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Re: Core Specializations

Posted: Thu Mar 21, 2013 1:52 am
by PIEFROMHELL
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).
((see thats what I'm saying))
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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.
((I kinda agree, maybe the 75 gw, see the idea is that you can be power docked AND have a Megaton Chamber so you don't want it to be too OP, this just gives a decent advantage and keeps the game still balanced but more intersting, with more strategy trees like this, people will create more and more builds making CC even more badass! :D ))

Re: Core Specializations

Posted: Fri Mar 22, 2013 12:25 am
by DumbMarine
In the interest of keeping the thread going, I'd like to offer an alternative to the Megaton Chamber ability:

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, 20 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.

Re: Core Specializations

Posted: Mon Apr 01, 2013 1:53 am
by DumbMarine
I guess the energy drain upgrade scared people off. Guess I'll start this thread back up with 3 more specializations.

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.

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Here are the previous abilities as well, with a few tweaks based off of feedback given.

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.

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As before, you can only choose one per game. Note that it's not my goal to have 10+ exclusive upgrades going on, there is a such thing as too much variety. The least interesting upgrades should get culled.

Re: Core Specializations

Posted: Mon Apr 01, 2013 9:25 am
by Tempest
I would like to see the ability to consume an armed yamato and feed its power into the energy cap. repeating this would be a viable method of maintaining a high energy output escape if you have the kerm.

Re: Core Specializations

Posted: Mon Apr 01, 2013 12:40 pm
by Red-Rocket
no that would just waste a yamato, we could make the silver armada upgrade branch out and an extra could be that it converts 90% of lazers into energy

Re: Core Specializations

Posted: Mon Apr 01, 2013 3:01 pm
by Tempest
yamato is energy, if the weapons cap can convert its power to the energy cap than a yamato should be able to be consumed equally so, this does waste a yamato but if your running for your life and have kerm, why not get the extra power needed to fly faster, longer, with more shielding?

Re: Core Specializations

Posted: Mon Apr 01, 2013 7:15 pm
by Red-Rocket
because yamatos are to awesome to be consumed by a power relay

Re: Core Specializations

Posted: Mon Apr 01, 2013 8:28 pm
by LordDragon
Screw awesomeness - Tempest is right. Yamato cannon is PURE energy, and should be treated as such. IF these changes get implemented, I'd like to see them continue to employ logic AND the coolness factor.

Re: Core Specializations

Posted: Tue Apr 02, 2013 12:34 am
by DumbMarine
So, the idea behind these upgrades is to offer a team new styles of gameplay. You research one of the upgrades, and your BC has a cool new ability that requires you to play in a new way to take advantage of it. Like an upgrade that has you trying to maximize the amount of keeping the ship still. This also introduces counter-play for the opposing team, where they gain an advantage if they keep the enemy BC moving. This is why you can only pick one.

Turning the yamato into energy isn't something I'd consider a new style of gameplay. If that were to happen, it should be a default ability for all BCs, not be a core specialization. It's a suggestion that deserves its own thread.

Re: Core Specializations

Posted: Tue Apr 02, 2013 2:29 am
by PIEFROMHELL
DumbMarine, I like your original ideas the most, they seem like they can implement a lot of new strategies of game play, yet aren't too imba to be game breakers. Here are your original ideas with some tweaks made to them.

Megaton Chamber
--Ability-- Increases capacitor production by 75gw. Choice Between Megaton Chamber or Mass Replicator. Adds 2 hangar slots. Shields/weapons charge 5% faster, and engines increase and decrease 10% faster.
--Activation Method-- Passive (renders Mass Replicator no longer available)
--Cost-- 150y 200b 75r 200g
--Research-- Science Console/consoles/Mass Replicator, Megaton Chamber
"implying that Consoles branch is moved from Upgrades Console to Science Console"

Stabilizer Emitter
--Ability-- If the BC is stationary for 5 seconds, it does not lose core stability up to 135% output as long as BC remains stationary. Installation costs 35000gw.
--Activation Method-- Trigger (BC movement speed at 0 for duration of 5 seconds)
--Cost-- 100y 150b 75r 100g 35000gw
--Research-- Science Console/

Entropy Converter
--Ability-- While the BC's shields are offline, it gains 125gw production to weapons. Ability duration costs core decay at same rate as Emergency Shields. (The BC's shields are not offline if the emergency shield reinitializer ability thing is active)
--Activation Method-- Ability Command (Button in the Power Management console right next to Emergency Sheilds)
--Cost-- 75y 100b 75r 75g
--Research-- Science Console/