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Author Topic: Ship Ability Lists & Discussion  (Read 34841 times)

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November 23, 2014, 10:12:19 PM

Offline Corey

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Ship Ability Lists & Discussion
« on: November 23, 2014, 10:12:19 PM »
The purpose of this thread is to give an overview of all the abilities available to each ship in the mod, allow people to give feedback, and let everyone know what's done and where there's still room for suggestions. Anywhere there's a red question mark, we're completely open to any ideas anyone may have. In general we're trying to give each capital ship four active abilities since there's fewer of them and it's easier for players to micromanage their use, and each frigate 1 or 2, usually passive abilities which help them be relevant as support ships without being individually overpowered (ie the Strike Cruiser and Carrack Cruiser's abilities), although we're not opposed to passives on a Capital and actives on a frigate.

I've only listed what's currently in-game in some form


Legend:
Green - Finished.
Red - Empty slot to be filled.
Yellow - Proof of concept/in testing phase
Orange - Potentially being replaced.



Imperial Remnant
Sovereign:
*1. Superlaser - The Sovereign fires its superlaser at the target, destroying it and damaging all enemies in a line.
*2. Interdict - Gravity well generators in this ship prevent the enemy from jumping to hyperspace.
3. Mass Effect - The Sovereign uses its gravity well generators to pull enemy ships towards it, damaging them and itself in the process.
4. ?

Executor:
1. ?
2. ?
3. ?
4. ?


World Devastator:
*1. Assimilate - The World Devastator consumes a targeted enemy frigate or cruiser, adding a stack of Assimilate. Each stack increases damage output by (2.5/5/7.5/10)% and hull points by (250/500/750/1000). Max 10 stacks,
*2. Reconstruction - The World Devastator consumes an enemy ship, and uses the material to produce a new frigate or cruiser.
3. ?
4. ?


Praetor:
*1. Bulwark - The Praetor scrambles enemy transmissions, forcing enemy ships around it to attack it instead of other allied ships in the area.
2. ?
3. ?
4. ?


ISDII:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
*2. Tractor Beam - The Star Destroyer uses its powerful tractor beam projector to lock its target in place, removing any chance of escape.
3. ?
4.? -

ISDI:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
*2. Tractor Beam - The Star Destroyer uses its powerful tractor beam projector to lock its target in place, removing any chance of escape.
*3. Probe Droids - Probe Droids are launched to explore another system.
*4. Droop Troops - The ISD drops a garrison on the target planet, establishing Imperial control.

Altor:
*1. Resupply - The Altor resupplies fighters to the target ship.
*2. Repair - Restores hull points to the target ship.
*3. Detonate Fuel Cells - The Altor detonates its fuel cells, doing damage to all enemy ships in the area. The remaining crew is jettisoned in an escape pod which cannot leave the system, and can dock on another allied ship, restoring some hull strength and supply.
4. ?

VSDI:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
2. ?

VSDII:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
2. ?

Immobilizer:
*1. Interdict - Gravity well generators in this ship prevent the enemy from jumping to hyperspace.
*2. Missile Interference - Temporarily educes all sources of physical damage in a radius by 75%

Dreadnaught:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
2. ?

Strike Cruiser:
*1. Denting Strike - The Strike Cruiser's turbolasers weaken the enemy hull, causing them to take increased damage from all sources for 5 seconds.
2. ?

Carrack Cruiser:
*1. Ionic Disruption - Upon firing, this ship's Ion Cannons interrupt its targets electrical systems, causing them to fire more slowly.
2. ?

Acclamator:
1. ?
2. ?


Lancer:
*1. Point Defense: instantly annihilates several fighters within the vicinity of this craft.



Sentinel:
*1. Drop Troops - This ship establishes a garrison on the target planet.
*2. Capture Entity - Drops troops to secure neutral structures.
*3. Migration (Load) - Loads population from target planet onto the ship.
*4. Migration (Place) - Transfers loaded population onto target planet.

Vindicator:
1. ?
2. ?


Mu:
*1. Explore - Passively jumps between systems, gaining information.



New Republic

Faction Passive - Upon a ship being destroyed, all surviving crew moves to escape pods which can be used to restore a small amount of hull points and supply to another New Republic vessel. This also grants a temporary performance boost to the recipient ship. Escape pods are destroyable, and unable to enter hyperspace.

Viscount
1. ?
2. ?
3. ?
4. ?


Nebula
1. ?
2. ?
3. ?
4. ?


Endurance
*1. Force Push - Jedi aboard this ship use the force to remove threats from firing range.
2. ?
3. ?
4. ?



MC90
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
*2. Shield Aegis - This ship extends its powerful shields to allied ships around it, enhancing their shield mitigation for a short time.
*3. Force Pull - Jedi aboard this ship use the force to pull targets closer to it.
4. ?

MC80B
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
2. ?
3. ?
4. ?


MC80
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
*2. Boarding Party - This ship sends out a boarding party to capture an enemy vessel. While boarding is attempted, neither ship can move. If the target ship would be destroyed in this time, it instead joins the New Republic's fleet.
*3. Droop Troops - The MC80 drops soldiers to liberate the planet and establish a New Republic presence.
4. ?

Assault Frigate
1. ?
2. ?


Bothan Assault Cruiser
1. ?
2. ?


Proficient
1. ?
2. ?


MC40
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
2. ?

MC30c
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
*2. Cluster Bombs - The MC30c launches proton torpedoes at all targets within range.


CR90
*1. Point Defense: instantly annihilates several fighters within the vicinity of this craft.
*2. Blockade Runner: Transfers power to engines from weapons and shields to increase max speed for a short period.


Nebulon-B
1. ?
2. ?


Hajen
*1. Resupply - The Hajen resupplies fighters to the target ship.
*2. Repair - Restores hull points to the target ship.

Quasar
*1. Coordinate Fighters - Increases the damage of all fighters from nearby craft.

Gallofree:
*1. Drop Troops - This ship establishes a garrison on the target planet.
*2. Capture Entity - Drops troops to secure neutral structures.
*3. Migration (Load) - Loads population from target planet onto the ship.
*4. Migration (Place) - Transfers loaded population onto target planet.

Ferret:
*1. Explore - Passively jumps between systems, gaining information.



Empire of the Hand
Coming Soon.
« Last Edit: January 08, 2015, 06:35:39 PM by slevered »
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November 24, 2014, 01:55:33 AMReply #1

Offline Meyer

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Re: Ship Ability Lists & Discussion
« Reply #1 on: November 24, 2014, 01:55:33 AM »
Maybe give VSDI missile barrage ability and Endurance an extra squadron
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November 24, 2014, 04:26:00 AMReply #2

Offline hoho96

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Re: Ship Ability Lists & Discussion
« Reply #2 on: November 24, 2014, 04:26:00 AM »
The Sovereign can certainly use a point-defence ability; fend of fighters for a brief time, or just destroy incoming missiles.
For the Executor it can use an ability that boost the ships in the same fleet with the Executor, and/or scare the shit out of the enemy  8=) (debuff the enemy) for some time. It can also use something like a command and control centre; pick a priority target to increase the damage output against it, or just an ability like fire all batteries  (overwhelm).
She could have a garrison ability. However, due to its huge on board force, the planet you capture can have an increased starting population (which requires less migration).
Maybe also something like "call the reserves" after the ship loose all its fighters you can call for a couple of extra wings (it can be used one at a time, and after each use the ship must resupply from the Altor)
“The enemy? His sense of duty was no less than yours, I deem. You wonder what his name is, where he came from. And if he was really evil at heart. What lies or threats led him on this long march from home. If he would not rather have stayed there in peace. War will make corpses of us all.” ― J.R.R. Tolkien, The Lord of the Rings

"You may dispense with the pleasantries, Commander. I am here to put you back on schedule." ― DARTH VADER - RETURN OF THE JEDI

November 24, 2014, 06:07:45 AMReply #3

Offline Pali

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Re: Ship Ability Lists & Discussion
« Reply #3 on: November 24, 2014, 06:07:45 AM »
As I understand it, supply now takes the place of antimatter and is used mostly, or solely, for fighter construction (and is mostly regenerated by visiting something along the lines of a friendly resupply base/planet).  If I'm misunderstanding things, some suggestions below may not quite make sense.  Hopefully they do. ;) I'm also going to try to limit my number of suggestions to one per question-mark per ship, though a few will have extra suggestions.

Sovereign:
Passive: Terror -% enemy hull/shield restoration rate due to presence of such a terrifying enemy vessel demoralizing the enemy crews and reducing their efficiency
Active: Ram - Sovereign rams enemy vessel, dealing the enemy vessel's hp x 1.5ish in damage to both ships (allows it to kill smaller ships without much risk, but pretty much guarantees both die if it rams another titan-class)

Executor:
Passive: Terror - same as Sov. above, maybe smaller bonuses per level since the Sov's superlaser makes it extra scary
Passive: Fleet command - % bonuses to damage dealt plus sharing damage from nearby friendlies, as the Executor's command staff manages the fleet and rotates ships off the very front lines for R&R
Passive: Massive hangars - allows it to replace destroyed squadrons more quickly as well as adding to its normal fighter count
Active: Intensify fire - Focuses all fire on one target, granting 200% damage against that one target but cuts all other weapon banks to 50%

World Devastator:
Active: Construction - requires an unused asteroid (such as one in a gas cloud that lacks a colonizable planet), allows the ship to act as a frigate shipyard at 75% construction speed due to limited materials.  I'm guessing this would need to work mostly like the capture ability does for them, while adding a faction-wide modifier - probably a pain in the ass to code, but it just seems right for them so I have to suggest it :(
Active: Tractor beams - enemy ships (up to, say, 4?) cannot move or hyperspace
Active: Absorb - consumes enemy frigate, regenerating hull damage equal to target hull x 1.25 (provides an incentive to micromanage and target enemy ships with the most hp without punishing those who choose not to)

Praetor:
Passive: Fleet command - similar to Executor, maybe regenerative rather than damage based to differentiate (and work better with bulwark)?
Active: Covering fire - the Praetor uses it's long-range batteries to distract enemy targeting, providing nearby ships with an evade/damage reduction bonus
Active: Barrage - temporarily grants the ship 150% weapon range (maybe 200%?) but with a 25% drop in damage dealt

ISD2:
Passive: Fleet command - again, similar to Praetor and Executor, but perhaps again with different bonuses, maybe this time supply regen

Altor:
Active: Refurbish - Uses ALL Altor's current supply, friendly vessel gains % damage dealt/reduction relative to Altor's supply for some amount of time (maybe only works on cap ships, NOT titans, so that the bonuses can be scaled appropriately - it seems fitting that if an Altor spends all of its materials upgrading an ISD2 or even a Praetor for combat, they'd be fantastic until munitions and spare parts began to run low for the extra systems, but an SSD shouldn't receive anywhere close to the same percentage bonuses that they would considering its incredible size)

VSD1:
Active: Salvo - VSD fires its entire complement of concussion missiles at one target, dealing massive damage (not sure how Sins works by any means, but ideally I view this as essentially granting the VSD a full missile volley at around 150% normal damage, while resetting the reload period for its missile weaponry and adding a couple seconds on top of it)
Passive: Bombard - given the atmospheric capabilities of its design, the VSD is able to get closer to the surface and deliver superior precision fire to ground targets

VSD2:
Passive: Bombard - same as VSD1, maybe a higher modifier due to ship upgrades
Active: Microjump - the VSD2s enhanced engines and navigation systems allow it to make micro-hyperspace jumps within systems, allowing them to suddenly appear at their enemy's flanks (essentially the Vasari loyalist's Titan ability)

Dreadnaught:
Active: Ram - Ship deals 2 x own hull value to itself and target (in memory of the ISD Peremptory)

Strike Cruiser:
Passive: Extra hangars - researchable passive, post-construction modules add additional hangars to the cruiser, granting it extra squadrons

Carrack cruiser:
Active: Power to engines - ship's speed is increased for a short time, NO negative modifiers to other systems but can only be used once between resupply visits
Passive: Mosquito's bite - ship has damage dealt/damage received bonus against enemy titans (small enough to not attract much attention from the enemy ship's weapon banks, yet able to cause an itch)

Acclamator:
Passive: Bombard - similar to VSD1
Passive: Extra hangars - researchable, self-explanatory
Active: Deploy stormtroopers - applies boarding effect to enemy frigate (nothing else seems to have it)

Lancer:
Active: Fighter tractors - researched ability, Lancer frigates are equipped with small-ship tractor beams that, while unable to fully capture enemy fighters, limit their maneuverability and grant the Lancer a 50% damage bonus against them until the generators need to initiate a cool-down cycle
Active: Screening fire - The Lancer focuses all guns on protecting nearby friendly capital ships, giving it a 50% damage bonus against enemy bombers, though reducing damage against enemy fighters by 75% due to the firing delay involved in synchronizing fire from multiple batteries
Passive: Superior ion drives - Later model Lancer frigates were able to keep pace with an X-wing squadron; this researchable upgrade allows yours to as well (I can't recall the source for that claim though it was most likely an X-Wing book, and it may be that it was Y-wings instead of X-wings, but I'm certain I recall a book describing Lancers as equal in speed to one of them)

Vindicator:
Passive: Patrol - The Vindicator's speed and size make it an excellent system patrol vessel, and the presence of one consoles the public, granting an allegiance bonus of, say, .2% per ship (allows you to really buff allegiance in a place or two with a couple dozen frigates, but requires significant investment to do so)
Active: Intercept - the Vindicator makes a microjump toward an enemy ship (if possible, placing it directly in the line of travel of target), attempting to prevent its escape

Viscount:
Active: Power to shields - shield regen gets % buff, weapons and/or engines get lesser % debuff, would need testing to work out a fair compromise given the scale of Titan/Super-class ships
Passive: Fleet command - Again, fleet buff
Active: Fleet navigation - allows FLEET microjump, having every friendly combat ship within X radius of Viscount instantly jump to relative point from target location (I have no idea if Sins would even allow this to be possible, but it'd be sweet)
Active: Deploy rescue shuttles - instantly collects all escape pods in current gravity well, gaining all their bonuses until a reasonable limit is reached

Nebula:
Active: Power to weapons - I liked it in ICW, I see no reason I wouldn't like it here; % damage bonus, lesser reduction to shield/hull regen and speed
Active: Deploy troops - massive damage to planets, but requires resupply to reset cooldown
Active: Duel - focuses all systems on one enemy target, granting 200% damage against that target as well as 50% damage reduction from that target, while reducing damage to all others by 50% and increasing damage taken from all others by 25% (numbers to be modified as needed, the goal being to make it an ideal one-on-one fighter against enemy capital ships in the early game while being an ability that actually seriously weakens it if used in large-scale engagements)
Active: Deploy K-Wing squadron (deploys a friendly K-wing squad to the local gravity well independent of the Nebula's resupply, and it would decay over time like any fighter squad lacking resupply - ability upgrades could be either extra squadrons or longevity upgrades)

Endurance:
Active: Scramble - launches at once every fighter and bomber the Endurance has, totally draining its supply (upgrades would give the fighters and bombers damage given/taken bonuses for increasing time periods, or perhaps extra ships per squadron)
Active: Deploy rescue shuttles - rescues all escape pods in the area, receives significantly enhanced supply regen (allowing more fighter launches) per pod but gains NO other bonuses from them (idea being that it is rescuing friendly ejected pilots rather than capital ship crews)
Passive: Expanded hangars - extra squadrons, similar to the base Sins ability
Passive: Starfighter command - damage taken/dealt bonuses for friendly fighters within radius, both increasing with upgrades

MC90:
Passive: Fleet command - you've seen it before
Active: Torpedo barrage - A torpedo volley is perfectly timed while the enemy's defensive systems are distracted, and a brace of torpedoes manages to bypass the shields and directly damage the hull, doing X damage

MC80:
Active: Fleet defense - Accustomed to shielding friendly vessels from enemy fire, the MC80 absorbs 50% of damage directed towards nearby ships, while only actually suffering 50% of that damage itself (numbers open to balancing, as always)

Assault Frigate:
Active: Fleet screening - Pretty much the same as the MC80's fleet defense stat-wise, the idea being that the MC80 is simply getting in the way, while the Assault Frigate is maneuvering both boldly enough to gain attention yet erratically enough that it's avoiding much of the fire
Active: Boarding party - shuttles of New Republic marines launch for enemy ships, attempting to gain control of vital areas

Bothan Assault Cruiser:
Active: Torpedo barrage - similar to MC90, though since I assume the BAC is a frigate and the MC90 a cap ship, I'd place the BAC's torp barrage damage above the MC90's base ability damage, but around or just under the MC90 level 2 torp barrage damage
Passive: Bothan spies - 1% chance (maybe, probably less) that any enemy frigate coming within range will self-destruct, any enemy cap ship take 750 hull damage.  Only applies once to any enemy ship per encounter (meaning encounter within gravity well: if ISD Avenger pops into my system far from my BACs, nothing happens; if Avenger closes with the BACs, per ship it runs the RNG, and passes, so no extra damage is taken; Avenger withdraws anyways, BACs don't pursue, and if Avenger now turned to fight again it wouldn't risk another run at the RNG; but if Avenger jumps out then comes back, it DOES risk another run at the RNG per BAC)

Proficient: (I may be underestimating how strong you've made this ship, since according to Wookiepedia it seems to suck without special modular systems, so my upgrades are meant to make it potentially strong in various ways)
Each ship of the class gets ONE upgrade from the following, selected after construction
Extra hangars - gains two fighter, one bomber squadrons
Extra guns - another 20ish heavy turbolasers are added to the ship, making it an equal match for most ships its size (or however many would be needed)
Buzzdroids- Allows the ship to instantly deploy a field (5-15 depending on strength feels right to me) of droid-mines able to home in on enemy ships
Gravity well generator - self-explanatory
The idea really isn't to make it more powerful than it should be lore-wise (since I don't recall it from anything and thus have no idea beyond the Wookiepedia entry on how strong it should be), but to make it hard to predict - a fleet made entirely of Proficients could with the above be anything from fighter heavy to mine layers to a heavy frigate line to an insane mix, and until actually engaged it'd be hard to tell what you're up against.  Ideally, against that pure Proficient fleet if you've prepped even decently for it, you should tear through without trouble, but if you load too many Lancers and they've got only a handful if any ships set up as carriers, much of your fleet is suddenly of little worth.  The NR fleet's strength was versatility, and I think it'd be fun for this somewhat lesser-known ship to help exemplify that.

MC40:
Passive: Superior engines - Is faster than expected for a ship of its size, able to catch most frigates in a chase and easily run away from larger enemy ships

MC30:
Active: Cluster bombs - rather than a torpedo volley at ships in range, does massive damage to enemy fighters in range

CR90:
Active: Power to engines - grants the ship incredible speed, showing why it is known as the blockade runner - nothing can catch it during this heavy burn, not even fighters or missiles
Passive: Corellian design - grants the ship one of a selection of passive upgrades, either increased normal speed (does not apply to PTE), superior evasion (-% damage taken), or mid-ship lasers (if its base armament is mostly turbos, it gets some quads, and vice versa - don't know exactly how you're doing it, but the idea is take what's missing and add a little of it)

Nebulon-B:
Active: Engineering crews - repairs hp/shields/both of nearby friendly ships
Active: Graduating class - gives friendly ship a supply bonus, allowing it to launch more fighters before returning to base
Passive: Medical frigate - adds to base regen rates of nearby ships as injured crewmembers are gotten back on their feet faster

Quasar:
Active: Scramble - drains supply entirely, launches all possible fighters/bombers at once - similar to Endurance ability, but not as good since it lacks the damage dealt upgrades
Passive: Covering fire - quad laser batteries provide cover for the launch vectors of its fighter and bomber squads, granting them a 30 second window of invulnerability after they launch (useless in most situations, since the fighters will launch and lose the bonuses well before contact, but if you happen to end up dropping a couple quasars right in the middle of an enemy fleet the abilities form a nice combo)
« Last Edit: November 24, 2014, 07:01:13 AM by Pali »

November 24, 2014, 04:20:57 PMReply #4

Offline Slornie

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Re: Ship Ability Lists & Discussion
« Reply #4 on: November 24, 2014, 04:20:57 PM »
+1 to the Scramble ability for the Endurance.  Might suggest it for the Acclamator too, as the larger Imperial carrier.

Executor
Shock and Awe - Passive culture buff/debuff in friendly/hostile territory due to the sheer size and power of the vessel.
Career Ladder - Due to the mad hatters who get control of these ships junior officers get promoted, and killed, quickly.  Boost experience gains for surrounding vessels.

Interdictor Cruiser
Jam Transmissions - Briefly prevent enemy units from receiving movement orders until they locate an unjammed comm channel.

Carrack Cruiser
Seed of Destruction - Lay mines which will detonate on proximity to any ship (friendly or hostile).
Safe Passage - Passive ability which suppresses mines in the immediate vicinity from exploding.

Acclamator
MCPS - Special tech which increases the WeaponIgnoresShieldsAdjustment for 5s/10s/15s to cause more hull damage.

Assault Frigate
Synchronise Fire - Taking a leaf out of Bel Iblis's book (albeit with Dreadnaughts), when several AF's are in close proximity boost damage dealt to enemy units as they co-ordinate their fire patterns.

Bothan Assault Cruiser
Spynet - Bothan spies give advance warning of ship movements in neighbouring systems.  Weaker effect further from friendly culture.
Ar'krai - The state of all-out war against the Vong negates stage 1 of passive low-life/degraded systems when YV ships are in the same gravity well.

Proficient
Over the Odds - The more enemy ships in range, the faster the Proficient's guns will fire.

Nebulon-B
Saviour ship - As a hospital ship, increases health/lifespan of any escape pods in range until they can be rescued/used.
Quote from: RonMaverick291 (Gametrailers)
why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.

November 24, 2014, 04:57:31 PMReply #5

Offline hoho96

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Re: Ship Ability Lists & Discussion
« Reply #5 on: November 24, 2014, 04:57:31 PM »

Bothan Assault Cruiser
Ar'krai - The state of all-out war against the Vong negates stage 1 of passive low-life/degraded systems when YV ships are in the same gravity well.

Since there's no Vong (at least for the time being ) I'm not quite sure how this will work :/
“The enemy? His sense of duty was no less than yours, I deem. You wonder what his name is, where he came from. And if he was really evil at heart. What lies or threats led him on this long march from home. If he would not rather have stayed there in peace. War will make corpses of us all.” ― J.R.R. Tolkien, The Lord of the Rings

"You may dispense with the pleasantries, Commander. I am here to put you back on schedule." ― DARTH VADER - RETURN OF THE JEDI

November 24, 2014, 05:01:46 PMReply #6

Offline Slornie

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Re: Ship Ability Lists & Discussion
« Reply #6 on: November 24, 2014, 05:01:46 PM »
Since there's no Vong (at least for the time being ) I'm not quite sure how this will work :/
Wishful thinking?  :angel:
Quote from: RonMaverick291 (Gametrailers)
why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.

November 24, 2014, 05:36:36 PMReply #7

Offline Corey

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Re: Ship Ability Lists & Discussion
« Reply #7 on: November 24, 2014, 05:36:36 PM »
And people think my hints are obvious....


I'ma respond directly to some ideas when I get home from class.
I also have a YouTube channel where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on Patreon


November 24, 2014, 06:09:25 PMReply #8

Offline Senza

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Re: Ship Ability Lists & Discussion
« Reply #8 on: November 24, 2014, 06:09:25 PM »
That's weird, why didn't the new abils show up on the commits? :o Pali, you might be surprised how close some of your ideas are...
« Last Edit: November 24, 2014, 11:45:57 PM by Senza »

November 24, 2014, 07:58:33 PMReply #9

Offline Pali

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Re: Ship Ability Lists & Discussion
« Reply #9 on: November 24, 2014, 07:58:33 PM »
So where are these finished abilities? :P Pali, you might be surprised how close some of your ideas are...

I recall some saying about great minds thinking alike... ;)

Though I did come up with all those while quite drunk last night - I'm surprised it isn't full of typos and absurd concepts.  ;D I did completely forget about culture/allegiance modifiers, though - I like the Shock and Awe idea for Executors or Sovs.
« Last Edit: November 24, 2014, 08:03:48 PM by Pali »

November 25, 2014, 12:57:29 AMReply #10

Offline Corey

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Re: Ship Ability Lists & Discussion
« Reply #10 on: November 25, 2014, 12:57:29 AM »
Quote
So where are these finished abilities? :P Pali, you might be surprised how close some of your ideas are...

Everything listed in this topic is already in-game in the version you testers have except for like 5 of them (Power to shields, reconstruction, detonate fuel cells, the NR escape pod thing and Probe Droids). All of those except the escape pod thing are finished in my version, just not yet pushed to the GIT project. The NR escape pod thing is still in proof-of-concept phase.


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Passive: Fleet command

Keep in mind there are actual units specifically for the role of fleet commanders. Giving that bonus to ISDI/ISDII would be like doing it in ICW; every ship would be a fleet commander. We'd also rather keep the super ships from becoming fleet commanders. We're slightly more open to the Executor having fleetwide effects, but I'd rather keep that kind of bonus to the Fleet Commanders and potentially heroes.

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Active: Ram - Sovereign rams enemy vessel, dealing the enemy vessel's hp x 1.5ish in damage to both ships (allows it to kill smaller ships without much risk, but pretty much guarantees both die if it rams another titan-class)
Ramming wouldn't work in this game with such large vessels; with smaller ships (capitals and down) the sizes and distances work out so that it rarely looks too weird, but with something the size of the Sovereign it would always look really stupid. Ramming is essentially a short-range projectile nuke, the game isn't actually calculating a collision between two objects.

Also, damage is done based on fixed numbers; you can't make it be a calculation based on variables. This kind of thing applies to other stuff as well, like the Altor refurbish suggestion.

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Active: Construction - requires an unused asteroid (such as one in a gas cloud that lacks a colonizable planet), allows the ship to act as a frigate shipyard at 75% construction speed due to limited materials.
You can't turn a ship into a shipyar. You can have abilities that spawn ships however, which the World Devastator already has.

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Microjump
This is an ability already, however there are some abilities that are kept as sort of "signature" faction ability types, and as essentially the quintessential mobility ability, microjumps are reserved for the Empire of the Hand.

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Active: Scramble - launches at once every fighter and bomber the Endurance has, totally draining its supply (upgrades would give the fighters and bombers damage given/taken bonuses for increasing time periods, or perhaps extra ships per squadron)

I should reiterate the way the fighter system works a bit. There's two aspects to it. One is the "supply," which is what antimatter transferred into. It represents the total number of fighters that ship can canonically hold. The second is the Sins fighter method, Command Points, which determines how many squadrons can be deployed at once. We use both of these metrics. The Endurance, for example, has 84 fighters (7 squadrons) of which it can deploy 3 at a time. The fighter supply number is based on that ship in particular's hangar capacity, and the command points are based on role. The general rule is regular ships get 1 at a time, carriers and capital ships get 2, and capital ships that serve as dedicated carriers get 3 at a time. This serves to add another strategic dimension, and also helps to represent all canonical complements without causing game-breaking lag.

So while this and the fact that you can't make antimatter costs be whatever the ship has left and have the effects scale like that, what potentially could be doable is an ability that lets it surpass its limit of three while costing an excess of the supply (so you're trading long-term sustain for some up-front power) as long as it's kept to something like a 2-1 ratio for supply to extra fighters.

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Each ship of the class gets ONE upgrade from the following, selected after construction
You can't level abilities on a frigate. It would have to be a capital ship, and even then I don't think you can limit leveling like that to one per ship. As far as the Proficient in general goes, though, it's a refit, much like the Dreadnaught tended to be.

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The Sovereign can certainly use a point-defence ability; fend of fighters for a brief time, or just destroy incoming missiles.
This is a little dangerous; it's already a ship that excels at taking out larger damage sources, so if you give a ship like that point defense to just wipe out fighters it gets a little on the OP side.
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November 25, 2014, 07:18:58 AMReply #11

Offline Pali

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Re: Ship Ability Lists & Discussion
« Reply #11 on: November 25, 2014, 07:18:58 AM »
I forgot about the fleet commanders.  :D  Shame about the ramming not working, wasn't sure if Sins would support it or not.

You can't turn a ship into a shipyar. You can have abilities that spawn ships however, which the World Devastator already has.

Maybe an ability that spawns a frigate yard with a permanent construction speed debuff would be an alternative? *shrug* Probably better to come up with a better idea.

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This is an ability already, however there are some abilities that are kept as sort of "signature" faction ability types, and as essentially the quintessential mobility ability, microjumps are reserved for the Empire of the Hand.

Makes sense.

Also, thanks for the clarification regarding fighters.  I like your rapid deployment idea.

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You can't level abilities on a frigate. It would have to be a capital ship, and even then I don't think you can limit leveling like that to one per ship. As far as the Proficient in general goes, though, it's a refit, much like the Dreadnaught tended to be.

The idea wasn't to have them level, actually, but was inspired by how Interregnum has its Strike Cruisers (and I REALLY should've credited them for the idea in the original post, apologies for that).  They're frigates that have a set of purchasable upgrades that need to be purchased per ship.  However, I can completely understand not wanting to borrow ideas from other mods to maintain individuality and avoid any sense of stepping on toes, so if that's a turn-off feel free to ignore the idea - it just seemed appropriate for the ships.

November 25, 2014, 12:11:36 PMReply #12

Offline Corey

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Re: Ship Ability Lists & Discussion
« Reply #12 on: November 25, 2014, 12:11:36 PM »
Ah yeah; that Strike Cruiser thing is essentially what we would have done with the MTC had we kept it in. The main thing is I'm not sure if you can make an ability make other specific abilities on a ship uncastable, so the choice of one among all of them isn't really doable. It may be possible by making it so that there's a buff chain like with the Overcharge/Snipe thing where you just make it so that if there's already an upgrade buff the ability does nothing at all, but I'm not sure how well that would work out.
« Last Edit: November 25, 2014, 12:18:32 PM by Corey »
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November 25, 2014, 04:37:52 PMReply #13

Offline Pali

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Re: Ship Ability Lists & Discussion
« Reply #13 on: November 25, 2014, 04:37:52 PM »
The main thing is I'm not sure if you can make an ability make other specific abilities on a ship uncastable, so the choice of one among all of them isn't really doable.

Yeah, Interregnum's SCs don't do it that way either - each ship can get all 3 upgrades, and since each costs more resources, it's essentially just getting a better ship in exchange for higher cost and time spent micromanaging.  I was hoping that having an option of only one would work, since then you're actually making a choice that has up/downsides, but that doesn't sound feasible.  Ah well.

November 25, 2014, 11:58:25 PMReply #14

Offline Corey

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Re: Ship Ability Lists & Discussion
« Reply #14 on: November 25, 2014, 11:58:25 PM »
That sort of thing would have to be done one of two ways:

1. Make purchasing one upgrade remove the effects of the other.
The problem with this is as far as I know you can't directly make one buff remove another. The closest you get is the "ApplyOrRemoveBuffToSelf" instant action, which is a toggle, used for abilities that you turn on or off (like the siege mode thing for missile frigates or Cloaking), and not something you can directly control. Basically, buying an upgrade would end up turning everything on for the first, then off with the second, etc. Not hugely useful.

2. Make it so that once you've purchased one, purchasing the others has no effect.
I can't think of any reason this wouldn't be technically possible, at the very least if it were a choice between two (although I'd imagine it should work for more, not 100% sure withotu trying) however the ingame communication of that fact may be a little weird.
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November 26, 2014, 12:40:10 AMReply #15

Offline Pali

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Re: Ship Ability Lists & Discussion
« Reply #15 on: November 26, 2014, 12:40:10 AM »
As an alternative, perhaps researchable upgrades?  I don't know that there is any way for Sins to allow blocking a research project because another was done (though things I've seen in other mods suggest it might be?), but if not maybe have two projects that give bonuses that would nullify the other?  For instance, have one project that grants the SC extra squadrons but cuts down on guns or armor, with another that does the reverse, so doing both would simply result in a return to the base SC stats.
« Last Edit: November 26, 2014, 12:48:12 AM by Pali »

November 26, 2014, 08:16:53 AMReply #16

Offline Corey

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Re: Ship Ability Lists & Discussion
« Reply #16 on: November 26, 2014, 08:16:53 AM »
Technically, but its something you can really only do with one set of choices. Basically you change the faction ID tag with different tech, and make each tech require being a specific faction. Its what SoGE uses to determine between different titans and STA uses for the Dominion/Cardassians. Although it won't be in the first release, we're looking g to use it for something more on that level.
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November 26, 2014, 03:49:06 PMReply #17

Offline Pali

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Re: Ship Ability Lists & Discussion
« Reply #17 on: November 26, 2014, 03:49:06 PM »
Technically, but its something you can really only do with one set of choices. Basically you change the faction ID tag with different tech, and make each tech require being a specific faction. Its what SoGE uses to determine between different titans and STA uses for the Dominion/Cardassians. Although it won't be in the first release, we're looking g to use it for something more on that level.

Gotcha.  Interregnum does something similar for its Warlords faction also.

Well, I'm out of ideas for the SC then. ;)

November 27, 2014, 12:01:31 AMReply #18

Offline Corey

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Re: Ship Ability Lists & Discussion
« Reply #18 on: November 27, 2014, 12:01:31 AM »
Actually I'm full of shit. I think there is a way to just straight up remove a buff.
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November 27, 2014, 01:47:17 AMReply #19

Offline Pali

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Re: Ship Ability Lists & Discussion
« Reply #19 on: November 27, 2014, 01:47:17 AM »
...dude, no, now you're just getting my hopes up. ;)

 

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