The Bulwark's are a good implementation they could work as a damage sponge to soak up enemy fire and cover retreats especially from dreadnoughts. it would well as an extra sturdy fleet head or a heavy colony ship as it is seen going in atmosphere to evacuate I don't see why it wouldn't work in reverse as well as. giving it multiple levels would give the rebels a good way to stand up to star destroyers early to mid game without it being O.P.
I'm not fundamentally opposed to the Bulwark, I just think it's kind of ugly and unncessary. The stats given for it in Rebellion are pretty ridiculous, the end result is essentially nothing that an MC90 doesn't already do, and the New Republic is definitely not lacking for capital ships, considering they have more than anyone else, and they don't have a problem standing up to any Remnant stuff. Bulwarks would be very late game, not early.
the Bellator-class dreadnought is good because it is and I quote a fast battleship/battlecruiser, built to hunt destroyers and worry dreadnoughts this is too good a idea to go to waste.
Its speed is what separates it, imagine your mc90's have beat the imp 2s and secured the system then a dreadnought jumps in if it were an executor you could escape pretty easy unless it was right on top of you but the Bellator could get you.
this would make it perfect for strong hit and run strikes as an imp player. It also would be more maneuverable because of this it wouldn't need an escort as much unlike the executor it would still be better with one but the need is less.
Thereby at best removing one of the few weaknesses posed by allowing the Remnant to be reliant on superships. Sure you can say you're sacrificing firepower for that speed but again, look at the disparity between what it is and what it's fighting. Bellators are about half the size/firepower of an Executor, but that still puts them miles (literally) ahead of anything they're going to be fighting. The difference in role between the Executor and Bellator at that point is still nonexistant. Even with being slightly faster than the Executor, it's not actually going to be able to catch the smaller ships or else why the hell would you ever even bother buying the Executor? Again, the power differential while large in absolute terms is meaningless in relative terms; you still just have this gigantic platform, plus you get the speed and the ability to buy more small ships.
Our argument isn't that you can't find *some* variation within supership roles, it's that the variation is at best minimal, that it ends up being overpowered, and that superships are BY NECESSITY limited in Sins. You can only have ONE Titan type that is buildable, and only ONE of those at a time. Any others we add either have to be done as regular capital ships, which has some implications for their own basic functionality, and means they become effectively spammable, or it means we have to introduce them as spawned objects for certain things (usually research).
Again, we ABSOLUTELY DO NOT want this game turning into "who can build the most supercaps" and when you add more than two types of supercaps you're significantly eating into the number of regular ships in the game, and it just looks like a cluttered, unbalanced mess. You end up with 5 superships and then you have maybe 20-30 other ships.
Also my reason for liking the Bellator. Not designed to be a huge ponderous ship like the Exector, designed to be fast and agile (as it can be) despite it's fairly huge size.
i know that is a really cool idea i've been trying to say that for a while just didn't think it out as much, thought people would just get it.
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I know that having X unit for no reason is stupid. however it will be better if they're in and am trying to make a convincing argument. as for hit and run for IR that wouldn't be the main purpose just a cool benefit the main purpose would be having a less powerful more versatile dreadnought just like in universe.
The problem is that it's the difference between fighting a Heavyweight or Middleweight UFC champion when you're a grade 5 white belt. One's a bit stronger, the other one's a bit faster, but at the end of the day the differential between the two is meaningless next to the differential between them and what they're fighting. It's pointless trying to find niche variations within SSDs when they are fulfilling exactly the same role no matter how much you adjust those individual stats. You're not going to get something more versatile with the Bellator.
No matter which way you look at it, both the Bellator and the Executor are more powerful than a Phalanx, or an MC90, or a Nebula.
No matter which way you look at it, both the Bellator and the Executor are slower than a Phalanx, or an MC90, or a Nebula.
No matter which way you look at it, both the Bellator and the Executor have more fighters than a Phalanx, or an MC90, or a Nebula.
It would be different if that size range was a bigger focus on the SW universe and by extension the mod, but it isn't. The only things within their range that they'd have to deal with are each other and the Viscount, but that's so rare that it doesn't warrant creating an extra ship class just to choose how to deal with one other type, because those are the
only situations within which their differences matter.
No, that's the point Corey's trying to make. Sure it be cool and all to have X unit here and there but this isn't the mod they envisioned it to be. They have a set plan and they're going to stick with it regardless of how "cool" your idea may be.
This isn't necessarily the case, it doesn't have anything to do with having a set plan and not wanting to deviate from it. If an idea is cool, we'll use it, we do it all the time, but this has nothing to do with us just not wanting to deviate from our plan of not focusing on superships or something. A strong focus on superships like that negatively impacts the game. They necessarily become the thing around which everything is centered, and the more you add the more that becomes the case, and all you're getting out of it is something to look at which really only keeps its novelty for 5 minutes. The game does not work well with the mechanics you have to use to limit their availability, and the more of them you have the fewer other ships you have to the point that it becomes a 5 unit RTS where nobody pays any attention to the smaller ones and gravity wells and battles are just filled with them.
Trying to argue for all these niche roles between something like the Bellator and the Executor really just introduces a false choice, because at the end of the day they're doing the same thing. We only want them to have two Superships at a time, max, and the only reason we're even giving them the Sovereign and Executor instead of just two Executors is because we wanted some variation and the Sovereign at least introduces something new, while being a more recognizable ship.
If we were to add the Belator or the Assertor or some other SSD to the Remnant, it would be at the expense of either the Sovereign or the Executor, because again, we do not want more than two SSDs in play, and even if you were correct that they did different things (which again, in this context they do not) nothing has even addressed the issue of number of SSDs to be available at a time.
So, if you're only going to have two, and they aren't functionally any different, why the hell would we bother introducing a third or fourth variation?