Core Specializations

Any suggestions or ideas regarding cruiser command
DumbMarine
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Core Specializations

Post by DumbMarine »

These are intended to be mutually exclusive upgrades. Names are a work in progress. Abilities are a work in progress.

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Inverse Core Assembler - Whenever a small ship dies, it's non-kermiculite cost is fully refunded. Small ships launch with full power. Docked ships no longer give power to the battlecruiser.

Graviton Negator - Enables the Gravity Amplifier and Twist Space abilities at the science console.

Gravity Amplifier - Non-BCs cannot cross the edges of the map while this ability is active. The edges of the map will glow green. 150 GW upkeep, 30 second cooldown. The cooldown is activated if the BC is hit by a tractor beam. Shared cooldown with Twist Space.

Twist Space - Ships that cross the edge of the map are sent to the center of the map instead while this ability is active. The edges of the map will glow black (harder to see). 150 GW upkeep, 30 second cooldown. The cooldown is activated if the BC is hit by a tractor beam. Shared cooldown with the Gravity Amplifier.

Colossus Reactor - Enables the Ignite Colossus ability at the science console. When this core specialization is first researched, the BC gains the Ignite Colossus buff.

Ignite Colossus - (75 green) 15 second cast time - The battlecruiser's power output increases by 375 GW as long as core stability is above 90% (if stability drops below 90%, this buff temporarily does nothing, but functions normally when the stability is back above 90%). This buff lasts for 3 minutes. The BC visibly sparks/glows with power while this buff is active (diminished when stability drops below 90%). When this buff ends, the BC gains the "Depleted Core" debuff.

Depleted Core - The BC's core output is locked at 0%. This debuff lasts until the Ignite Colossus buff is activated. (it's like an addiction)

Linked-Core Array - Enables Fortress Mode at the weapons console.

Fortress Mode - 10 second cast time - The battlecruiser spawns 4 large stationary towers at it's diagonals (like an X shape). While in fortress mode, the battlecruiser's weapons are disabled, and the weapon console instead controls the weapons for the towers. Each tower fires one set of lasers or kinetics (so double the standard lasers or quad kinetics power). Weapon costs are unchanged, and laser range increases by 100%. While in fortress mode, the battlecruiser cannot move or turn. Each tower has 3000 hit points, no shields, and double the sight range of the battlecruiser. If a tower is destroyed, the battlecruiser takes damage equal to half of it's maximum HP. It takes 10 seconds for the battlecruiser to deploy into fortress mode, during which the ship is immobile. It takes 10 seconds to undeploy.[/quote]

K-Band Converter -- Every time a ship (friendly or enemy) without a frequency nullifier dies, your BC gains 10000 GJ in both the main and weapon capacitor.

Core Entangler -- Whenever your core loses stability, your opponent's core loses half that stability. Whenever your core gains stability, your opponent's core gains half that stability. This effect only works if the BCs are within range 20 of each other.

Remote Core Tunneler -- Enables the Warp Swap ability at the science console.

Warp Swap -- Use on a friendly or enemy immobile ship to swap their position with the battlecruiser's (if you are being rammed you are not immobile). No notice of the swap is given to the target. The target and the battlecruiser must both be immobile for the entire cast. Does not work on targets with a frequency nullifier. Does not work on targets hit by a wraith's engine pulse for 8 seconds. 5 second cast time, 60 second cooldown. Costs 5000 energy.

Yamato Feeder Conduits -- Allows the science console to load the yamato without build time or cost. This ability has a 4 minute cooldown (while on cooldown, you can load the yamato normally, with the normal resource cost and build time).

Shifter Device -- Enables the cloak ability at the science console.

Cloak -- Renders the battlecruiser invisible both to the eye and to radar pings for 12 seconds. While cloaked, the ship ignores collisions (including weapon collisions, meaning the ship is invulnerable). The shields are knocked offline during the cloak. The ship can still fire and launch ships normally, but no ships may dock with the battlecruiser while it is cloaked. Moving the ship faster than 15 m/s ends the cloak immediately. The battlecruiser immediately decloaks if a predator tracker is on board. This ability has a 25 second cooldown which starts as soon as the cloak ends.

Core Synchronizer -- Enables the jammer options at the science console. Enables the minelayer to deploy Decoy Battlecruisers.

Jammer -- Has three options. Reverse Polarity, which causes the enemy wraith's miner ping to show not-miners and as miners and miners as not-miners (distress beacons still show up as miners). Full Jamming, which causes the enemy wraith's miner ping to show nothing at all. Off, which causes the enemy wraith's miner ping to show as normal.

Decoy Battlecruiser -- Looks like the battlecruiser with a random shield level between 10 and 25 GW and full health, as well as a realistic-looking power level. However, the decoy battlecruiser is not armed, and it's hull takes 100x damage. The decoy battlecruiser moves at exactly the same speed and direction as the real battlecruiser at all times. The decoy battlecruiser shows up on the radar ping as a battlecruiser.

Megaton Chamber -- Increases core output by 50 GW. Purge Core Plasma ability improves core stability by 15% (instead of 10%).

Stabilizer Emitter -- If the BC is stationary for 5 seconds, it does not lose core stability due to core output levels as long as it remains stationary. (the BC is not stationary if things are colliding into it)

Entropy Converter -- While the BC's shields are offline, it gains a free 175 GW to weapons. (The BC's shields are not offline if the emergency shield reinitializer ability thing is active)

Entropy Conduits -- While the BC's shields are offline, weapons do not cost energy to fire.

Core Leecher Assembly -- Enables the Core Leecher ability at the science console. (Possible prerequisite for the Quantum Leech destroyer ability, if destroyer is redesigned?)

Core Leecher -- Costs 500 energy, 15 second cooldown. Fires a slow projectile (think quantum bombardment-like projectile). If the projectile hits an enemy BC, it will drain 1000 energy and add that energy to your BC. If the enemy BC's core stability is less than 90%, it will instead drain 5000 energy and add that to your BC. If it hits an enemy small ship, it will drain all of its energy but none will be added to your BC.

---

Choose one.

EDIT: Updated post with all current proposed specs
Last edited by DumbMarine on Tue Sep 24, 2013 8:21 pm, edited 3 times in total.
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Caladbolg
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Re: Core Specializations

Post by Caladbolg »

Entropy Converter should automatically switch all shield energy to weapon the second shield become offline. if shields get back online (due to emergency shield or just the enemy stopping the attack) the bonus to weapon instantly disapear

So if you had 400gw shield, you gain 400gw of weapon as long shield is offline. we can call it diverting power to weapon.

I like this better because it doesn't create free gw out of nowhere.
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Re: Core Specializations

Post by PIEFROMHELL »

These are very interesting! :) I like these ideas, would these be in upgrades or the power management console? Also, I don't know if it has been suggested yet, but I have always thought that the power management command card should have a hotkey that drops that section to 0.
So each section (engines, shields, weapons) would have; Increase, Decrease, And Cut Power options.

What if Megaton Chamber and Mass Replicator were a choice so you can have only one. And also Megaton Chamber passively speeds up all energy delays, so shields/weapons charge 5% faster, and engines increase and decrease 10% faster?

Also, Stabilizer Emitter sounds pretty badass! But what would be the cap? Maybe core finally starts to decay at 120% or 125%? And what if Stabilizer Emitter had an energy cost to install like 35000gw.

Would Entropy Converter add 125 gw, or jw to weapons? 125gw being, 125 battery charge (not much) or jw being 125 production added to weapons (charging weapons at the cost of having no shields)? If its the second one, it should be at the cost of severe core decay (like emergency sheilds) This one sounds the most tricky our of the three.

These all sound really amazing, I hope this soon gets more fine tuned and becomes part of the game!! If it does, I cant wait to see how this effects the game! :) Some of these should definitely have a great cost though like:

Megaton Chamber 150y 200b 75r 200g (no mass replicator available)

Stabilizer Emitter 100y 150b 75r 100g (the 35000gw of energy)

Entropy Converter 75y 100b 75r 75g "and upon use" (core decay)

Some really good ideas! :) just thought I would jump in and add mine ;D
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Red-Rocket
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Re: Core Specializations

Post by Red-Rocket »

ya these are excellent. i agree completely for these to be implemented, its about time to have something new implemented now
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DumbMarine
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Re: Core Specializations

Post by DumbMarine »

Caladbolg wrote:Entropy Converter should automatically switch all shield energy to weapon the second shield become offline. if shields get back online (due to emergency shield or just the enemy stopping the attack) the bonus to weapon instantly disapear

So if you had 400gw shield, you gain 400gw of weapon as long shield is offline. we can call it diverting power to weapon.

I like this better because it doesn't create free gw out of nowhere.
The other two abilities create free gw out of nowhere, that would make this ability extremely weaksauce. In addition, the only time this would come in handy is when your shields are down and you're not emergency restarting them, at which point weapon power is the least of your worries.
PIEFROMHELL wrote:Also, Stabilizer Emitter sounds pretty badass! But what would be the cap? Maybe core finally starts to decay at 120% or 125%? And what if Stabilizer Emitter had an energy cost to install like 35000gw.

Would Entropy Converter add 125 gw, or jw to weapons? 125gw being, 125 battery charge (not much) or jw being 125 production added to weapons (charging weapons at the cost of having no shields)? If its the second one, it should be at the cost of severe core decay (like emergency sheilds) This one sounds the most tricky our of the three.

These all sound really amazing, I hope this soon gets more fine tuned and becomes part of the game!! If it does, I cant wait to see how this effects the game! :) Some of these should definitely have a great cost though like:

Megaton Chamber 150y 200b 75r 200g (no mass replicator available)

Stabilizer Emitter 100y 150b 75r 100g (the 35000gw of energy)

Entropy Converter 75y 100b 75r 75g "and upon use" (core decay)

Some really good ideas! :) just thought I would jump in and add mine ;D
The stabilizer emitter as written has no cap. You can raise the core all the way up to 200% with no stability loss (200% being is the current maximum on the core).

The Entropy Converter is intended to add 125 energy per second to the weapons console.

I wasn't intending on these being super expensive upgrades, as the transfer upgrades have shown it doesn't really add much to try and put things "out of reach" like that.
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Re: Core Specializations

Post by Caladbolg »

DumbMarine wrote:
Caladbolg wrote:Entropy Converter should automatically switch all shield energy to weapon the second shield become offline. if shields get back online (due to emergency shield or just the enemy stopping the attack) the bonus to weapon instantly disapear

So if you had 400gw shield, you gain 400gw of weapon as long shield is offline. we can call it diverting power to weapon.

I like this better because it doesn't create free gw out of nowhere.
The other two abilities create free gw out of nowhere, that would make this ability extremely weaksauce. In addition, the only time this would come in handy is when your shields are down and you're not emergency restarting them, at which point weapon power is the least of your worries.
my version makes it much more powerful during combat considering most people dump much more than 125gw in shield during fights... the only way in which it is inferior is it wouldnt allow people to remove shield entirely during peace time to generate extra gw. but then again, that would be a good way to get into a fight with 2k hull because those asteroids kept harassing you.
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Re: Core Specializations

Post by LordDragon »

I like the creative thinking - but I do see one major problem. Specifically, the Stabilizer Emitter.

This will significantly lead to veeery long drawn out games. Why? Because suddenly the advantage will most always go to the player who turtles up. To attack, one MUST advance. In defense, 200% core output means that shield strength can/will be at unprecedented levels.... I've pushed for 20k shields once or twice with the current system...try breaking my BC when I can really go nuts with it ;p

Defenders only need to move using boost, which will briefly disable the 'no-core-max' implementation, but that core damage will quickly be repaired if the team is smart about using the core-purge already available. In a nut-shell, everyone with half a brain and a few games being toasted every time they attack will want to sit back and let the enemy come to them.

That said, perhaps some limiting factor could be introduced... 200% core is simply ridiculous, but 125-ish wouldn't be game breaking (at least, not absolutely...I'd still use it all day).

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As a side note, for the cost presented, I think the Megaton Emitter is crap. 50 gw can be produced by 2 chompers and a minelayer - similar total cost but 0 kerm needed. And compared to the other two, it doesn't have any majorly game-changing effect. Personally, I'd take the mass fabricator any day - just in case the enemy gets away and mineral fields are mostly gone.

Maybe up it to 75 or 100 gw - the trade off between more power or a mass fabricator should have a little more worth.
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Re: Core Specializations

Post by Red-Rocket »

hit em with emp missiles, that will screw things up
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Re: Core Specializations

Post by DumbMarine »

Caladbolg wrote:my version makes it much more powerful during combat considering most people dump much more than 125gw in shield during fights... the only way in which it is inferior is it wouldnt allow people to remove shield entirely during peace time to generate extra gw. but then again, that would be a good way to get into a fight with 2k hull because those asteroids kept harassing you.
My original intention was that this ability was not to be used in combat, which is why the emergency shield ability disables it. If your shields are down in combat you're using the emergency shield ability.

In the interest of brainstorming though, what if the ability were reworked to:

Entropy Conduits -- While the BC's shields are offline, weapons do not cost energy to fire.
LordDragon wrote:I like the creative thinking - but I do see one major problem. Specifically, the Stabilizer Emitter.

This will significantly lead to veeery long drawn out games. Why? Because suddenly the advantage will most always go to the player who turtles up. To attack, one MUST advance. In defense, 200% core output means that shield strength can/will be at unprecedented levels.... I've pushed for 20k shields once or twice with the current system...try breaking my BC when I can really go nuts with it ;p

Defenders only need to move using boost, which will briefly disable the 'no-core-max' implementation, but that core damage will quickly be repaired if the team is smart about using the core-purge already available. In a nut-shell, everyone with half a brain and a few games being toasted every time they attack will want to sit back and let the enemy come to them.

That said, perhaps some limiting factor could be introduced... 200% core is simply ridiculous, but 125-ish wouldn't be game breaking (at least, not absolutely...I'd still use it all day).

-----

As a side note, for the cost presented, I think the Megaton Emitter is crap. 50 gw can be produced by 2 chompers and a minelayer - similar total cost but 0 kerm needed. And compared to the other two, it doesn't have any majorly game-changing effect. Personally, I'd take the mass fabricator any day - just in case the enemy gets away and mineral fields are mostly gone.

Maybe up it to 75 or 100 gw - the trade off between more power or a mass fabricator should have a little more worth.
Both collisions and a tractor beam will cause a BC to no longer be stationary. Hopefully nobody has the core at 200% when the enemy BC shows up.

And the Megaton Chamber isn't supposed to be exclusionary with the Mass Replicator. The power can be increased, but the ability only excludes the other two core upgrades abilities being proposed.
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Re: Core Specializations

Post by Hopeinmo »

Seems decently interesting, somewhat reasonable, I like the core dumping one, would be fin just to turbo a miner into enemy BC to cause core overload >=D the megaton seems best for in combat problems, the core seems decent enough, you could raise your shields or engines insanely high, turn core back down as throttle it up to streak across map (i would go and do for no reason except to see how fast i can go XD, then later to scare the pilot of other bc) As for raising shileds insanely high, could help to get initial shield charge up really high without taking from reserves before you plan to attack.

(hmmm that's basically typed as one sentence, sorry)

As for the no shields, bonus energy... seems a lil dangerous for a defensive upgrade, but perfect if your chasing a lot. I like this, can upgrade to how you play!

If you chase inefficiently, the 0 shield, energy pump would be useful when you have to stop behind to recharge for another screaming speed strafing run, if you like to lock engagement, or play defensively, the megaton be best, and if you love the replicator, the core pump seems like your best bet.
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