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Author Topic: Unit Ability Discussion  (Read 13620 times)

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January 16, 2014, 05:57:59 PMReply #20

Offline Desih

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Re: Unit Ability Discussion
« Reply #20 on: January 16, 2014, 05:57:59 PM »
I dunno, -400% phase jump speed is kinda huge and would be practically the same effect. No ships getting out safely with that kind of penalty.

January 16, 2014, 09:27:35 PMReply #21

Offline Waffle Wagon

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Re: Unit Ability Discussion
« Reply #21 on: January 16, 2014, 09:27:35 PM »
That's such a big debuff that you might as well just have the gravity wells stop the jumps like they're supposed too. Seems like it would be simpler.

January 16, 2014, 09:43:35 PMReply #22

Offline Crisiss

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Re: Unit Ability Discussion
« Reply #22 on: January 16, 2014, 09:43:35 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.

No, I was speaking as a passive ability that actually slows the speed at which they move through the star lane from system to system. As in, any ships incoming to the gravity well get a dramatic speed reduction and ships leaving can't get into phase space.
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January 16, 2014, 10:25:24 PMReply #23

Offline Desih

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Re: Unit Ability Discussion
« Reply #23 on: January 16, 2014, 10:25:24 PM »
I'm fairly sure the game doesn't allow preventing ships from jumping. Therefore, massive penalty. I could be wrong though.

January 16, 2014, 10:32:44 PMReply #24

Offline Rovert10

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Re: Unit Ability Discussion
« Reply #24 on: January 16, 2014, 10:32:44 PM »
I'm fairly sure the game doesn't allow preventing ships from jumping. Therefore, massive penalty. I could be wrong though.
What are you trying to do?
It's very much possible to disable jumps however the AI tends to act really derpy and for some reason just doesn't understand the notion. AI will have a tendency for ships to just sit there attempting to jump even though you've disabled them from doing so.

January 17, 2014, 01:15:10 AMReply #25

Offline Rovert10

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Re: Unit Ability Discussion
« Reply #25 on: January 17, 2014, 01:15:10 AM »
A few generic ideas.

1. Focus Fire: Increase damage dealt to target
2. Target Vital Systems: Debuff to target
3. Fire at Will: Ship fires off a powerful volley heavily damaging the targeted ship, however any ships within the line of fire take damage as well.
4. Something akin to "Heavy Strike Craft" to complement the NR's more strikecraft centric doctrines.
5. Attach Probe: Extension of the original probe ability to any ship or planet. Most likely an EoTH ability on scout ships perhaps.
6. NR Capital Ship - Increase Culture Spread at the current planet
« Last Edit: January 17, 2014, 01:21:10 AM by Rovert10 »

January 17, 2014, 10:03:24 PMReply #26

Offline Lord Xizer

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Re: Unit Ability Discussion
« Reply #26 on: January 17, 2014, 10:03:24 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 17, 2014, 11:01:24 PMReply #27

Offline Kalo

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Re: Unit Ability Discussion
« Reply #27 on: January 17, 2014, 11:01:24 PM »
I'd really like more abilities that require a bit more foresight before you use them. With things like the Galaxy Gun in our Mod the whole reason you build it is because they might have a Planet powerhouse you dread trying to take. Things like that sound more interesting to me personally.
« Last Edit: January 17, 2014, 11:52:43 PM by Kalo »

Codeuser says:
STUPID JFK

January 18, 2014, 01:09:24 AMReply #28

Offline Revanchist

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Re: Unit Ability Discussion
« Reply #28 on: January 18, 2014, 01:09:24 AM »
For the MTC I would like to see Mission Module abilities. These could only be activated while in friendly space and would remain activated until another is chosen. Each could grant certain abilities to the ship itself, making it the all-purpose workhorse it truly was meant to be.

As for the NR, maybe one of their corvettes could have an Intercept Convoy ability, where instead of destroying enemy trade ships they steal their cargo instead (while it sounds more like a Rebel idea, it could work for an early game NR).
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January 18, 2014, 11:17:44 AMReply #29

Offline tlmiller

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Re: Unit Ability Discussion
« Reply #29 on: January 18, 2014, 11:17:44 AM »
For the MTC I would like to see Mission Module abilities. These could only be activated while in friendly space and would remain activated until another is chosen. Each could grant certain abilities to the ship itself, making it the all-purpose workhorse it truly was meant to be.



Oh, I really like that idea!!
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January 18, 2014, 06:28:42 PMReply #30

Offline Desih

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Re: Unit Ability Discussion
« Reply #30 on: January 18, 2014, 06:28:42 PM »
I'm fairly sure the game doesn't allow preventing ships from jumping. Therefore, massive penalty. I could be wrong though.

Yeah, I messed up big there. I was thinking one thing, writing another thing based on another other thing, and generally confusing myself. It's pulling things out of a jump the game wont let you do. I think.

January 19, 2014, 01:11:54 AMReply #31

Offline Lavo

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Re: Unit Ability Discussion
« Reply #31 on: January 19, 2014, 01:11:54 AM »
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.
I like to think it's made from the remains of other ships, and was named the Assault Frigate Mk. II to throw off Imperial intelligence, who wanted to capture the Mk. I.

January 19, 2014, 03:14:49 PMReply #32

Offline Corey

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Re: Unit Ability Discussion
« Reply #32 on: January 19, 2014, 03:14:49 PM »
For the MTC I would like to see Mission Module abilities. These could only be activated while in friendly space and would remain activated until another is chosen. Each could grant certain abilities to the ship itself, making it the all-purpose workhorse it truly was meant to be.

I'd like this, provided we could think of useful functions for it.
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January 19, 2014, 03:35:10 PMReply #33

Offline tlmiller

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Re: Unit Ability Discussion
« Reply #33 on: January 19, 2014, 03:35:10 PM »
Well, a few functions would be a combat module, giving it heavy weapons to allow it to stand toe to to with ships such as Victories.  An Assault module, allowing it to bombard and colonize planets.  Obviously the one that was used for ICW, the carrier module, giving it a good fighter/bomber complement.  Maybe a comm module, allowing it to essentially act as a command and control ship, thus giving some bonus to all ships in the same gravity well as it?  Those are things I can think of all the top of my head.  Obviously I've never modded Sins so have absolutely no clue how feasable these are.
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January 19, 2014, 06:13:22 PMReply #34

Offline Lavo

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Re: Unit Ability Discussion
« Reply #34 on: January 19, 2014, 06:13:22 PM »
All of those could work. The Assault module wouldn't work well, mainly due to how finicky planet bombing is is in Sins. Of course, there will have to be a specific module picked for the AI to use every time, because it can't pick and choose.

January 19, 2014, 08:28:34 PMReply #35

Offline Desih

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Re: Unit Ability Discussion
« Reply #35 on: January 19, 2014, 08:28:34 PM »
I feel like the MTC could be a great support ship. Instead of giving it direct combat modules, give it different support modules.
It could start of as a base module (Carrier maybe.) and from there the player has the option of changing it into various different support ships. Making it so you can only change modules while in friendly space station controlled space is a good idea, but maybe put a resource cost (don't know if you can do that in sins) on changing into different modules, or a large cooldown.

As for different module ideas, maybe use some of the lore one's alongside adding a few of your own?
An Inquisition module could spread influence, rally/inspire fear in nearby ships, maybe give it sabotage like abilities to use against enemy planets and buildings?
Maybe combine the Observation and Survey module, allowing the MTC to colonize planets and act as a scout?
The rescue module could be geared more towards a repair/healer role (although that might be a bit op. Maybe give it temporary buff/debuff? Ship gets repaired a bit, but gets reduced regen or speed, etc.)

January 20, 2014, 10:13:12 PMReply #36

Offline Revanchist

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Re: Unit Ability Discussion
« Reply #36 on: January 20, 2014, 10:13:12 PM »
Here's what I would say about which modules there should be:

Observation/Survey: the standard version available to the player, possibly revealing the Gravity Well in each planet it has been in for some time after it has left (to simulate the Probe Droids).

Carrier/Command: functions as a fleet carrier with some fleet-wide buffs/debuffs or something to the like.

Inquisition: Spreads culture quickly, especially on already loyal worlds, has various sabotage abilities for structures and planets, and maybe planetary bombardment.

Hospital/Rescue: provides planetary population buffs and an increased population regen time, gives all friendly nearby units a health buff.

For the Interdictor, maybe have Imperial units be able to jump directly to the Interdictor's location (like the Phase Space Stabilizers), like what Thrawn did during his campaign.
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March 13, 2014, 06:02:11 PMReply #37

Offline kucsidave

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Re: Unit Ability Discussion
« Reply #37 on: March 13, 2014, 06:02:11 PM »
I just got the idea form the Star Wars IV.
An ability for larger ships to board smaller vessels
Can be usefull to cap enemy ships :)
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March 13, 2014, 08:11:25 PMReply #38

Offline Lord Xizer

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Re: Unit Ability Discussion
« Reply #38 on: March 13, 2014, 08:11:25 PM »
More WTB!(TIE fighter lingo for We Both Die) KAMIKAZE!!!
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