought IMHO.


6) Planetary Assault (x damage per second to planet for y seconds) (active)

They had less assault options than a SSD typically however they still possessed troop transports, drop ships and banks of concussion missiles and loads of fighters to support a planetary invasion.

Title: Re: Ship Ability Lists & Discussion
Post by: tlmiller on October 08, 2015, 03:21:15 PM
Viscount Star Defender

1) Fleet repair/resupply (Resupply supplies/Repair Ships for a drain of Viscounts personal supply) (Active)

Viscounts had extensive fighter repair facilities, hanger docking bays, docking clamps and repair droids as well as numerous workshops, repair teams etcetc. They were well capable of maintaining a fleet through a series of battles to ensure that the armada remained at maximum capability).

Given that the hajen tender isn't overly expensive or high fleet supply cost and is very effective, not sure that this would even be useful.

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2) Emergency Repairs (Repairs x hull per second over a period of time) (Active)

Viscounts had enough emergency repair drones to cover the entire vessel during emergency repairs while simultaneously enabling the crew to remain at their posts.

This is essentially an active version of the Dauntless's ability.  I think I prefer the passive ability of the Dauntless better, and while it would make for a logical ability, the Viscount already has the strongest hull strength in the game to simulate this.  It would be interesting if getting it down to 1000 though suddenly it started going back up (Dauntless hull repair rate goes through the roof automatically if it reaches 1000 points, for x time, although has a high cool-down).
 
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3) Redundant Shielding (Faster regeneration/bigger shields) (Active)

Standard superior Mon-Cal shielding. Makes sense to have it.

There is already mutiple research in the NR that gives stronger or faster regenerating shields.  IMO, these make much more sense than giving 1 ship an increase in regeneration rate for a short time.  Ecspecially since because of the enormity of the shields on this ship, it would either need to be mostly useless, or give a GIGANTIC boost in shield regeneration and be offset by having a ginormous cooldown.

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4) Fleet Coordination (Boosts range/defence of x ships in range) (Passive)

Viscount had superior electronics, sensors, holonet capabilities and computers than Imperial designs. This allowed them far greater control over the fleet and the ability to co-ordinate battles better.

This ability is being filled by the Fleet Commanders in Ascendency.

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5) Enlarged hangers (More active squadrons available) (Passive)

The Viscount could support 3 full wings of starfighters. As standard those where
◾T-65A3 X-wing starfighters (60)
◾T-65XJ X-wing starfighters (12)
◾RZ-1 A-wing interceptors (48)
◾E-wing escort starfighters (48)
◾B-wing starfighters or K-wing assault starfighters (48)

All of the above had hyperdrives. It is a bit insulting for the NR who are meant to have fighter supremacy to end up with a mere 3 Fighter squadrons from their Star Dreadnought IMHO.

Same amount as the IR Star Dreadnought, which was capable of carrying hundreds of fighters as well(and Defenders have hyperdrives also), and if I remember correctly, more than the PA Titan.

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6) Planetary Assault (x damage per second to planet for y seconds) (active)

They had less assault options than a SSD typically however they still possessed troop transports, drop ships and banks of concussion missiles and loads of fighters to support a planetary invasion.

Already does a very good amount of damage during planetary bombardment.  I personally think this would be a waste of a ability slot.

Not to say that I don't like some of these abilities, just wanted to point out reasons to not have them as well.
Title: Re: Ship Ability Lists & Discussion
Post by: AlbeonX on January 12, 2019, 09:22:52 AM
Here are some of my suggestions for ship abilities. I've read literally the entire EU except the Dark Empire comics, so I'm pretty familiar with most of these ships. My suggestions are in addition to the current listed abilities unless otherwise stated.

Imperial Remnant

Executor:
1. Intimidate - The terrifying sight of this massive ship causes enemies to panic, lowering their accuracy for a short period.
2. Screening fire - The Executor uses its extensive array of turbolasers to screen nearby vessels, disrupting strike craft effectiveness within a certain radius.
3. Base Delta Zero - The Executor enacts protocol Base Delta Zero, dealing X damage to the planet it is currently bombarding.

Praetor: (I assume this is a Praetor Mark-II Battlecruiser)
1. Ion Barrage - The Praetor uses its array of twin long-range ion cannon batteries to temporarily disable a target ship.
2. Augment Defenses - Diverts power to shields, causing them to regenerate quickly for a short period, but the Praetor can't move/fire (one or the other) for the duration.

ISD-II:
1. Deploy Gunboats - The ISD-II releases its complement of Xg-1 Starwing gunboats to attack nearby enemies with their heavy weapons.

VSD-I:
1. Concussion Missile Barrage - The VSD-I uses its array of 50 concussion missile launchers all at once to deal heavy damage to a single target.

VSD-II:
1. Chase Down - The VSD-II uses its powerful Hoersch-Kessel Drive engines to increase speed for a short period of time.

Acclamator:
1. Deploy Troops - Sends a contingent of soldiers down to the target planet, undermining defenses and causing it to take (X%) more damage from bombardment for Y seconds.


New Republic

Viscount:
1. Shield Overcharge - The Viscount diverts all discretionary power to shields, reducing all damage taken by 75% for X seconds.
2. Target Weakness - The Viscount uses its state-of-the-art sensor arrays to pinpoint the weakness of the target, disabling all abilities for X seconds
3. Overlapping Fire - The Viscount utilizes its optimally-placed turbolaser arrays to bring more fire to bear against targets than other star dreadnoughts. Increases damage by 35% for X seconds.

Nebula:
1. Lateral Thrusters - Utilizes the ship's advanced engines and lateral thrust vents to increase ship speed and agility for a short period.
2. Intensify Firepower - The Nebula diverts power from shields to weapons, halting shield regeneration, but increasing damage.

Endurance:
1. Scramble Starfighters - Scrambles an extra squadron of starfighters to engage enemy craft for a brief period.
2. Boarding Craft - Releases several of its transports filled with troops to board and take over the target frigate or cruiser.

MC80B:
1. Frontal Assault - MC80B uses its large array of forward-facing turbolasers to deal extra damage to the target directly in front of it.
2. Ion Barrage - Uses its array of 20 ion cannons to temporarily disable targeted enemy ship.

Assault Frigate:
1. Assault Shuttle - The Assault Frigate releases the Gamma-class Assault Shuttle it carries to deploy a squad of soldiers onto the target ship, temporarily disabling its engines and/or shields.

Bothan Assault Cruiser:
1. Fire Torpedoes - The BAC fires its 20 proton torpedo launchers at the targeted vessel for X damage.

Proficient:
1. Corellian Engineering - Ships made by the CEC are known for being robust, modular, and easily repaired. Effects repairs on the ship, regenerating X hull health over 10 seconds.

MC40a:
1. Ion defense - The MC40a has more ion cannons than turbolaser cannons. It uses these to disable the weapons of enemy starfighters within a certain radius.

Nebulon-B:
1. Medical Frigate - The Nebulon-B shuttles wounded crew from nearby ships in and replaces them with fresh fighters, causing all nearby ships to regenerate X health per second.

Hopefully you'll find some of those useful. If I think of any more, I'll add them.