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[Suggestion] Layout-change for command-dreads |
NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-09-07 03:27  
i dont expect it too soon, since dreads get reworked anyway in near future, but:
command-dreads (and brood) are already some kind of "jack-of-all-trades", so why not add 1 repair-drone-bay on it ? **
this way they can do everything, but still nothing realy good.
- they can build with their build-drone, but rather slow, since it is only one
- they can mine, but rather slow with only 1 beam
- they can bomb, but their limited speed and few sensor-slots make cloud-bombing / ecm-bombing - difficult (or even impossible)
- their fighters provide some long-range firepower
- their other weapons provide some self-defense firepower
- because they're dreads, they shine at their jobs (literally... they arent any close to the "normal" support ships sig)
- and their abillity to dodge enemy fire is nearly non-existent
with support-drones (maybe only support-ship size) they have a reason to be within fleet-actions, because they could rearm the other ships (but with one supp-drone-bay they're nearly useless as repairer)
and they CAN act as smaller command-stations
** alternatives
- add a new gadget, which only rearm ships and give the comand-dreads multiple bays so they can refill ammo of multiple ships (but can not repair)
- add a new gadget, which rearms all ships within x gu (e.g. 0 - 500 ?) as an aoe-effect
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2010-09-07 04:00  
Adding a repair drone is a good idea. But it shouldn't have much capacity, perhaps 1000?
And speaking of layouts, there is an ethically wrong layout misplacement. The Command Carrier of the ICC faction has 6 fighters, which should be the forte of the UGTO superdread. The Ganglia of the K'luth has more fighters than the Brood, a much surprising observation.
If possible, make the new command dreads follow their faction philosophy even further, and ensure that command dreads have more fighters than their counterparts, unless they are dedicated fighter bases. Same should be followed for the battle dreads as they are meant to focus on damaging over launching fighters.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-09-07 04:05  
Can someone pls define "Command Dreadnought"?
_________________ ... in space, no one can hear you scream.....
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-09-07 04:33  
right now, the command-dreads are some kind of
- big enginers (size, not build-speed)(all factions)
- carrier-dread (icc only)
- bomber-dread (luth + ugto)
imho the command-dreads are for fleet-actions, that dont justify the deployment of command-stations
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2010-09-07 04:35  
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On 2010-09-07 04:05, Kenny_Naboo wrote:
Can someone pls define "Command Dreadnought"?
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A Command vessel is a supervessel grade machine which is looked upon as the cornerstone of a versatile and competent army, be it space (command dread), water (command vessel), air (command ship) or land (mobile command center).
In DarkSpace, the armies use the space version of the command vessels, namely, the Command Superdreadnoughts. These ships emphasize multipurposeness over specialisation. Their primary duties are to be the centre of a fleet, acting as the support and commandeering it.
We want rep dronez cuz cmd dreds nid it.
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Gejaheline Fleet Admiral Galactic Navy
Joined: March 19, 2005 Posts: 1127 From: UGTO MUNIN HQ, Mars
| Posted: 2010-09-07 04:44  
Long ago, command dreads did have reload drones. Alas, they no longer have them, and probably won't ever have them again, which I think is a bit of a shame but that's how it is.
I believe that command dreads will at some point get some kind of "command gadget" that lets them grant bonuses to allied ships in the area.
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-09-07 04:50  
Quote:
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On 2010-09-07 03:27, NoBoDx wrote:
{...}
** alternatives
- add a new gadget, which only rearm ships and give the comand-dreads multiple bays so they can refill ammo of multiple ships (but can not repair)
- add a new gadget, which rearms all ships within x gu (e.g. 0 - 500 ?) as an aoe-effect
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2 sugestions for new gadgets
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-09-07 04:53  
Quote:
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On 2010-09-07 04:35, Dr. Michael Paradox wrote:
Quote:
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On 2010-09-07 04:05, Kenny_Naboo wrote:
Can someone pls define "Command Dreadnought"?
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A Command vessel is a supervessel grade machine which is looked upon as the cornerstone of a versatile and competent army, be it space (command dread), water (command vessel), air (command ship) or land (mobile command center).
In DarkSpace, the armies use the space version of the command vessels, namely, the Command Superdreadnoughts. These ships emphasize multipurposeness over specialisation. Their primary duties are to be the centre of a fleet, acting as the support and commandeering it.
We want rep dronez cuz cmd dreds nid it.
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LOL. OK Thanks.
That was a rhetorical question BTW.
IMO, the Cmd Drds now look pretty useless to me, other than... as Bardiche put it.... to build in style. One build drone, one mining beam, one tractor beam..... doesn't really seem useful.
Likewise, I see no use of the Carrier Dread, which don't carry enough fighters (which are already pretty weak themselves) to actually be effective.
If the Devs are gonna look into redoing the layout of the ships, may I suggest that the Command and Carrier dread be integrated. Right now, the CVN is the Command center of a fleet.
Perhaps what the Command Dread needs to be relevant is a heckuva lot of fighters (and the fighters themselves, also being reworked to be more lethal).... along with a single core weap and the usual complement of beams and cannons (though less than the standard dread)...
Basically mashing the carrier and command dread into one... and taking out some of the less useful things.
I dunno if they need mining beams, or tractors, or build drones. Cos that's the fleet supp, engineer, and/or extractor's job.
But yes, as Geja put it. They need to have some sort of "command" function.
[ This Message was edited by: Kenny_Naboo on 2010-09-07 04:56 ]
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2010-09-07 16:42  
Is there any reason to use the command dread when you can get command station?
Comparison:
dread / station
Fighters: 2-3 8
Core wep: none 2-3
Bombs: 2 0
Repair: none 2
Mining: 1 1
Build: 1 1
Speed: 15 6
Jump: HMA/WH HMA/WH
So the only advantage of command dread is the higher chance of escaping.
It's worse at other tasks.
I really don't know what it aims at. Since from I can get it to now, I only use it to avoid intentionally FF destroyed while building.
Maybe I'm a fool. Can someone give me a hint in what circumstance this ship is effective?
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-09-07 18:50  
you have access to the dread earlier than to the station
and the dread-version of the WH is weaker then the station one (luth dreads havent one at all ... still dont know why...)
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Borgie Chief Marshal Pitch Black
Joined: August 15, 2005 Posts: 2256 From: close by
| Posted: 2010-09-07 20:05  
you don't need repair drones on command dreds. you can always build a repair plat and tow it along side of you with the ships tractor beam.( i reckon that solves the repairing needs). also since resources stack up to 5k perslot you don't need to lose much cargo space for troops if you are planing on bombing a planet.
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Enterprise Chief Marshal Raven Warriors
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2010-09-07 23:39  
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On 2010-09-07 04:44, Gejaheline wrote:
Long ago, command dreads did have reload drones. Alas, they no longer have them, and probably won't ever have them again, which I think is a bit of a shame but that's how it is.
I believe that command dreads will at some point get some kind of "command gadget" that lets them grant bonuses to allied ships in the area.
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They need to lose the bombs too. But yeah, having multiple area effect gadgets that provide bonuses would be awesome.
-Ent
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Red October Fleet Admiral
Joined: May 30, 2010 Posts: 165 From: Stillwater, Oklahoma
| Posted: 2010-09-08 03:14  
Here is a idea for the command gadgets. If the command gadget is activated within a group, it spreads only to that group that has the command dreadnought in it. This will encourage more command dreadnoughts and groups within the battle field. Gives a added bonus for starting up a group instead of being loner.
Command Gadgets
Name: Rapid Assault
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it reduces 6%% seconds off group's weapon and beam cooldown rate.
Name: Bypass
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it reduces 6% of the group's energy drainage and add's 6% energy regeneration.
Name: Overdrive
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's top speed, accleration, and turning rate.
Name: Hardening
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's defense and gives 6% less damage.
Name: Booster
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it adds 6% to the group's weapon and beam range.
Name: Strike
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's weapon and beam damage.
[ This Message was edited by: Red October on 2010-09-08 03:16 ]
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Enterprise Chief Marshal Raven Warriors
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2010-09-08 04:32  
Quote:
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On 2010-09-08 03:14, Red October wrote:
Here is a idea for the command gadgets. If the command gadget is activated within a group, it spreads only to that group that has the command dreadnought in it. This will encourage more command dreadnoughts and groups within the battle field. Gives a added bonus for starting up a group instead of being loner.
Command Gadgets
Name: Rapid Assault
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it reduces 6%% seconds off group's weapon and beam cooldown rate.
Name: Bypass
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it reduces 6% of the group's energy drainage and add's 6% energy regeneration.
Name: Overdrive
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's top speed, accleration, and turning rate.
Name: Hardening
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's defense and gives 6% less damage.
Name: Booster
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it adds 6% to the group's weapon and beam range.
Name: Strike
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's weapon and beam damage.
[ This Message was edited by: Red October on 2010-09-08 03:16 ]
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This is a good example. A command dreadnaught would have up to three slots but only have the energy to sustain one at a time. You could activate additional ones, but then you'd soon run out of energy.
I also think that these effects only apply if you are in a group that you are the leader of. Thus preventing abuse by stacking effects via multiple command dreads.
-Ent
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-09-08 06:04  
Quote:
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On 2010-09-08 03:14, Red October wrote:
Here is a idea for the command gadgets. If the command gadget is activated within a group, it spreads only to that group that has the command dreadnought in it. This will encourage more command dreadnoughts and groups within the battle field. Gives a added bonus for starting up a group instead of being loner.
Command Gadgets
Name: Rapid Assault
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it reduces 6%% seconds off group's weapon and beam cooldown rate.
Name: Bypass
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it reduces 6% of the group's energy drainage and add's 6% energy regeneration.
Name: Overdrive
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's top speed, accleration, and turning rate.
Name: Hardening
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's defense and gives 6% less damage.
Name: Booster
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it adds 6% to the group's weapon and beam range.
Name: Strike
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's weapon and beam damage.
[ This Message was edited by: Red October on 2010-09-08 03:16 ]
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These all look like RPG stuff to me.... the +5% HP, +10% SPD kinda things....
Stats stuff you find in a roll based game.
I rather see some more tangible or realistic abilities or effects. Like the ability to set waypoints for your group, or controlling a planet's defences to fire at someone, etc etc.
_________________ ... in space, no one can hear you scream.....
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