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
Viscount
1. More then one layer of shields (Backup like the ships of Mon Cal are described in almost all literatur) (The Viscount's shields had backups, like previous Calamari designs, and were thus highly regenerative - Wookiepedia) (A distinguishing feature of Mon Calamari cruisers was the redundancy of weaker shield generators contributing to the shielding system. Mon Calamari cruisers carried three times the usual number of generators for ships of their size. Although each generator was weaker than the Imperial standard unit, the quantity of shield generators allowed for faster energy replenishment. Also, this made the generators much harder to destroy, as they could not be seen clearly and were in fact inside the ship. These shields also allowed Mon Calamari Cruisers to survive better against spacial elemental threats.)
2. Able to carry more fighters (Ships of the class could carry hundreds of starfighters, as well as dozens of small support vessels - Wookiepedia)
3. Can Carry up to 4 CR90 (Ships of the class could carry hundreds of starfighters, as well as dozens of small support vessels,[6] including frigate-sized ships - Wookiepedia)
4. Bacta Tanks and Fighter repair aka faster repair like Hajens 2 skills (To support wounded in combat, the Viscount-class had hundreds of self-replenishing bacta tanks in its medical wings.[7] It also had fighter repair bays, for the repair and maintenance of the ship's starfighters - Wookiepedia)
5. Point-defense laser cannons that shoot at lot of the missiles thats incomming
Nebula
1. Either a host an space superiority wing consisting of hyperdrive-equipped E-wings, A-wings, or upgraded X-wings or
2. host an assault wing made up of a mixture of K-wing bombers for precision strikes and Defender starfighter for close support
3. Either a Star Destroyer or a Fleet Carrier (Following the New Class practice of using the same hull for multiple configurations, the Nebula-class Star Destroyers shared their basic spaceframe design with the Endurance-class fleet carriers)
4. AbilityTargetHangar
5.Tractor Beams to target and keep 1 capital enemy ship from fleeing
this should not be a ability but be refelcted by stats (system of lateral thrust vents to increase the ship's maneuverability, giving it far greater agility then most large capital ships)
Endurance
*1. Force Push - Jedi aboard this ship use the force to remove threats from firing range.
2. Either a host an space superiority wing consisting of hyperdrive-equipped E-wings, A-wings, or upgraded X-wings or
3. host an assault wing made up of a mixture of K-wing bombers for precision strikes and Defender starfighter for close support
4. AbilityAlphaStrike
5. Fighters can micro jump as all NR fighters except Kwing was able to FTL and then make alpha strike so instead of having long flight time insta warp to target (Actually that should be true for all fighters both NR and Remnant)
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. AbilityIonBlast
5 Proton torpedo launchers
MC80B
*1. Power to Shields - Power is diverted from weapons and engines to shields, increasing shield regeneration for a short period of time.
2. Double the fighters (The MC80B cruiser carried four starfighter squadrons. Later ships in this line were refitted to hold up to eight squadrons)
3. AbilityReflectiveShields
4. AbilityIonBlast
5.Drop the force pull and call it tractorbeam pull (there wherent that many Jedi in the new republic)
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. Kill fighters (The Turbolasers and the Ion cannons possessed advanced targeting systems and were able to track and destroy fighters and smaller craft.)
5. Interlaced shield (their shielding capability was far more advanced. The multiple backup shields and multiple shield generators ensured that a Calamarian cruiser could not only last in combat against more heavily armed opponents but also they had more protection from spacial elemental threats)
Assault Frigate
1. AbilityBombardEmpire
2. please remove AbilityProjectForce as there are not that many jedis
3. Increase shield strength they had better shield then Imperial Dreadnaught but less armour
also it had no Fighters that was removed when rebuildt to NR AF
Bothan Assault Cruiser
1. AbilityHullBreach
2. In addition to the array of weapon emplacements, the cruiser's two hangars carried four squadrons of starfighters
3. AbilityBothanSpies
4. AbilityBombardEmpire
5. Proton Torpedoes (twenty proton torpedo launchers with sixteen missile magazines, and four tractor beam projectors.)
Defensively, the Bothan Assault Cruiser was a vast improvement to the Victory-class Star Destroyers it was intended to replace. Both armor and shields on the cruisers were 150 percent heavier than on the Victory-class
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. Escort (Follow specific Ship behind it) instead of flying around on its own)
3.
one starfighter squadron
larger than the Imperial Strike-class medium cruiser. It was equipped with powerful shields for a vessel of its size
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.
3. AbilityBombardEmpire
4. utilized proton torpedoes to bombard larger enemy starships in combat. is that = AbilityBombardEmpire
5. Escort (Follow specific Ship behind it) instead of flying around on its own)
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.
3. Guard (Circle a Planet / Orbital installation / Ship )
4. Escort (Follow specific Ship behind it) instead of flying around on its own)
Either CVE / Transport / Light Escort (Transport can deploy Comandos that take Tibanna and Metal extractors over without cost chance of imperial selfdestruct in Spite)
A common configuration for combat-oriented corvettes consisted of six H9 dual turbolasers.[1] A similar armament was mounted on the CR92a Assassin-class corvette, a successor of the CR90 that was designed exclusively for combat roles
One of the rarer variants could carry starfighters, such as the Night Caller and Constrictor.
Nebulon-B
1. Many Nebulon-Bs include sophisticated sensors and deep space, multi-frequency antennas, allowing them to function as long-range scouts or relay battle information to a command vessel
2. Either have 2 squadrons of fighter or Sensors
3. AbilitySlimProfile
4. AbilityBlockadeRunner
5. AbilityPassiveLowLife
6. Guard (Circle a Planet / Orbital installation / Ship )
7. Escort (Follow specific Ship behind it) instead of flying around on its own)
Hajen
*1. Resupply - The Hajen resupplies fighters to the target ship.
*2. Repair - Restores hull points to the target ship.
3. Escort (Follow specific Ship behind it) instead of flying around on its own)
4.Guard (Circle a Planet / Orbital installation / Ship )
Quasar
*1. Coordinate Fighters - Increases the damage of all fighters from nearby craft.
2. Guard (Circle a Planet / Orbital installation / Ship )
3. Escort (Follow specific Ship behind it) instead of flying around on its own)
48 starfighters (A,B,E,X,Y)
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.
Invisible unless close (Baffled sublight drive) (Every element of the ferret's design contributes to its ability to covertly enter hostile territory, collect intelligence, and remain virtually undetected during departure)
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. AbilityConcussionBarrage
2. AbilityPowerSymbol and AbilityFearAura
3. also carried a large number of landing craft, dropships, ground armor and two prefabricated garrison bases
4. minimum of 144 starfighters were carried onboard Executor-class vessels;[25] but the massive hangars could hold thousands
Less guns more anti fighter (many heavy batteries were sacrificed for an increased number of anti-starfighter cannons)
Invisible (several Executors had cloaking generators or stealth-armor fitted to the vessel)
The ship also possessed long-range scanners, which also ensured, alongside Viper probe droids, that the Executor could locate Echo base.
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. AbilityPraetorIon
3. AbilityBulwark ?
4. Droop Troops - The Preator drops a garrison on the target planet, establishing Imperial control. (AbilityISDColonize)
5. 120 Fighters
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. Probe Droids - Probe Droids are launched to explore another system. (AbilityProbeDroids)
4.Droop Troops - The ISD drops a garrison on the target planet, establishing Imperial control. (AbilityISDColonize)
5.
6 Fighter squadrons (Tie,TieBomber,Tie Interceptor)
ISDI:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output. (AbilityOverwhelmCapital)
*2. Tractor Beam - The Star Destroyer uses its powerful tractor beam projector to lock its target in place, removing any chance of escape. (AbilityTractorBeam)
*3. Probe Droids - Probe Droids are launched to explore another system. (AbilityProbeDroids)
*4. Droop Troops - The ISD drops a garrison on the target planet, establishing Imperial control. (AbilityISDColonize)
5.
6 Fighter squadrons (Tie,TieBomber,Tie Interceptor)
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. Escort (Follow specific Ship behind it) instead of flying around on its own)
5. Guard (Circle a Planet / Orbital installation / Ship )
VSDI:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
2. Precise Groundstrike (Unlike later Star Destroyer designs, the Victory possessed the ability to enter the upper levels of a planetary atmosphere. This gave the ship a decided advantage of added precision when engaging in the ground attack operations the class was designed to carry out.) (Both Strike and VSDI can land and attack even through Planet shield)
3.Concussion Barrage (80 concussion missiles tubes)
4.Faster Hyperdrive (The Victory Star Destroyer's Class 1.0 hyperdrive was superior to that of the Imperial-class Star Destroyer, allowing Victory ships to reach their destinations in half the time.)
5.AbilityThrawnDoctrine
VSDII:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
2. AbilityThrawnDoctrine
3. The Victory II, however, did retain its predecessor's ability to operate within planetary atmospheres.(Land troops) (
4. AbilityBombardEmpire (The Victory II, however, did retain its predecessor's ability to operate within planetary atmospheres.[2])
5. Boarding party (the Victory II-class was designed for deep space combat , ther Victory II's were used for deep space interdiction missions, using their ion cannons to capture enemy starships without damaging them)
only 2 Squadrons
the removal of the banks of concussion missile tubes
Immobilizer:
*1. Interdict - Gravity well generators in this ship prevent the enemy from jumping to hyperspace.
*2. Missile Interference - Temporarily reduces all sources of physical damage in a radius by 75%
3. AbilityThrawnDoctrine
4. Escort (Follow specific Ship behind it) instead of flying around on its own)
Very light anti Fighter defence
2 Fighter squadrons
Dreadnaught:
*1. Overwhelm - The ship transfers power from engines and shields towards weapons for a limited time, increasing damage output.
2. AbilityThrawnDoctrine
3. AbilityEnhancedTargetting
4. AbilityBombardEmpire
5. Escort (Follow specific Ship behind it) instead of flying around on its own)
Quad laser cannons (20) , Turbolaser batteries (10) , Laser cannons (10) , Ion cannon (Unknown number)[11] Original
Light quad turbolaser cannons (20) , Turbolaser batteries (15) , Turbolaser cannons (15) , 1 Fighter Squadron + Common modification: Warhead launcher (1) , Standard load: 25 concussion missiles[8] Updated
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. Fittet as carrier (3 Squadrons of figters) or 3
3. Fittet as Cruiser (More GUNS and Concussion Missiles) or 4
4. Fittet as Dropship (Both Strike and VSDI can land and attack even through Planet shield) or
5. Fittet as repair ship
Modular ship with different fittings able to use those roles
Carrack Cruiser:
*1. Ionic Disruption - Upon firing, this ship's Ion Cannons interrupt its targets electrical systems, causing them to fire more slowly.
2. AbilityThrawnDoctrine or
3. Recon (Can see the closest system) or
4. Anti-starfighter version: Heavy turbolasers (10) , Tractor beam projectors (5) , Laser cannons (20)
5. Escort (Follow specific Ship behind it) instead of flying around on its own)
6. Guard (Circle a Planet / Orbital installation / Ship )
It was later an important addition to the Imperial Navy; although 350 meters long, the small combat cruisers were heavily armed and had a top speed that matched X-wing starfighters.
Acclamator:
1. Fittet as Dropship (it was buildt to move and attack with clone troopers) or
2. The Acclamator II-class was designed primarily to carry out orbital bombardments, and as such its troop complement was reduced by nearly eighty percent in order to make room for the added weaponry
Lancer:
*1. Point Defense: instantly annihilates several fighters within the vicinity of this craft. (AbilityPDGreen)
2. AbilityThrawnDoctrine
3. Escort (Follow specific Ship behind it) instead of flying around on its own)
4. Guard (Circle a Planet / Orbital installation / Ship )
5.
The ship was also quite slow, allowing many fighters to simply outrun it.
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.
5 Take over Tibanna Gas and Metal Extractors without cost by storming them with Storm troopers
Vindicator:
1. AbilityRam
2. AbilityThrawnDoctrine
3. Anti Fighter Fire
Mu:
*1. Explore - Passively jumps between systems, gaining information.
Fighters
Differentiate Between Fighters (fx x-wing should have proton torpedoes, B-wing should have ion heavy/lasers/Proton torpedoes)
Make Fighter squadrons the same size except the big bombers (K-wing)
All fighters that can warp should use micro jump to get to target fast
All fighters that have shield should have better survivability (More Arnour/shield)
All fighters should have different speed and Armour and shield and manouvre values
Defense
Space stations should have longer range
There should be upgrades to make fighter defenses (That was both used by Empire and NR (But specially the last) , these should be some of the first as they are easy to deploy)
Hapans
the Hapans fitted their Battle Dragons with launchers for charges known as pulse-mass mines, which produced much the same effect. However, pulse-mass mines could not be turned off or controlled like gravity wells, so this trapped the Hapans in the battle as well
Wall of text by used those ability's i think work and given some that i suggest should be there either instead off or because there issent any right now