Britannia, Fleet and Ares ideas

Post ideas & suggestions you have pertaining to the game here.
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relanat
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Various ideas.
A spin-off topic from the Centurion Variants Ministry topic. Also from the Minotaur forum topic. A Britannia rebalance is mentioned and a Minotaur light corvette is to be introduced.

Firstly, "Black Fleet".. excellent. Can't wait to see them! (I have a vision of Captain Jack Sparrow drunkenly stumbling into his Cent/X cockpit. LAUGHS)

Britannia could have a TeV-9 and a NAMI launcher to fire XM900s.
Or a few new thermo missiles of different effect/hp. Possibly non-tracking because the Brit seems manoeuvrable enough to use them.
Or a (new) medium NAMI launcher with some new thermo missiles less powerful than the existing heavy missiles. Centurion then retains the fighter role while Brits take over heavier attacks. The Brits shouldn't be too powerful, that's the role of the new Minotaur and the Aquilas. Aquilas and CSCs can use the heavy NAMI launcher.

Minotaur (to quote: station defense; escort transports; attacking enemy stations) should easily destroy Sandstorms, be slightly more powerful than Chasms and Tundras, and run from everything bigger. IMO it should also struggle to destroy stations unless part of a group; that's a role for the Aquilas.

From JBW's suggestion of a Sandstorm overhaul, there could be a Sandstorm-II introduced. Original Sandstorms (from what little lore I know) were a ship that didn't need big performance because it had a new devastating (at the time of introduction) weapon.

Also CSCs need to keep TeV-9s. Adding Katanas makes them overpowered (as seen in CSC-IIs in The Network mod).
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JohnBWatson
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Firstly, "Black Fleet".. excellent. Can't wait to see them! (I have a vision of Captain Jack Sparrow drunkenly stumbling into his Cent/X cockpit. LAUGHS)
"Bring me that horizon!"
Britannia could have a TeV-9 and a NAMI launcher to fire XM900s.
The original function of Brits was as Worldship - killers, so giving them anything with particle damage complicates a lot of things. I'd rather just make the Katana worthwhile again.
Or a (new) medium NAMI launcher with some new thermo missiles less powerful than the existing heavy missiles. Centurion then retains the fighter role while Brits take over heavier attacks.
That'd be a solid nerf to the NAMI - launcher, which is presently the only launcher worth using in early game and by far the best in midgame. I support the idea.
Minotaur (to quote: station defense; escort transports; attacking enemy stations) should easily destroy Sandstorms, be slightly more powerful than Chasms and Tundras, and run from everything bigger. IMO it should also struggle to destroy stations unless part of a group; that's a role for the Aquilas.
I think its ideal role is as a 'shock' unit, or hunter - killer. It could be deployed to quickly turn around a losing battle, or run support on any kind of mission. I'd envision their captains as equivalent to the Pilgrim - high ranking specialists that quickly move from system to system.
From JBW's suggestion of a Sandstorm overhaul, there could be a Sandstorm-II introduced. Original Sandstorms (from what little lore I know) were a ship that didn't need big performance because it had a new devastating (at the time of introduction) weapon.
I'm okay with two Sandstorm variants, but I don't like the idea of a 'sandstorm but better'. I'd recommend weakening Sandstorms' armor slightly and boosting their speed so that they can keep up with what a late game player is likely to have(base Wolfen or Sapphire with drive upgrade). If I were designing a second Sandstorm variant, I'd give it a very basic WMD ammo weapon and use it as a prototype for an ammo - restocking script that has it reload when depleted, and base its armor and speed off of what we see now. That'd make the swarms that occasionally get called up in the CSC defense mission a bit more dangerous.
Also CSCs need to keep TeV-9s. Adding Katanas makes them overpowered (as seen in CSC-IIs in The Network mod).
Agreed.
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DigaRW
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Firstly, "Black Fleet".. excellent. Can't wait to see them! (I have a vision of Captain Jack Sparrow drunkenly stumbling into his Cent/X cockpit. LAUGHS)
I'd like to call them 'Blacklisted Fleet'.
Britannia could have a TeV-9 and a NAMI launcher to fire XM900s.
Britannia does not need any changes, but I prefer them upgraded armor.
Also CSCs need to keep TeV-9s. Adding Katanas makes them overpowered (as seen in CSC-IIs in The Network mod).
CSCs needs power against Xenophobe Worldship. Leaving them using Particle weapon in Outer Realm is too cruel. I suggest add one or two Mark V Howitzer or thermo missile.
Last edited by DigaRW on Sat Feb 24, 2018 1:02 am, edited 1 time in total.
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Derakon
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JohnBWatson wrote:
Fri Feb 23, 2018 2:46 am
Firstly, "Black Fleet".. excellent. Can't wait to see them! (I have a vision of Captain Jack Sparrow drunkenly stumbling into his Cent/X cockpit. LAUGHS)
"Bring me that horizon!"
I think you mean event horizon. :D
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Britannia's classic armament is decent, although they should have a way to reload their launchers. Britannias are not quite durable enough to fight the things they are meant to engage. Giving them particle makes them toothless against the things CSCs cannot kill. Of course, with most of the fleet getting their weapons overhauled to thermo in 1.8 beta, who knows what the fleet will need.

Sandstorm should lose two armor segments (from four to two) and gain at enough speed for at least .22c, but .25c would be better. Sandstorms feel like the Outer Realm's Corsair and Wind Slaver, but Sandstorm is too slow and has too much armor.

We already have two improved Sandstorm classes: Tundra and Chasm. They can stay as they are.

Slightly off topic: I like to see Wind Slavers get two armor segments. Four was cruel for the unprepared, but now they are too fragile with only one.
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JohnBWatson
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Britannia's classic armament is decent, although they should have a way to reload their launchers.
Isn't that what the reload method handles? I never really looked into it.
Sandstorm should lose two armor segments (from four to two) and gain at enough speed for at least .22c, but .25c would be better. Sandstorms feel like the Outer Realm's Corsair and Wind Slaver, but Sandstorm is too slow and has too much armor.
Wholeheartedly agree. I don't think I've ever noticed the Sandstorm's three other armor segments, but if they were fast enough to be a threat, I could see the extra survivability being too much to deal with.

I like to see Wind Slavers get two armor segments.
Arrange them port - starboard instead of forward - aft and that could be interesting.
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The six Britannias launched by a CSC will reload when they gate back into their CSC. I do not think that applies to generic stations guards, and it certainly does not apply to your escorts.

Wind Slaver having front and back segments should be fine.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
JohnBWatson
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I don't think I've ever hit the back 50 percent of a Wind Slaver. Considering 1 hit from most weapons destroys them, the effect of 1 more segment that is unlikely to ever be hit would be negligible.
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JohnBWatson wrote:
Wed Feb 28, 2018 6:59 am
I don't think I've ever hit the back 50 percent of a Wind Slaver. Considering 1 hit from most weapons destroys them, the effect of 1 more segment that is unlikely to ever be hit would be negligible.
You would think your shots would hit only the front, but that is not always the case. Wind Slavers loop much and turn very quickly, and for someone that has trouble hitting them, their shots could land in weird places on the sides and back due to the Slavers' fancy maneuvering. Wind Slavers with four segments are surprisingly durable, despite their front facing the player much.

"1 hit from weapons destroying them" is false when they first appear. light Sung armor has 20 hp. No beam at that level (except lucky early x-ray laser) does that much damage in one hit. Same for most kinetics and early blast weapons. One-hit kills happen later. If one-hit kills were so easy, there would have never been a need to downgrade their number of segments.

Wind Slavers appear too big to have only one armor segment. They need to have two segments or have their sprite shrunk to match 32x32 sprite ships like Hornet or various autons.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
JohnBWatson
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It's easy enough to test more thoroughly, at least. 30 second mod could do it, so I'll give it a try with godmod later.
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