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 Author interdictor-change (beta)
Daagda Moor
2nd Rear Admiral

Joined: March 26, 2009
Posts: 23
From: Deep inside Andromeda
Posted: 2012-07-27 13:38   
perhaps I have misunderstood.

They will either have enough firepower to not need a group to defend it, (making them op), or they will have a limited amount of firepower, making them vulnerable to attack without a group (and therefore mostly unused). Is there a middle ground? It looks like a potential balancing nightmare.

I know numbers arent final.

I also know that we dont have enough players to cover a group most of the time, most days.

Honestly, it doesnt matter to me either way. Was throwing out a few observations.

[ This Message was edited by: Daagda Moor on 2012-07-27 13:40 ]
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-07-27 14:33   
Quote:

On 2012-07-27 13:11, Pantheon wrote:
They can be used effectively on their own. I'm not quite sure what it is about "layouts aren't final" and "numbers aren't final", that people aren't getting.

Jump to conclusions and judge more, by all means. It's not at all tiring, repetitive or frustrating.



What I said applies to support ships in general. Aren't these support ships? Or did I miss something?
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-07-27 20:14   
Quote:

On 2012-07-27 11:54, Raje wrote:
some ideas for auras, with specific roles-
defence aura-

+5% beam range
+3% beam cooldown rate
-3% beam cooldown energy needed
-5% beam damage

+3% eccm range (longwave, standard)
+3% eccm strength (narrowband, focused)
+4% scanner strength
-4% thrust (ships moving slower for beam and sensor boost)

stealth aura-
+5% ecm strength (all)
-4% top speed
+4% acceleration/thrust
-5% weapon cooldown rate (slower rate probably gives off lesser signature)
+4% weapon range

assault aura
+8% weapon cooldown rate
+3% weapon cooldown energy
-4% weapon range
+2% weapon damage

-3% beam range
+2% beam damage
+4% beam cooldown energy
+8% beam cooldown rate
(notice, these combos give both shorter time to recharge weapon and a greater energy cost. disadvantage for ships with low power)







Here's an example of what Azreal would call WOW enchantments.

Don't like this. How would having a C3 ship around make yr beams or weaps cause more damage? Or yr ship be able to tank more? Or more stealthy?

Doesn't make much sense.
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The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2012-07-27 20:42   
Magic.
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Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2012-07-27 21:09   
by giving ship captains the fleet commander's authority to tweak their weapons/beams for different (quote:"not better") output.

case in point, i suggested that def aura with picket ships in mind, so they can detect stealthy missiles and PD them with a longer ranged low output beam configuration.

same with others, though i suck at b-lancing


but yes, ill call the current damage aura as WoW-like because it boosts without giving any/adequate disadvantage. i think command ship auras shouldbe chosen according to the purpose of the fleet (capture planets, defend planets, hide bomber frigates and covert scouts in enemy space).
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2012-07-27 21:36   
Well it's sci-fi. You can make up a myriad of reasons.

The command cruiser's sheer power in the area of computers, fleet command, and EWAR allows it to recieve and relay each individual ships' intentions. It in turn attempts to scramble the focusing arrays of the enemy weapons through spamming incorrect info, increasing the delay between shots and disrupting the focus of energy weapons which in turn causes them to do less damage. It also relays the enemy targeting info to allies, allowing them to strengthen areas about to be under fire.

The command cruiser's enhanced targeting computers allows it to accurately predict the motions of enemy forces at longer ranges, allowing projectile weapons to be more accurately used at longer ranges. The command cruiser also devotes a large amount of space to a supercomputer which allows for more efficient formulas for energy transformation in energy weapons, allowing them to reach farther with the same amount of energy. This supercomputer requires dedicated space and is very costly, thus only mounted in command class ships.

The command cruiser's special gravitation device can be used to target the enemy with small, constant, controlled bursts of gravity which dissonates with their movements, causing less maneuverability, acceleration, and speed. Meanwhile these pulses can be used to resonate with its allies' movements, increasing these abilities.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-07-28 02:06   
Yeah right ok.

We'll need to remodel all the ships and remove their exhaust/drive trails. Remove colored 'xhorst enh too. Since now, all DS ships rely either on magick or magnetogravitic drives.

Yay
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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2012-07-28 02:42   
doesnt commandships have exceptional advanced fire-comtrol systems, that can be linked with other friendlies?

doesnt they have exceptional cyber-war equipment, that distract the enemy computers so they need more process-time to counter those attacks, and are therefore slower/ less precise with the weapons ?

and the grav-generator simply create a local anomaly that increases the mass of nearby objects on a fluctuating frequency and ships inertia-dampeners have to compensate it
friendlies are linked to the command-ships computers, and recieve the correct frequency intantly ( and are therefore not affected)

see, all science
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-07-28 22:07   
Ok sarcasm aside here, speed and damage/def buffs can unbalance the game.

We've seen this happen too many times. How many of you have QQ'ed abt that UGTO shroom with 8 x Def upgrades? Or that Siphon/Mandi w 8 x Weap Multi. Case in point; 5 UGTO shrooms w/ said enh jumping yr mixed fleet of cruisers and dreads, laughing at yr pitiful efforts to even wound them while they own yr face.

Now imagine having that 48% buff and then adding another 4% above it.

Next, imagine the side with superior numbers, bringing along 3 Command ships side by side behind their line of Shrooms, EADs or Siphons, stacking those auras, and instagibbing you out of the MV? Speed auras; those same assault dreads being able to do 48% more damage, and with 12% more speed and turn rate, outrunning and outmaneuvering your outnumbered fleet.

We can come up with all kinds of Star Trek mumbo jumbo to justify the auras that we'd like or want to see on our ships, but lemme just paraphrase Jack, who once said that; you'd like buffs that make you OP, and it seems like fun. But think abt how it would be like for the other side.

Damage, Def and speed auras, when stackable, will upset the balance of the game even further to the faction with numbers on their side.

It's an ugly MV.

So, be careful of what you wish for. You might just get it.



[ This Message was edited by: Kenny_Naboo[+R] on 2012-07-28 22:13 ]
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-08-01 17:40   
Just beefed up the auras to -8% for the speed and damage ones (from -4%). Should be in beta whenever the next build goes out.
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2012-08-01 20:11   
Kenny; we're looking into ways to make it so that multiple auras don't stack. That should help prevent them from being abused heavily.
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