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Author Topic: Ship Ability Lists & Discussion  (Read 31817 times)

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November 27, 2014, 12:18:13 PMReply #20

Offline Senza

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Re: Ship Ability Lists & Discussion
« Reply #20 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.

February 17, 2015, 09:57:07 AMReply #21

Offline MajorDuck

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Re: Ship Ability Lists & Discussion
« Reply #21 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
« Last Edit: February 17, 2015, 10:00:40 AM by MajorDuck »

February 25, 2015, 06:31:58 PMReply #22

Offline Kalo

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Re: Ship Ability Lists & Discussion
« Reply #22 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?

Codeuser says:
STUPID JFK

July 03, 2015, 05:47:53 PMReply #23

Offline MandaloreOrdo

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Re: Ship Ability Lists & Discussion
« Reply #23 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.

July 03, 2015, 06:21:38 PMReply #24

Offline Corey

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Re: Ship Ability Lists & Discussion
« Reply #24 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.
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October 08, 2015, 09:51:05 AMReply #25

Offline Brutoni

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Re: Ship Ability Lists & Discussion
« Reply #25 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.


October 08, 2015, 03:21:15 PMReply #26

Offline tlmiller

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Re: Ship Ability Lists & Discussion
« Reply #26 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.

Quote
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).
 
Quote
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.

Quote
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.

Quote
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.

Quote
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.
« Last Edit: October 08, 2015, 03:25:31 PM by tlmiller »
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January 12, 2019, 09:22:52 AMReply #27

Offline AlbeonX

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Re: Ship Ability Lists & Discussion
« Reply #27 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.

 

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