Core Specializations
Posted: Tue Mar 19, 2013 12:00 am
These are intended to be mutually exclusive upgrades. Names are a work in progress. Abilities are a work in progress.
---
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
---
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