Thrawn's Revenge

Ascendancy [SoaSE] => Ascendancy Discussion => Topic started by: Corey on July 17, 2014, 05:44:11 AM

Title: Fleet Commander Discussion
Post by: Corey on July 17, 2014, 05:44:11 AM
Discuss anything related to Fleet Commanders as described in the 11th Dev Diary here, including suggestions, feedback, complaints, or whatever else.
Title: Re: Fleet Commander Discussion
Post by: gerfand on July 22, 2014, 05:01:16 PM
I think that would be a cool Idea to make a Raid Commander, that give more speed for the units.
Title: Re: Fleet Commander Discussion
Post by: tlmiller on July 22, 2014, 05:03:50 PM
I think that would be a cool Idea to make a Raid Commander, that give more speed for the units.

Actually, I do like that idea...instead of just offensive and defensive buffs, offer also movement buffs.  Be great for a hit and fade/raid fleet.  Might not be useful on 1v1 games, but on larger maps with many players, hit and fades would actually be a useful tactic for disrupting opponents income/technology.
Title: Re: Fleet Commander Discussion
Post by: turtle225 on August 16, 2014, 02:10:08 AM
Actually, I do like that idea...instead of just offensive and defensive buffs, offer also movement buffs.  Be great for a hit and fade/raid fleet.  Might not be useful on 1v1 games, but on larger maps with many players, hit and fades would actually be a useful tactic for disrupting opponents income/technology.

I agree that this would be cool, especially since the devs are promoting raids and operating multiple fleets rather than just amassing a single giant fleet. However, this role can also easily be covered by a support type capital similar to the Antorak Marauder from the base game.

If I am understanding this correctly, the fleet commander capitals are supposed to operate similar to the support type cruisers from the base game? If that's the case, will some of them also have repair/shield restoring abilities or enemy disruption abilities, or are they primarily going to be passive area buffs?