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Author Topic: Unit Ability Discussion  (Read 13619 times)

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January 11, 2014, 10:42:46 PM

Offline Corey

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Unit Ability Discussion
« on: January 11, 2014, 10:42:46 PM »
Since their art assets are pretty much all finished, save for the World Devastator and Allegiance, we have started implementing the tech tree and abilities for Remnant ships. This is something we'd particularly like community input on, since there's a lot of slots we can fill and you guys can probably come up with a lot of ideas we wouldn't. Abilities in Sins are really flexible, so suggest whatever you want for any ship, and even if it doesn't work itself it might give us ideas for another ability. Try to keep it to something that makes sense for the faction philosophy and unit design.

For example, right now some of the abilities we have are the usual things like a superlaser for the Sovereign and Interdiction for the Immobilizer-418/Sovereign, but also things like an ability which passively increases allegiance on a planet when an ISD is around it, and ramming. Some Empire of the Hand ships also have microjumps.
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January 11, 2014, 11:04:09 PMReply #1

Offline Lord Xizer

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Re: Unit Ability Discussion
« Reply #1 on: January 11, 2014, 11:04:09 PM »
World Devastators?!!!
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January 11, 2014, 11:06:18 PMReply #2

Offline tlmiller

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Re: Unit Ability Discussion
« Reply #2 on: January 11, 2014, 11:06:18 PM »
Where have you been?  They've said the whole time they wanted to implement the World Devastators.  Silencer-7 shall feed...
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January 12, 2014, 06:44:37 PMReply #3

Offline Desih

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Re: Unit Ability Discussion
« Reply #3 on: January 12, 2014, 06:44:37 PM »
So, just wondering, do you want ability ideas for any ship on the many unit lists or just Caps?

January 12, 2014, 06:52:07 PMReply #4

Offline Corey

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Re: Unit Ability Discussion
« Reply #4 on: January 12, 2014, 06:52:07 PM »
Any ship.
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January 12, 2014, 07:50:06 PMReply #5

Offline exwarrior 2015

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Re: Unit Ability Discussion
« Reply #5 on: January 12, 2014, 07:50:06 PM »
i don't know if you just want ideas for the IR but i have a couple ideas for the rebels along with some for the IR.
1. For the mon cal cruisers  i was assuming the shield boost ability.
2. Another idea for the early mon cals could be the cluster bombs.
3. For either side what about a way to raise the fighter complement for corvettes like wraith squadron did when they were undercover with upgraded storage racks or replacing the escape pods or something in the Tec Tree.
4. Upgrade the Dreadnought for both sides to the Katana type.
That's all i can think of right now ill post whenever i can think of an idea.

January 12, 2014, 08:45:40 PMReply #6

Offline Ghostmaster

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Re: Unit Ability Discussion
« Reply #6 on: January 12, 2014, 08:45:40 PM »
I was thinking maybe the Remnant should have the ability to cloak one of their ships or maybe an area within a system.  As this was not widespread and could potentially unbalance the game it would have to be prohibitively expensive to research or activate this ability.

You could also make it so that they have the ability to recover lost imperial technology of some kind when they take back a world from an appropriate faction like the New Republic or the Warlords.   Again this would have to be balanced by making it so that this only occurs on certain specific worlds or has a low chance of actually occurring. 

Those are a few ideas I had, hopefully they help.  Keep up all your great work :)

January 13, 2014, 02:19:58 AMReply #7

Offline Revanchist

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Re: Unit Ability Discussion
« Reply #7 on: January 13, 2014, 02:19:58 AM »
I would like to see Vic-1s have a Concussion Missile barrage ability or something to the like.
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January 13, 2014, 05:37:16 AMReply #8

Offline Settra

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Re: Unit Ability Discussion
« Reply #8 on: January 13, 2014, 05:37:16 AM »
The ISDs could have some sort of allegiance booster, but it may make sense to have it function as a bit of a double edged sword, having the culture/allegiance maxed (or unable to be swayed, if possible), but it takes a hit to health/population (nothing like razing a city to inspire loyalty).
How do I even

January 13, 2014, 03:20:06 PMReply #9

Offline Crisiss

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Re: Unit Ability Discussion
« Reply #9 on: January 13, 2014, 03:20:06 PM »
Star Destroyers could get Intimidation: any ships of lesser class take a (?)% penalty to all stats while within X radius of the ship.

I'm sure ISDs ruined a lot of people's days in their lifespan.
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January 15, 2014, 03:58:30 PMReply #10

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Re: Unit Ability Discussion
« Reply #10 on: January 15, 2014, 03:58:30 PM »
i don't know if you just want ideas for the IR but i have a couple ideas for the rebels along with some for the IR.
We want them for everyone.


4. Upgrade the Dreadnought for both sides to the Katana type.
We have other plans for Katana Dreadnaughts; they were a specific thing, not an upgrade every Dreadnaught was given so it's going to be tied to specific events/abilities. Also, less important but the Remnant is the only side which gets Dreadnaughts at all.

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January 15, 2014, 05:05:37 PMReply #11

Offline tlmiller

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Re: Unit Ability Discussion
« Reply #11 on: January 15, 2014, 05:05:37 PM »
Is the NR getting both the Asasult Frigate Mark I and Mark II, or just the Mark I?
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January 15, 2014, 05:14:36 PMReply #12

Offline Corey

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Re: Unit Ability Discussion
« Reply #12 on: January 15, 2014, 05:14:36 PM »
The Mk. II is both weird looking and unecessary. I really don't know why it exists, or what connection it actually has with the Dreadnaught and Assault Frigate.
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January 15, 2014, 07:21:23 PMReply #13

Offline tlmiller

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Re: Unit Ability Discussion
« Reply #13 on: January 15, 2014, 07:21:23 PM »
Mostly agreed, but I figured I'd ask anyway.  It does have vastly superior shielding to the Mark I making it useful in that 1 respect.
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January 15, 2014, 09:17:42 PMReply #14

Offline Crisiss

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Re: Unit Ability Discussion
« Reply #14 on: January 15, 2014, 09:17:42 PM »
The Mk. II is both weird looking and unecessary. I really don't know why it exists, or what connection it actually has with the Dreadnaught and Assault Frigate.

It exists because Petroglyph didn't want to use the Dreadnaught-style looking one.

Agreed with miller though, shielding on the 1 has nothing on the 2

"Honor is a fool's prize. Glory is of no use to the dead." - Revan

"The object of war is not to die for your country, but to make the other poor bastard die for his." - Winston Churchill

"Earth to earth, ashes to ashes, dust to dust."

"We have drones and satellites and missiles that can pick a mosquito off a target's nose from three thousand miles away. Why do we have these things? Because the military gets an obscene budget every year and they spend it finding the best possible way to kill every living thing they can fit in a blast radius."

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January 15, 2014, 09:47:38 PMReply #15

Offline Desih

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Re: Unit Ability Discussion
« Reply #15 on: January 15, 2014, 09:47:38 PM »
I have a (mostly just for fun) idea. The ability to grab ships with a Tractor beam and smash them into other ships. I just want to slam, welcome to the space jam. I guess it would be pretty similar to ramming, minus the risk of damaging your own ship. Grab that Nebulon-B and smack it right into that Corona!

January 16, 2014, 09:19:36 AMReply #16

Offline Kalo

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Re: Unit Ability Discussion
« Reply #16 on: January 16, 2014, 09:19:36 AM »
I have a (mostly just for fun) idea. The ability to grab ships with a Tractor beam and smash them into other ships. I just want to slam, welcome to the space jam. I guess it would be pretty similar to ramming, minus the risk of damaging your own ship. Grab that Nebulon-B and smack it right into that Corona!

It might be pretty interesting to have a tractor beam that obviously pulls ships to the origin point, and if anythings along the line along the way it takes damage. I actually like this skill idea quite a bit. Not sure if it's possible though.

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January 16, 2014, 01:27:04 PMReply #17

Offline Desih

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Re: Unit Ability Discussion
« Reply #17 on: January 16, 2014, 01:27:04 PM »
I don't really know much about modding Sins, but maybe a (very) modified version of the maw ability (or something similar) would give a targetable or localized pulling effect? Then maybe give ships that are grabbed an AoE continunous damage effect corresponding to ship size or just a default size? That could be one way to do it, but chances are I'm totally wrong/thinking in the wrong direction.
Like I said, I don't know much about modding Sins so my idea there could be the worst. Ever.

January 16, 2014, 03:30:38 PMReply #18

Offline Crisiss

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Re: Unit Ability Discussion
« Reply #18 on: January 16, 2014, 03:30:38 PM »
Another one, maybe Interdictors can slow the speed at which phase jumps are made since stopping it completely would be OP.
"Honor is a fool's prize. Glory is of no use to the dead." - Revan

"The object of war is not to die for your country, but to make the other poor bastard die for his." - Winston Churchill

"Earth to earth, ashes to ashes, dust to dust."

"We have drones and satellites and missiles that can pick a mosquito off a target's nose from three thousand miles away. Why do we have these things? Because the military gets an obscene budget every year and they spend it finding the best possible way to kill every living thing they can fit in a blast radius."

"May God have mercy upon my enemies, because I won't." -General George S. Patton

January 16, 2014, 04:20:00 PMReply #19

Offline tlmiller

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Re: Unit Ability Discussion
« Reply #19 on: January 16, 2014, 04:20:00 PM »
But that's why Interdictors were always so expensive, and compared to other units their side, so weak.  Yes, their special ability is overpowered, but they're also insanely expensive and mostly a "1 trick pony" that's easily defeated.

NOT having them be able to prevent it entirely makes it, IMO, kinda useless to have interdictors since that's the whole point of them.
People should not be afraid of their government...governments should be afraid of their people.

 

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