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Wolframs big list of suggestions V.4 (Original Post Modified...again!) |
Sardaukar Admiral Raven Warriors
Joined: October 08, 2002 Posts: 1656
| Posted: 2003-07-30 16:19  
I figure, rather than make countless topics, i shall put all my undetailed ideas here.
alright, some of these are half-baked, and are open to change for balance (so no one flame because I didnt take something into consideration), but here it goes:
Cluster-Spread Missiles.
If you've ever seen Robotech, you know what I'm talking about. Basically, you select the weapon, click+drag the mouse to assign a target-area-box, and then fire. Several dozen missiles will stream from the ship at SABOT/AR speeds, and would spread to cover the area at an end distance of 600GU, then detonate creating a frigate-shield-size sphere of explosion, cause moderate damage. Each 'direct hit' would case SABOT damage, and each 'blast effect hit' would cause Ftorp damage. You would only see these on Dreads.
Extrasolar planets.
Basically, planets in the middle of nowhere. Would make great commerce points.
Seperate Cargo system.
Have three types of cargo: Component, Resource, and Infantry. would lead to more specialized ships.
Utility Ships.
Dreadnought or cruiser in size, these massive vessels would have between 10-15 non-combat slots, no weapons to speak of, 20 cargo spaces (non of which carry infantry) and 4 or 5 units of armor. Designed mainly for (surprise) utility duty, you could use a utility ship to tow damaged ships, do super-mining duty, etc. Would be very susceptible to attack due to the lack of weapon systems, but the armor would buy them time to escape (15 tractors would too ).
Guardian ships.
Destroyer-class vessels armed with 6-10 light-beam-slots. Could use a pulse beam modified for use by each faction (only on that ship). 3 armor slots, 2 non-combat slots, and a max speed of 35. Would be used basically to hold off fighters and missiles in the absence of a carrier. Useless against other ships. Yes, this is inspired by the Lancer-Frigate from Star Wars (gotta love those). [EDIT- fixed 25 to 35]
Mining platforms.
Would use 5-7 of a modified version of the droppod that sits on the planets surface until it has 100/500/1000 of a resource (could be set, like an inf's orders), and would then return with the res. Would have 4 light beam slots, and 2 heavy ones. 4 armor slots. Would NOT work over a 'colonized' planet, so as to hinder their usefulness. Once it was full of res, it will issue a single 'special' transport with 2 fighter escorts that would unload at the trade-route-targeted planet.
A change to MiRV's.
I dont see how a device that can cause such a massive explosion is so weak against ships (with all those minibombs packed in it). I propose that MiRV's be given Ftorp-or-nukemine-class ship-to-ship damage. I can already hear people shouting about doing it to stations... A station has so many beams, PLUS it could have defense fighters, so this would be easily intercepted. This would deter those players who intercept bombs by just ramming them and sustaining little damage (gasp, an easy defense besides Pulse? whodathunkit!).
Adverse wormhole effects.
Just to spice life up... every so often, ships going thru might change owners, or lose all inf/ammo, or (to much amusement) a pack of raging, rabid gaifens would emerge.
New creatures.
Our current creature venue is bland... Here some ideas:
a species of pest-parasites that would infest a ship and live off its hull or energy. Could be removed by passing through a gate.
Beeg-cluster-sized worm-things that drift in the void between systems, not actively hunting, but swallowing anything that passes in front of it. Killing it would grant the parts of everything it ate (note: it would take a little over a hundred nukemines to kill this).
Component-mimicking creatures that would appear to be a valuable item, and if 'grabbed' would begin eating the ship from the inside, 1% every second. The infectee would need to right-click all items of the same name as it to reveal the one that is the troublemaker, then eject it and blast it to oblivion.
Planetary Wildlife that would attack colonies and infantry, or would infest a planet and build their own K'luth-esque colony.
Supercannons.
Would be dreadnought-sized cannons that would take 5 minutes to recharge, but the results beam (as wide as a scout) that would destroy (cruisers and down) or severely wound (Dreads, Stations) anything in its path (15,000 gu). the heat given off by the blast would make its signature visible from anywhere on the map tho, and an audible warning would be given to each faction insystem of its presence. [EDIT= added 30 second warning to all factions before cannon fires. Limit one per faction per system. Does not destroy planets, under any conditions- We don't want to be reduced to FrigateSpace in the new patch.]
Ship-syncing-rig-system.
The ability to right-click on a component, and assign control of it to someone in your formation. Would be extremely useful for MD groups to synchronize fire, or transports for sync'd inf drops.
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V.2 additions
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Contrallable fighter squadrons.
While it was determined that an in-the-cockpit fighter-client would be nigh impossible, I had another idea... the player would hit ESC and then select Fighter-Mode, and then select the target carrier. When that carrier launched a group of fighters, the player would take control of them as tho they were one ship, moving the squadron (and using a third command for the Z-axis). This sounds useless at first, but if multiple pilots controlled the squadrons, then the carrier could command much more coordinated attacks without being distracted with fighter-orders. This would also give newbies more experience in the field of heavy combat ship engagement before taking their own out.
Interdiction Mines.
Basically self-sufficient interdictors with an effective range of 200gu per mine. Would come with a self-defense mechanism (one light beam).
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V.3 additions
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Single-use ship modifications.
Basically, large components externally attached to the ship that do something big one time. I.E.= A missile rack with 15 IT's, or a single-use second JD. Would jettison and explode after use.
preset minefield configurations.
Basically, select the mine and you will get the option to have your ship automatically lay a preset mine formation, such as Grid, Arch, Double Arch, Bottleneck, etc.
Solar sails.
Would move a ship slowly (at 10-16gu) but would allow the engines to focus entirely on power-producing. Fits under the ship modifications, but this one can be jettisoned whenever.
Solar flares/Sunspots.
These would, in cases of massed occurence, create electromagnetic-wave irregularites. that would not only lower a ships sig more than they usually do, but would interfere with targeting, energy-based weapons, and planetary power system. These effects would last no more than a minute or so depending on the number of flares/spots.
Energy Storms.
Simply put, 'storms' of raw energy in space, usually released after an EE dies or would sporadically spawn. Would cause very light damage to ships caught in them, but each 'strike' of dense energy would knockout a few systems. Excellent choice for herding a fleeing ship into, for escaping those pursuing you .
Planetary UBER-Defense Platforms.
These would operate in two parts: A 4-planetsquare big generator/projector on a planet, and series of relay satellites. The generator would shoot a beam 5x-10x the power of a CL2K to the main satellite (a platform with greater armor and 2 PD, compared to the other satellites), which would direct it around to the target ship. the Beam would lose power as it went farther from the generator, and destroying a satellite would hamper the networks efficacy. Nonetheless, this large defense mechanism would make quick work of most ships. Requires 150% that of a shipyard, to limit them. Most likely these would be used on a homeplanet or another crucial planet. Consider it the "bossfight" of a system .
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V.4
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Component Assault Platforms.
I thought of these at work while I stocked some turntables... These would be composed of two ships, one resembling a large disk set on a smaller one. One player would control the smaller (and unarmed) disk (the engine-ship) and one a disk that can indepentently-rotate when docked to the lower disk. This combat disk would be armed with 3 CL2k's, a pair of torpedo bays, and a light-beam. These ships could link into numbers as high as 5, with one engine disk in the middle and four indepently rotating combat disks spread two up, two down. The speeds for the engine disk would be: 25gu/s alone, 20gu/s with 1 disk, 15gu/s with 2, 10gu/s with 3, and 5u/s with 4.
New resource and ship.
Say a system is under attack, and obviously doomed. To be the hero, you go grab your new Refugee Ship (Heavy Transport with added armor and speed, replace bombs with two noncombat slots, defaulted 2 ECM) and approach a planet that is sending Under Attack distresses. You would now need to sit for 10-30 (cant decide) seconds as the civilians prepare to evacuate the planet. Each 'shuttle' (Droppods working in reverse) would carry one unit of Refugees (10 population points). For every unit of refugees successfully relocated to a passive system you would be given the equivelent of a scout mission and half. These also allows to quickly recolonize the planet, if needed. refugees, once unloaded, will become a member of that planet. Now then, you can also take civilians from a passive system for a cost of 3000 credits per load (hey, shuttles arent free) for use as colonists. These would be labeled colonists and would not grant any prestige, but could be used for faster colonization of a planet.
More to come... maybe....
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[ This Message was edited by: Wolfram [0157] {C?} o|-|][0 138™ on 2003-07-30 23:33 ]
[ This Message was edited by: Wolfram [0157] {C?} o|-|][0 138™ on 2003-07-30 23:35 ]
[ This Message was edited by: Wolfram [0157] {C?} o|-|][0 138™ on 2003-07-31 19:37 ]
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Mr tinkles anti wibblinator Cadet
Joined: October 13, 2002 Posts: 435
| Posted: 2003-07-30 16:33  
if he gets that I want my gun ship
_________________ Just say no to intel!!!!
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2003-07-30 16:37  
yeah. like the ideas except for the SuperCanoon one.
basaicly it needs a tweak...
30 seconds before it is fully charged, EVERYONE gets a warning like
[-GTN-]Spirit Of Enterrpise has 30 seconds to full charge of supercannon!
also, it should be Fore mounted, but with a MUCH narrower radious then normal Fore weapons.... or better yet, have it as seperate ship. Like just the Supercannon ship , or the SC. 4 armor for each side, 1 engie, 1 JD, and one heck of a weapon....
overall, they're good ideas.
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Sardaukar Admiral Raven Warriors
Joined: October 08, 2002 Posts: 1656
| Posted: 2003-07-30 16:39  
thats what i meant- you cant mount a supercannon, the heat would melt your ship. you would need to defend it while it was being charged.
EDIT: good idea with the 30-second-warning.
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[ This Message was edited by: Wolfram [0157] {C?} o|-|][0 138™ on 2003-07-30 16:43 ]
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Demorian Fleet Admiral Galactic Navy
Joined: October 06, 2001 Posts: 3406 From: Charlotte, North Carolina
| Posted: 2003-07-30 16:49  
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A change to MiRV's.
I dont see how a device that can cause such a massive explosion is so weak against ships (with all those minibombs packed in it). I propose that MiRV's be given Ftorp-or-nukemine-class ship-to-ship damage. I can already hear people shouting about doing it to stations... A station has so many beams, PLUS it could have defense fighters, so this would be easily intercepted. This would deter those players who intercept bombs by just ramming them and sustaining little damage (gasp, an easy defense besides Pulse? whodathunkit!).
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Uh.... no.
Imagine someone streambombing a station. That's about four bombs every second... four F-torps every second. Absolutely not. A Station's CL2K's couldn't stop that. Not even CL1K's.
MiRVs are planetary weapons. Let us keep them as such. Too much realism, as this part of your idea desires, ruins the concept of recreation and realism.
I like the other things though
-Dem
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Tellaris Grand Admiral Galactic Navy
Joined: April 30, 2002 Posts: 830 From: Land of Chocolate
| Posted: 2003-07-30 17:24  
Why does that supercannon remind me SO much of the Plasma Cannon that gets attached to the Command Ship in Homeworld: Cat? The only difference is its a beam weapon instead of a projectile.
_________________ Captain of the StarCruiser
I hit planets for fun!
Spellchecker, the POWER t00l
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Bad_Skeelz Cadet
Joined: October 18, 2002 Posts: 359 From: The Lobby
| Posted: 2003-07-30 17:27  
They all seem like pretty sound ideas, except for the Supercannon. For the most part this sounds great, except for the recharge time. 10 minutes is way to long even for something this powerful, maybe drop it to 5. Also the beam should be able to damage planets.
On a side note this supercannon would force people to pay attention to where their jumping to, since if a fleet jumps to a planet at the same time they land ontop of eachother, a good target for the Cannon.
_________________ I didn't say they were lobsters, I said they reminded me of lobsters.
-Excerpt from Vice Admiral Skeelz's court-martial regarding the malignant boiling and eating of K'luth prisoners of war.
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2003-07-30 19:40  
[quote]
On 2003-07-30 16:19, Wolfram [0157] {C?} o|-|][0 138™ wrote:
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Cluster-Spread Missiles.
If you've ever seen Robotech, you know what I'm talking about. Basically, you select the weapon, click+drag the mouse to assign a target-area-box, and then fire. Several dozen missiles will stream from the ship at SABOT/AR speeds, and would spread to cover the area at an end distance of 600GU, then detonate creating a frigate-shield-size sphere of explosion, cause moderate damage. Each 'direct hit' would case SABOT damage, and each 'blast effect hit' would cause Ftorp damage. You would only see these on Dreads.
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Too much server load to be practical. Also, Sabots and ARs have hugely different speeds
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Extrasolar planets.
Basically, planets in the middle of nowhere. Would make great commerce points.
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Very good idea, but more can be extrapolated from it...there's a few posts around that deal with such things. Don't have links...
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Seperate Cargo system.
Have three types of cargo: Component, Resource, and Infantry. would lead to more specialized ships.
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Is already around, somewhat. Think this is on the to-do list.
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Utility Ships.
Dreadnought or cruiser in size, these massive vessels would have between 10-15 non-combat slots, no weapons to speak of, 20 cargo spaces (non of which carry infantry) and 4 or 5 units of armor. Designed mainly for (surprise) utility duty, you could use a utility ship to tow damaged ships, do super-mining duty, etc. Would be very susceptible to attack due to the lack of weapon systems, but the armor would buy them time to escape (15 tractors would too ).
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Fool! You would have Josef destroy us all?!
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Guardian ships.
Destroyer-class vessels armed with 6-10 light-beam-slots. Could use a pulse beam modified for use by each faction (only on that ship). 3 armor slots, 2 non-combat slots, and a max speed of 25. Would be used basically to hold off fighters and missiles in the absence of a carrier. Useless against other ships. Yes, this is inspired by the Lancer-Frigate from Star Wars (gotta love those).
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mmm....lol I think these have been suggested every few months. I think I first thought up these hmm over a year ago but I was certainly not the first. This, I'm pretty sure, is on the to-do list. BTW, speed and such are determined by the class. so I don't think you could limit a Destroyer to 25 speed, though of course I am not an authority on that.
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Mining platforms.
Would use 5-7 of a modified version of the droppod that sits on the planets surface until it has 100/500/1000 of a resource (could be set, like an inf's orders), and would then return with the res. Would have 4 light beam slots, and 2 heavy ones. 4 armor slots. Would NOT work over a 'colonized' planet, so as to hinder their usefulness. Once it was full of res, it will issue a single 'special' transport with 2 fighter escorts that would unload at the trade-route-targeted planet.
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A little over the top.
This is one way to work it out with Gas Giants.
Other problems: Fighters cant jump. It would remove much of the point of player mining beams @ inferno planets. Etc.
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A change to MiRV's.
I dont see how a device that can cause such a massive explosion is so weak against ships (with all those minibombs packed in it). I propose that MiRV's be given Ftorp-or-nukemine-class ship-to-ship damage. I can already hear people shouting about doing it to stations... A station has so many beams, PLUS it could have defense fighters, so this would be easily intercepted. This would deter those players who intercept bombs by just ramming them and sustaining little damage (gasp, an easy defense besides Pulse? whodathunkit!).
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| I dunno where you live, but MIRVs are DEADLY already. When you ride a Bomber Dread into a planet, screening the bombs, you are very very likely to get killed by your own bombs. They do good damage and have a large AOE.
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Adverse wormhole effects.
Just to spice life up... every so often, ships going thru might change owners, or lose all inf/ammo, or (to much amusement) a pack of raging, rabid gaifens would emerge.
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Um. Okay. I think you can think that one out more.
But some sort of adverse effect for wormhole transit would make sense; i.e., energy drained, all weapons and jumpdrive discharged.
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New creatures.
Our current creature venue is bland... Here some ideas:
a species of pest-parasites that would infest a ship and live off its hull or energy. Could be removed by passing through a gate.
Beeg-cluster-sized worm-things that drift in the void between systems, not actively hunting, but swallowing anything that passes in front of it. Killing it would grant the parts of everything it ate (note: it would take a little over a hundred nukemines to kill this).
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| I think anything of that size would be a little awkward for DS to handle properly
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Component-mimicking creatures that would appear to be a valuable item, and if 'grabbed' would begin eating the ship from the inside, 1% every second. The infectee would need to right-click all items of the same name as it to reveal the one that is the troublemaker, then eject it and blast it to oblivion.
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| that's interesting, but damage shouldn't be percentage based
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Planetary Wildlife that would attack colonies and infantry, or would infest a planet and build their own K'luth-esque colony.
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I don't see how the lions are going to put together enough lions to cause any damage to a million troops or whatever.
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Supercannons.
Would be dreadnought-sized cannons that would take 10 minutes to charge, but the results beam (as wide as a scout) that would destroy or severely wound anything in its path. the heat given off by the blast would make its signature visible from anywhere on the map tho, and an audible warning would be given to each faction insystem of its presence.
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Down With Uberguns! Down With Uberguns!
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Ship-syncing-rig-system.
The ability to right-click on a component, and assign control of it to someone in your formation. Would be extremely useful for MD groups to synchronize fire, or transports for sync'd inf drops.
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interesting but i think player coordination is more fun
More to come... maybe....
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Enterprise Chief Marshal Raven Warriors
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2003-07-30 19:52  
The idea of the 'SuperCannon' is actually a great one, I described the whole thing in an early post (long ago) and im too lasy to find it.
But shouldent it be a large incandecent beam of fury instead of a dinky pellet?
-Ent
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Mystikal Vice Admiral Agents
Joined: December 30, 2001 Posts: 216
| Posted: 2003-07-30 21:44  
actually i LOVE the super cannon class... i had a post on the thread about long range artillery about it... like the ion beam frigate in HW ... i think it was the ion at least the one the beast had with the solar panels on it
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Sardaukar Admiral Raven Warriors
Joined: October 08, 2002 Posts: 1656
| Posted: 2003-07-30 22:17  
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On 2003-07-30 19:52, The Spirit of Enterprise wrote:
But shouldent it be a large incandecent beam of fury instead of a dinky pellet?
-Ent
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A scout-width hole in your ship would hurt enough as it is
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A Troll =SSC= Cadet
Joined: August 15, 2002 Posts: 302 From: New Orleans,Louisiana
| Posted: 2003-07-30 22:27  
i once suggested a planet killer type weaopn this cannon reminds me of it ok 1 shot one kill weapon melts ships to death hot enough to sculkpt ur face on the planets surface and burn a hole through to the core (but only allow planet killer mode on like fridays on a different server wouldn't want to see nothing but debris in MV)
_________________ Hell hath no fury like a shattered star.
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Sardaukar Admiral Raven Warriors
Joined: October 08, 2002 Posts: 1656
| Posted: 2003-07-30 23:29  
more stuff added. ^bump^
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DoctorCrobe Admiral Pitch Black
Joined: April 18, 2003 Posts: 152 From: Mormonville USA
| Posted: 2003-07-31 02:07  
well. every system has some sort of star.. make a (STAR Class) Super Beam Cruiser... you have to be within a certain range of the system Star to Recharge the weopon... because it's using the solar energy collected by Collectors on the top and bottom sections of the ship..
I realize coding for that would be hell itself. but I think the overall outcome would be nice..
Dr.Crobe
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DOM700 [-IMO-] Fleet Admiral
Joined: July 26, 2001 Posts: 3175 From: Eckental, Germany, Sol-System
| Posted: 2003-07-31 02:53  
I like your V3 ideas, especially solar sails
_________________ If the buildings on your planets disappear, guess who was there....
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