Dreadnought wrote:Dis is still bestest Idea, thoust hasth not come up with something exceedingly excellent comparith to mine. We shall apply quantum buffs to the most grand of creations, the destroyer by glorious patch 5.0
Kappa
They really, really aren't.
I didn't want to spend the effort in explaining why I thought it was a bad idea, but if you so insist...
None of those suggestions further the destroyer in any way as a concept. All you have put forth is a bunch of extra fluff that's only purpose in being added is to have 'more filler.'
Particle Accelerator is silly. You're assigning a buff to a seemingly random cooldown to empower an ability that is channeled, such that it gets an arbitrary power spike on a whim. Moreover, it's described in such a way that it would not function along the new destroyer design, so I can only assume you therefore would want to keep the original destroyer design with it which only further makes it a bad idea in my mind. There's nothing 'smart' or 'interesting' about it -- there are
dozens of ways you could have made this more interesting by attaching conditions, such as making the 'speed' increase the longer it was channeled. However, having it simply be attached to a button is arguably the most boring way.
The new destroyer was suggested to be more like a laser. I honestly don't think tracking would even be necessary -- just give it some of the projectile speed other ships have. The tracking was only necessary before because the shots were so slow and so far in between it was necessary to attach a small helper in order to allow it to have a little more accuracy. Considering the new firing rate, I would actually advise against tracking. The moment you
give it tracking is the moment the destroyer becomes overpowered due to the absurd number of projectiles it shoots off. It would be like playing bullet hell where all of the bullets were constantly moving towards you if you got within 100 pixels of them.
Saturated Explosives is just damage. While necessary as a basic upgrade, I fail to see how that's in any way how that's suddenly a 'new neat idea.'
Dreadnought wrote:These abilities will not replace other abilities, therefore you can have all 3 active buffs at once, which is far more interesting, as each ability on its own sounds dull and generic, but you can combine them to create your own unique buff, (since there are already 10 variations with just 3 buffs)
It's not more interesting. Very little about this changes how you view your ship or its abilities on either a combined or individual level. They're bland in such a way that while they do help you, "it's not something you'd care about."
Infiltration is interesting because it puts a spin on how you view offensive actions in cruiser command. It takes an entirely different approach to attacks as to what's commonly accepted by small ships and battlecruiser combat.
Allowing small ships to shoot missiles is interesting because it adds an extra dimension of thought in to how you approach battles, how you prepare for them, and how you deal with them.
Broadsides are interesting because they require you to pay attention to the relative positions of your battlecruisers. It's only sad that battlecruiser movement isn't as common now.
Tractor beam is interesting because it directly influences an opponents position. Since its influence is also relative to the weight of an object, it actually becomes incredibly rewarding to make a successful hit with a tractor beam against a small ship since it requires dead on aim but offers greater results.
None of any of the upgrades you suggested above do anything like that.
All you end up doing is the same thing as before, except the numbers become slightly better.