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Topic Summary

Posted by: at-dt
« on: February 11, 2017, 05:58:24 PM »

I think that the executor should have the ability to fire its broadside batteries, but the shield is easier to bring down. the shields around the weapons of the vessel drop for a second so it can fire, then bring shields back online.
Posted by: Papa Palps
« on: February 05, 2017, 01:51:31 PM »

I would like to see the Bellator get a barrage ability like the Ragnarov's explosive shot in stock. It has fewer but heavier guns appearance wise, so it would make sense for an area-suppression type ability to make it have a role against frigates/cruisers more so than pure anti-capital.

Would it also be possible to give at least a couple of the titans the shield and weapons upgrade levels which stock has? There are too many points for the abilities as it is (since titans get 20) and AFAIK it should be an option to have your SSDs optimized for standard fleet action if you do not want to use special abilities - something like ending up with 50% more HP, Shields and Raw Damage output if you invested 12 points in those areas.

Agreed.  Some more basic upgrades would be nice to give some titans a more battleship-type feel rather than a utilitarian-only feel.
Posted by: MaxL_1023
« on: February 04, 2017, 07:33:31 PM »

I would like to see the Bellator get a barrage ability like the Ragnarov's explosive shot in stock. It has fewer but heavier guns appearance wise, so it would make sense for an area-suppression type ability to make it have a role against frigates/cruisers more so than pure anti-capital.

Would it also be possible to give at least a couple of the titans the shield and weapons upgrade levels which stock has? There are too many points for the abilities as it is (since titans get 20) and AFAIK it should be an option to have your SSDs optimized for standard fleet action if you do not want to use special abilities - something like ending up with 50% more HP, Shields and Raw Damage output if you invested 12 points in those areas.
Posted by: Papa Palps
« on: January 02, 2017, 01:05:40 PM »

Hmm. That just gave me a cool idea (I have no idea how Sins works so this might be unfeasable) for different "paths" instead of standard upgrades. For example:

Knight Hammer track would decrease the upkeep cost and fleet supply each level, with the last level making it black and giving it extra fighter supply (as the Knight Hammer required fewer crew and actually carried closer to the number of fighters an Executor actually could carry if I recall)

Iron Fist track would increase hyperspace and sublight speed, with the last level giving it a one-time use "Save me" button activateable at low HP that would make it appear to be destroyed while actually jumping to the nearest capital shipyard (as the Iron Fist was used in hit-and-fades and that trick was used by Zsinj).

Reaper track would boost allegiance in your space and decrease enemy allegiance in theirs, with the last level also giving it an ability to generate a large amount of diplomatic points in other Imperial or Pentastar territory (as the Reaper was, in Imperial hands, used as a tool to attempt to reestablish faith in the Empire and bring wayward Imps "back into the fold.")

Lusankya track would provide a bonus against fighters and projectiles, with the last level giving it an ability to "activate sleeper agents" on a target ship, causing havoc in some way (as some of the heavy weaponry was replaced with more point defense systems and it was Isard's prison/reindoctrination center)

You can purchase any combination of these, but you could only get the highest tier if you invested all your points into that track.

I really love this idea.

For abilities, I think the SSDs should be offense-oriented, and the NR Star Dreadnaught defense-oriented with a defensive synergy with the rest of the NR fleet.  Here are some ideas for the Executor:

Intensify Firepower: boosts firing rates but reduces engine speed and shield recharge rate/amount
Intimidate: lowers the stats of the enemy fleet in damage/chance to hit
Inspiring through Fear/Reckless Ambition: gives a sort of frantic feel to the Imperial fleet with greater engine speed and firing rates, but makes it take more damage/have less accuracy (this would be a refinement of the Iron Grip ability)
Point Defense: destroys fighters and bombers within a short range

The Numerical Superiority ability is very redundant, the Executor should already have a lot of fighter complement (upgraded as it levels up).
I like the Concussion Barrage ability as it is pretty much, though it could be more powerful to be better suited for anti-fleet action.

For the Sovereign:

All the abilities are very good, though the Mass Effect ability does nothing and should be redone.  The Crack Mantle ability needs to be more damaging too.

For the Viscount:
Power to Shields: reduces speed and damage/firing rate but increases shield recharge rate/amount.
Sacrifice: forces enemies to target the Viscount in order to save your fleet from destruction.
Coordinate Efforts: the NR fleet tries to help and support each other, reducing offensive power but increasing the defense of the fleet (damage reduction, damage output reduction).
Posted by: tlmiller
« on: June 08, 2016, 08:00:21 PM »

They've fixed that in the newer builds.  They can use their abilities in the latest commits.  They're pretty fun, although I think they probably still need some tweaking.
Posted by: Revanchist
« on: June 08, 2016, 07:55:36 PM »

Well, at least with the Torpedo Sphere we finally got one ship that wasn't Overwhelm + Tractor. Only issue I have with it is the energy required for the abilities is more than the energy they have for the first few levels of the abilities.
Posted by: tlmiller
« on: June 08, 2016, 07:49:47 PM »

I actually think tractors are perfectly appropriate, though there is an issue in that they will activate while the ship is out of weapon's range, so the ISD will hold the enemy ship but be unable to shoot it.

Oh, it's APPROPRIATE, but...boring.
Posted by: Pali
« on: June 08, 2016, 06:26:14 PM »

I agree.  Also the reason I'm a big fan of the NR capitals, they have interesting abilities as compared to the IR (Overwhelm + tractor beams).

I actually think tractors are perfectly appropriate, though there is an issue in that they will activate while the ship is out of weapon's range, so the ISD will hold the enemy ship but be unable to shoot it.
Posted by: A.J.
« on: June 08, 2016, 04:54:43 PM »

I've given a fair amount of thought to this, and while I think more development for the titans would be an amazing idea, I think they should be abilities that make the titans terrifying again. I remember the first time I came across an Executor in this game, and I almost crapped my pants! Now, it's not much of a terror for me anymore, as I can just hit it with a mass of cruiser and capital types and do a reasonable job of taking it down. I like the "intensify forward batteries" as an ability idea, as it is from the movie, but my only issue with it, is strike craft aren't in large enough numbers, or cause enough damage for that to be a sought after ability. I would suggest that ability auto-cast upon shields hitting 0, and within a certain range, firepower does X% more damage for a certain amount of time, at the cost of shield regeneration becoming 0, or a very small number. For the Viscount, the ability could be "back-up shields", where if the shields hit 25% or something, it could auto-cast for a giant immediate shield regeneration, and a high regen point. I don't know much about the Bellator, so I can't offer much advice there, nor have I really used it yet...I'm mainly a NR player. But just a few thoughts for this. I do like the track this is going though.
Posted by: Revanchist
« on: June 04, 2016, 11:43:51 AM »

Yeah I am in agreement as well. Every ship having the same upgrades makes things a bit too cookie-cutter for my likes.
Posted by: tlmiller
« on: June 04, 2016, 11:27:30 AM »

I hate to say it, Kucs, but I think you're going the wrong direction there.  Titan abilities I think, given how each ship is unique, should be more than just stat bonuses - they should be what make the ship unique, not just a bigger capital ship.  The Sov is a great example of this - the superlaser is something no other ship in the game has, and it has grav wells to boot, making it truly terrifying if you're not ready for it.  The Bellator's power to weapons functions differently than lesser abilities of capital ships and requires micro to use properly, again making it stand out (that and the crapton of lasers that it lets fly ;)).  This I think is the direction Titan abilities should be developed in.

I agree.  Also the reason I'm a big fan of the NR capitals, they have interesting abilities as compared to the IR (Overwhelm + tractor beams).
Posted by: Pali
« on: June 04, 2016, 05:52:08 AM »

I hate to say it, Kucs, but I think you're going the wrong direction there.  Titan abilities I think, given how each ship is unique, should be more than just stat bonuses - they should be what make the ship unique, not just a bigger capital ship.  The Sov is a great example of this - the superlaser is something no other ship in the game has, and it has grav wells to boot, making it truly terrifying if you're not ready for it.  The Bellator's power to weapons functions differently than lesser abilities of capital ships and requires micro to use properly, again making it stand out (that and the crapton of lasers that it lets fly ;)).  This I think is the direction Titan abilities should be developed in.
Posted by: kucsidave
« on: June 04, 2016, 05:18:35 AM »

I have a new idea but this time for all "Titan" class vessel(though mainly had the executor in mind when thinking about it)
The ideas is that particepating in many battles the crew would learn more about the vessel and it's weaknesses therefore strenghtening them and learn how to simplify things like fighter takeoff procedures to be more effective at fielding fighters and such things
War Machine
Requirest level 4/6/8/10 Titan
For Executors, since the IR is still about strenght than anything else:
Extra Armor 1.5/2.0/3.0/3.0
Strike craft build speed increase: 5%/5%/15%/25%
Rate of fire increase: 2%/5%/5%/15%
Range increase: 2%/5%/7%/10%
This would be like something in the lines of an ultimate, but since it is ascendancy not sins it would have it's drawback too. Since Corey said somewhere that they are working on a method that ships would take up resources instead of the ship supply I think that a ship like that would need more maintenance to keep up to speed, so
upkeep increase: 2%/5%/7%/10%

For Bellators, since the PA is fighter focused it could be
Extra Armor 0.5/1.0/2.0/2.0
Strike craft build speed increase: 10%/10%/20%/35%
Rate of fire increase: 2%/2%/5%/10%
Speed increase: 5%/7%/10%/15%
upkeep increase: 2%/5%/7%/10%

For Viscounts on the other hand could be more about agility than brute force, since that is what NR excels at.
Strike craft build speed increase: 5%/5%/15%/25%
Speed increase 2%/5%/15%/15%
Turn rate increase: 2%/5%/5%/15%
Range increase: 5%/10%/10%/20%
upkeep increase: 2%/5%/7%/10%

Also since the hand has no Titan class all their capitals could get a passive ability for free at level 10 which would give them, just to be fair
Extra armor0.5
Turn rate increase: 5%
Hyperspace charge up decrease: 5%
Posted by: Pentastar Enforcer
« on: May 22, 2016, 11:56:51 PM »

Since us Sins folks can only pull one SSD into battle, I like this a ton, adds heroes to the game without being too constrictive.
Posted by: Pali
« on: May 22, 2016, 10:59:38 PM »

What about the super secret stealth armor that's black.

Like I said, it got a dramatic reveal - and did nothing for the rest of the book that any other generic Executor couldn't do.

If all you want is to have a black SSD, play a round of Interregnum or two.  In that mod, having multiple SSD options fits in nicely to the Warlord faction because you are building a specific ship tied to the Warlord sub-faction you choose to go with - each of these ships is, in many respects, a warlord-specific hero unit as a Titan.  Ascendancy's IR faction is not like this; you've got a named doctrine or so to research, but these aren't exclusive and don't represent that specific leader taking power over the faction.
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