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Starsector => Suggestions => Topic started by: FooF on October 22, 2020, 05:50:00 PM

Title: Midline Capital Brainstorming
Post by: FooF on October 22, 2020, 05:50:00 PM
Problem: There is only one Midline Capital in Vanilla

The venerable Conquest, a very good (albeit unconventional) Midline battlecruiser is the sole Midline ship among the Capitals. I have nothing against the Conquest: I just think it's lonely! High Tech has the Paragon, Astral and Odyssey. Low-Tech has the Onslaught and Legion. You also have the Pirate Capitals in the Atlas/Prometheus Mk. II and the two logistical haulers (Atlas and Prometheus).

Solution: Add a Midline Capital

Of course, the question is: what would a new Midline Capital look like? We're not adding ships just to add ships: it needs to serve a distinct function that isn't already available. To be fair, I think most of the roles for Capitals are already handled. You have two battleships (Paragon & Onslaught), a pure carrier (Astral), a heavy battle carrier (Legion), two nimble battlecruisers that each have their own flavor (Conquest and Odyssey) and then the "chaff" capitals that the Pirates have. Both of these are paper tigers.

Suggestion: A "Command" Capital

Midline is known for two things: very balanced generalists and hyper-specialists. Look at a Centurion, Hammerhead, Falcon, or Eagle. They're all very middle-of-the-road in terms of overall firepower, speed, armor, etc. They don't have glaring weaknesses, nor do that have glaring strengths. However, within the Midline line-up are glass cannons (the Sunder and new Champion Heavy Cruiser), the Gryphon (missile boat) and Heron, which is a dedicated fast-carrier. The Conquest itself is hard to pin down in either of these two categories. It is, on the one hand, a generalist: it has good coverage everywhere, is generally fast, well-armored, and has excellent flux stats. However, its poor shield and unorthodox broadside nature kind of puts it into a specialist category. If anything, the Conquest epitomizes the Midline fleet doctrine: it is balanced and is tactically flexible.

So, my suggestion is to build on that and have another "balanced" Capital that is a bit of a jack-of-all-trades but has a little specialty: namely in acting as a force multiplier. I'm dubbing this a "Command" Capital because not only does it bring a generally "balanced" battle profile, it creates targets of opportunity.

The Ship

A picture is worth a thousand words, I suppose. This is a rough mock-up of what I had in mind.

(https://i.imgur.com/v61IZcl.png)

To explain: Yes, it looks like a Bird. I'm calling it the "Aquila" right now (I know, we have an Eagle but...) The hull profile/name is obviously malleable! Firing arcs are the solid colors in the colored circles (not the negative space!). I hope the color-coding and relative sizes tell you mount types.

The Aquila is built around 2 Large Ballistics and 1 Large Energy, both turreted and forward-facing. These 3 main batteries are flanked by 2 Medium Ballistics and 2 Medium Missiles on the "wings." In the "head" of the ship, 2 Medium Energy and 2 Small Ballistics give ample coverage facing forward. For rear-defense, 2 Small Energy in the "wings" face backwards and two Medium Energy and a Small Ballistic cover the "tail."

3 Fighter Bays complement the ship's weaponry, giving tactical flexibility and long-range punch. This rounds-out the "jack-of-all-trades" idea that Midline is known for.

Technically, the Aquila can bring more sustained firepower to bear than a similar Conquest broadside however its flux profile is nowhere near the Conquest's and the Conquest, overall, has a much greater armament. It is also conspicuously lacking a true missile component. It will also not be as nimble as the Conquest (it is the same speed but doesn't have Maneuvering Jets) so it needs to be able to trade fire with other Capitals and not feel under-gunned.

Overall, it is not bristling with weapons nor does it have a lot of Small mounts available for PD. It will be vulnerable to smaller swarming attacks, especially on the rear and sides. However, its forward firepower will be impressive and it will be able to take a hit with relatively good shields/coverage and good-not-great armor/hitpoints.

The System: Focus Fire

The Aquila, as a "Command" Ship, can be a lynchpin for a successful assault. On-board analysis of an enemy ship can be relayed to all allied craft to pinpoint weaknesses in the shields and hull (not unlike a Heron's Targeting feed, but on a fleet-wide scale). As such, a targeted enemy ship will take an additional 25% damage from all allied weapons.

Focus Fire will give the Aquila the ability to "mark" a target. My current thoughts on this is an 8-second duration with a 15 second recharge, with 2 charges. Ships will have to be targeted (i.e. "R" selected) or the ability will not work. The 25% damage bonus is after all other modifiers. Whether or not the AI can be "persuaded" to attack "marked" targets, I don't know, but an Eliminate Command + Focus Fire may be a wise use of Command Points (which you will accrue faster anyway, more on that later).

Current thoughts on stats:

Hull Stats:
OP: 325
Hull: 14,000
Armor: 1250
Shield: 270 degree Front Shield
Shield Efficiency: 0.9
Shield Upkeep/sec: 300
Top Speed: 45

Flux Stats:
Flux Dissipation: 900
Flux Capacity: 15,000

Logistic Stats:
DP: 45
Burn: 8
Fuel/ly: 10
CR/deployment: 15
Crew: 500/700
CR Recovery Rate: 3%

Built-In Hullmods:
ECM Package
Operations Center

Overlap with the Legion and Odyssey

The obvious comparison to be made is against the Legion and Odyssey. The Legion fulfills many of the same roles, however, the standard Legion and even the XIV variant are squarely "Low-Tech" bruisers, often reliant on missiles and is true battle carrier. The Aquila is something of an in-betweener that is more of a warship than a carrier. Since it lacks any maneuvering system, the Aquila is more akin to the Astral or Paragon in terms of being unable to disengage. However, whereas the Paragon can hide behind a Fortress Shield and the Astral is (hopefully) not on the front lines to begin with, the Aquila is like the new Champion Cruiser that will have to punch its way out.

Compared to the Odyssey, the Aquila hits harder but is vastly less nimble. Beyond both ships having flight decks, they fulfill vastly different roles. The Odyssey is a true battlecruiser: faster than anything bigger but stronger than anything smaller. The Aquila is a true battleship that happens to have fighters.

Overall

I imagine the Aquila being the center-piece of a Midline Battle fleet, Focus Firing on ships already faltering or using the ability to force a strong ship to buckle. As a true battleship, it costs more than an Onslaught or Legion to field (or Conquest, for that matter) but is not as durable as either. Built-in hullmods reinforce that this is a command ship. ECM (if it still exists next patch) will improve the ECM rating and Operations Center will increase Command Point accumulation. Like its smaller cousin, the Eagle, it doesn't have glaring flaws but it doesn't have massive advantages over similarly-sized competitors. It has more rear-defense than traditional Low Tech ships but by no means is it exceptional, especially considering it has no shield coverage back there. Finally, the bulk of its firepower cannot be leveraged to the side so attacks to its flanks will face much less resistance.


Thoughts on this idea and your own recommendations for a Midline Capital are welcome.

Title: Re: Midline Capital Brainstorming
Post by: Megas on October 22, 2020, 06:24:29 PM
Since 0.8a, I would consider Conquest the same as Centurion, Hammerhead, and Eagle.  A generalist.  It is only a battlecruiser in terms of campaign stats.  In combat, Conquest is more like a fast battleship.

What would I like to see for midline capital?
* A carrier (with five or six bays) that specializes into interceptors and fighters like Astral does for bombers.
* A missile boat designed to spam Hammer Barrage or Cyclone Reapers, sort of like the pre-0.7.2 Aurora reborn into Champion, but bigger.
* (EDIT) A bigger Eagle with more and/or bigger guns (and the stats to use them) and two fighter bays.  Sort of like a Star Destroyer from Star Wars.

The proposed Aquila looks okay.  At least it is another ship that can comfortably use high-end ballistics.  As for that system, that looks like a weaker version of the Afflictor's system.
Title: Re: Midline Capital Brainstorming
Post by: MajorTheRed on October 22, 2020, 06:40:50 PM
Well, here is what I can sell you (shameless advertising of Stop Gap Measure):

(https://i.imgur.com/58Bm0U9.png)

The Trajan battlecarrier (formerly Triumph-class)

Correspond to a mix of what Megas is asking:
2 Large Energy, 2 Fighter bays, 1 Large missile + 2-4 medium missiles and fast reload system
and roughly the shape you are suggesting
Title: Re: Midline Capital Brainstorming
Post by: Megas on October 22, 2020, 07:08:38 PM
Correspond to a mix of what Megas is asking:
I was thinking more like an extra large and sleek (and angular) wedge like a Star Destroyer, something that looks like an Eagle, with similar weapons, but bigger, and with a bay on each side.  Not a blocky T that could pass as a low-tech ship if recolored more brown.

That said, the Trajan looks something like a capital-sized Champion could be.
Title: Re: Midline Capital Brainstorming
Post by: pairedeciseaux on October 22, 2020, 07:12:24 PM
Nice spaceship design spec!

I'm afraid mixing 2 large ballistic + 1 large energy + 2 medium ballistic is a recipe for overpowered ship. Especially with large turrets and front facing medium hard points. I'm not even sure you can balance that with existing vanilla ships and mechanics. This, together with 3 fighters bays, means it can't reasonably be a 45-DP ship. Burn 8 and 0.9 shield efficiency also seem unreasonable. Haven't read all details, sorry if I missed justifications.

Also, for reference: Victory ship in SWP mod.
Title: Re: Midline Capital Brainstorming
Post by: MajorTheRed on October 22, 2020, 07:16:23 PM
Correspond to a mix of what Megas is asking:
I was thinking more like an extra large and sleek (and angular) wedge like a Star Destroyer, something that looks like an Eagle, with similar weapons, but bigger, and with a bay on each side.  Not a blocky T that could pass as a low-tech ship if recolored more brown.

That said, the Trajan looks something like a capital-sized Champion could be.

My bad, I was referring to the shape Foof suggested.
I like the way the Conquest mimick the Eagle-Falcon series, without being an actual triangle.  It's actually not always easy to come with an idea which is not just an upscaled ship. In the case of a midline cap, it means no forward-battery (Falcon-Eagle), and no completely dedicated carrier (Heron).

edit: pairedeciseaux was faster than me for citing the Victory
Title: Re: Midline Capital Brainstorming
Post by: Mordodrukow on October 22, 2020, 07:31:41 PM
+1 for Victory-class. It looks like buffed Conquest and has some similar features: large ballistics discount, *** shield, movement ability. I wish this ship to be a part of vanilla.
Title: Re: Midline Capital Brainstorming
Post by: Grievous69 on October 22, 2020, 11:51:34 PM
This is honestly one of the best ship suggestions seeing how you really described it in detail. I'm never gonna disagree with any midline capital suggestion because I just want something that can use Mjolnirs and Storm Needlers and it isn't Conquest. Anyways the ship system sounds cool but as someone else said, it's pretty similar to the Afflictor one. Not saying it's bad but maybe it wouldn't be super interesting to use. And I actually wouldn't be so crazy about Victory in vanilla because I think it's TOO similar to Conquest, I'm not a huge fan of "this but slightly stronger/better". I'd rather have something unique like what Foof suggested, and preferably something that could use high flux large ballistics.

I have just one complaint about its stats. Why does it have burn 8? It's not a battlecruiser from what I've read.
Title: Re: Midline Capital Brainstorming
Post by: Serenitis on October 23, 2020, 01:43:37 AM
I was thinking more like an extra large and sleek (and angular) wedge like a Star Destroyer...
Something like this?
Spoiler
(https://i.imgur.com/uCXDxNa.png) or (https://i.imgur.com/PxYFoYK.png)
(Stars in Shadow is p. good guys.)
[close]
Title: Re: Midline Capital Brainstorming
Post by: Igncom1 on October 23, 2020, 02:09:30 AM
That's a little awkward right? Considering that re-textured Gremak ships were used in a now banned mod. (never ending arguments if I recall)

Great game though, short and sweet MOO knockoff.
Title: Re: Midline Capital Brainstorming
Post by: SCC on October 23, 2020, 02:28:04 AM
I hope that whatever capital ship Alex and David make, it won't rely on fighters too much.
Title: Re: Midline Capital Brainstorming
Post by: SonnaBanana on October 23, 2020, 03:11:18 AM
I hope that whatever capital ship Alex and David make, it won't rely on fighters too much.
No, given how it seems to be truly unique, it'll be a phaseship.
Title: Re: Midline Capital Brainstorming
Post by: Serenitis on October 23, 2020, 03:47:58 AM
That's a little awkward right?
Why?
To call it awkward based on (particularly distateful) second-hand use of that art is not really fair to its creator.

After all, it's excellent art. And a very good example of a pointy wedge style of imaginary spaceship.
Title: Re: Midline Capital Brainstorming
Post by: Igncom1 on October 23, 2020, 04:47:02 AM
That's a little awkward right?
Why?
To call it awkward based on (particularly distateful) second-hand use of that art is not really fair to its creator.

After all, it's excellent art. And a very good example of a pointy wedge style of imaginary spaceship.

That is fair, my apologies.
Title: Re: Midline Capital Brainstorming
Post by: Megas on October 23, 2020, 05:48:28 AM
@ Serenitis:  Yes, something like that, except converted to an extra-large Eagle (with Starsector theme with coloration and a bit more blocky) with fighter bays.  Overall shape is classic space wedge.  Probably would have large ballistic hardpoints upfront, lots of smaller energy mounts or fewer mix of large and less energy mounts.  Maybe multiple small missiles or two medium missiles.  And of course, fighter bays on the sides.
Title: Re: Midline Capital Brainstorming
Post by: Igncom1 on October 23, 2020, 06:35:01 AM
To be fair, even the generalists of the mid-line ships are still fairly specialised.

An Eagle lacks the medium missile mounts of the dominator and aurora, has no turreted ballistic mounts and a spread of forward facing energy mounts with only two small energy mounts for the rear. It's a focused forward killer with midlines traditionally small missile compliment (outside of the missile boats.)

It's only real diversity is in it's medium energy mounts as otherwise small energy mounts is actually fairly common across midline. Otherwise it could be compared to an upgraded hammerhead, but without the ammo feeder ability. Larger midline ships seem to have manoeuvring jets more often when compared to mid sized and carrier midlines which have a damage focus.

As for a capital, you could take on any number of weird angles for specialised midline. Carriers are honestly kinda boring right now, and midline hardly needs another. It has a deadly missile spewing battlecruiser so a gunboat would be a little un interesting to do again (I suppose a specialist ironclad tanking ship could be cool, but isn't that more low tech for armour and high tech for shields?)

A missile boat could be fun, if sorta broken due to the fluxless ability for missiles, so what about the old version of the Gryphon's missile autoforge, but without the CR drain and a long cool down. So you have an arsenal ship that slowly refills all it's missiles spread across the hull so you can't just spam 50 torpedoes.

A command ship as was the opener could be cool. With built in ECM's ECCM's Nav beacons command centres and so on. I've seen various mods try this sort of thing and it can be very fun!

Or what of some kind of anti-phase interdiction ship? Something that is relatively under armed by default but an force phase ships to 'surface' for a short period of time. Could make for THE tool for countering phase fleets without just swarming with fighters as we currently do.
Title: Re: Midline Capital Brainstorming
Post by: Megas on October 23, 2020, 09:37:17 AM
The "missile spewing battlecruiser", which I assume is Conquest, points forward... on a broadside ship, which means Hammer Barrage or Cyclone Reaper is a bad idea.  So far, the only good ship that can use dumb-fire large missiles effectively and not get crushed like a grape is Legion14, which cannot be mass produced.  Champion may fix that.  Still, it may be fun having a battleship whose main job is to get in the enemies face and fling double Hammer Barrage or Reapers at the enemy, along with other guns.

As for capital-sized carriers, we have a gunship/carrier hybrid (Legion) and a bomber specialist (Astral), but no interceptor/heavy fighter specialist.
Title: Re: Midline Capital Brainstorming
Post by: Alex on October 23, 2020, 11:06:35 AM
Just wanted to say that I've been thinking about what a midline capital might look like, and nothing too satisfying has come to mind, so: keeping an eye on this thread, with interest!
Title: Re: Midline Capital Brainstorming
Post by: intrinsic_parity on October 23, 2020, 11:27:08 AM
I'll agree with the sentiment that the game could really use another ship that can comfortably mount the mjolnir and storm needler. It feels bad that those guns are mostly restricted to somewhat niche conquest builds.

I wouldn't mind a battle carrier type ship like the OP suggested, but I think there's also some space in the game for a paragon competitor i.e. a ~60 DP pure battle ship with good flux stats to support the high end large ballistics. The SWP victory sort of is that, but its built-in weapons use up too much of its flux stats to use the mjolnir and storm needler IMO, but that style of ship is I think missing from vanilla. 
Title: Re: Midline Capital Brainstorming
Post by: TaLaR on October 23, 2020, 11:42:12 AM
Imo, battlecarriers are somewhat crippled by design. At least with current skills, since player/officers can't afford to max out both direct combat and carrier skills. So it's better to do one thing well.

Odyssey gets a pass, because 2 wings are very small portion of it's total power, but at high character level combat Legion is definitely sub-optimal no matter what you do with it.
Title: Re: Midline Capital Brainstorming
Post by: Grievous69 on October 23, 2020, 11:43:56 AM
Very good point actually, something that can rival Paragon's power would be nice to have so we can finally stop seeing all those "Paragon broken pls nerf" posts. I'm just scared how would you balance such a thing, obviously it has to have amazing firepower for 60 DP or so. And being able to use such multiple high end ballistics without flux problems would be completely bonkers with capital range. Maybe if it like the Paragon, had those large mount be hardpoints that can only fire forward so it doesn't just delete smaller ships out of existence. The more I think about this potential ship the more exciting I get but at the same time I would dread having to fight this thing with cruisers.

For it to be different than Conquest, I kinda feel it shouldn't have large missile mounts but mediums, but it should have one large energy mount (probably set way back on the hull so it doesn't outrange everything else). The system could be AAF also something defensive so it really captures that battleship feel, but I wouldn't mind seeing something really crazy.

Obviously it's gonna look like 7 Eagles duct taped together into a triangle. We already have a donut, a big stick, and whatever is the Onslaught's shape, triangles are crying in the corner sadly.
Title: Re: Midline Capital Brainstorming
Post by: DatonKallandor on October 23, 2020, 11:45:46 AM
Some kind of fleet defense/interceptor carrier is probably the capital role that hasn't been filled. PD buffs (passive or through active system) and/or many flight decks with some method of incentivizing interceptor over bomber use.

Possibly a drone-swarm hive capital that sends out drone escorts to it's allies and interceptors after incoming strkecraft, but it'd be hard to make that fit the Midline fluff. I don't believe anything Midline has drones anymore, although they used to.

Slight off-topic though, I'd love to see a sub-capital proper broadside ship. And broadside torpedo mounts.
Title: Re: Midline Capital Brainstorming
Post by: Megas on October 23, 2020, 12:07:30 PM
I agree that there should be another ship that can comfortably use HAG and up if the low-tech ships that can use heavy ballistics stay more-or-less where they are.  (Conquest being the only ship that can is kind of sad.)  Hmmm... I guess it would be nice if there was a midline cruiser that had a single heavy ballistic mount and the flux stats to use it.  I would not so no to a midline Paragon competitor, though.
Title: Re: Midline Capital Brainstorming
Post by: FooF on October 23, 2020, 01:26:35 PM
This is honestly one of the best ship suggestions seeing how you really described it in detail. I'm never gonna disagree with any midline capital suggestion because I just want something that can use Mjolnirs and Storm Needlers and it isn't Conquest. Anyways the ship system sounds cool but as someone else said, it's pretty similar to the Afflictor one. Not saying it's bad but maybe it wouldn't be super interesting to use. And I actually wouldn't be so crazy about Victory in vanilla because I think it's TOO similar to Conquest, I'm not a huge fan of "this but slightly stronger/better". I'd rather have something unique like what Foof suggested, and preferably something that could use high flux large ballistics.

I have just one complaint about its stats. Why does it have burn 8? It's not a battlecruiser from what I've read.

My initial thought was "it is a carrier/hybrid complement to the Conquest and it would make no sense if it was slower." However, as I pushed the stats up, Burn 8 looks more and more far-fetched.

As for the ship system being too much like the Afflictor's, here's my rationale: the Afflictor is a Frigate, a very hard to hit frigate, but a frigate that doesn't put out a lot of firepower in and of itself. A battleship is not lacking in killing power in and of itself and can readily abuse the extra damage. That every other nearby ship is also able to pour it on during the duration is kind of gravy on top. Originally, my thought was to separate out the damage bonus. +25% for the Aquila and +50% for allied ships but that just isn't "fun" if you're piloting it. It's been a minute since I've used an Afflictor but I don't believe it's ship system lasts all that long. The Aquila's is meant to be less damage but longer duration and generally, more frequent.

To incentivize interceptors/fighters, you could give the ship an OP discount to non-bombers, kind of like Heavy Ballistic Integration ("Interceptor Integration"). Ooh, how about half the OP for fighters/interceptors, +25% Replacement Rate (for non-bombers) but a 50% reduction in range. Kind of a "hive ship" mentality.

Another Suggestion: Heavy Logistics

The idea here would be a capital-class combat freighter/tanker, almost like an up-scaled Mule. A single, turreted, Large Ballistic would be the center-piece but it would also have a Large Missile mount that is also turreted and forward-facing. Also forward-facing would be a Medium Energy and 2 Small Energy. A single Medium Ballistic and 2 Small Energy in the rear would provide PD protection while 2 Small Energy on the sides would likely also be filled with PD. (I do like the idea of capital ship having PD drones of some sort. This ship could have a single-wing of Not-Terminators: similar in role but not identical.)

Unlike other Capitals, this ship is meant to extend fleet range, not reduce it. With ample storage and fuel capacity (1000/1250 respectively), it is half of an Atlas/Prometheus. In combat, it fights at roughly the level of a Heavy Cruiser but isn't meant to go toe-to-toe with battleships. Basically, a Champion, Colossus and Cruiser-sized Tanker (if it existed), combined. I think it would be a nice perk if it also had the Salvage Gantry baked-in.

Though a Capital, this would be the "cheapest" of its class to field in combat. At only 30 DP, it would outrange a Dominator but probably not outgun it. It would not be as heavily armored as the other capitals (I'm thinking 1200 armor, about 10000 hull). It would have average shields and relatively average speed/maneuverability, much like the rest of the Midline line-up. Flux-wise, it would be a little above an Eagle. Perhaps 625 with 10,000 capacity.

As a pseudo-logistics ship, the ship system could tie into this role. A Missile Autoforge could be interesting. Accelerated Ammo Feeders could also be interesting, especially for a single Large Ballistic (and the Medium in the back but... ;)) Something even more exotic, like a single-charge Emergency Repair system that restores hull or armor over time might also pair well with the idea that this a self-sufficient ship. Also, it would make little sense for a Logistics ship to slow down a larger fleet so it would be Burn 8.


Title: Re: Midline Capital Brainstorming
Post by: Gothars on October 23, 2020, 06:49:52 PM
I'd be interested in a deep space exploration capital ship, for when the Odyssey doesn't cut it. Something with good sensors, efficiency, fuel and cargo capacity and some exploration themed speciality. Maybe cold storage bays that allow to unfreeze crew to replace losses or survey big planets (or even settle them). Or the ability to generate fuel while in a corona (so basically exchanging CR for it).

In combat it could be a missile focused battlecruiser, designed to quickly take out smaller threats and distract bigger ones long enough to run.

I just dont want to believe that the Domain left all deep space exploration to droneships...

Spoiler
(https://i.pinimg.com/originals/1d/8d/96/1d8d96ed720ee814268de9c40d646a0b.jpg)
[close]
Title: Re: Midline Capital Brainstorming
Post by: CoverdInBees on October 23, 2020, 06:57:11 PM

Of course, the question is: what would a new Midline Capital look like? We're not adding ships just to add ships: it needs to serve a distinct function that isn't already available. To be fair, I think most of the roles for Capitals are already handled. You have two battleships (Paragon & Onslaught), a pure carrier (Astral), a heavy battle carrier (Legion), two nimble battlecruisers that each have their own flavor (Conquest and Odyssey) and then the "chaff" capitals that the Pirates have. Both of these are paper tigers.


I think there's room for another battleship to be honest. Maybe that is because i think the Paragon is too much of an oddity to give that real battleship analogy feeling and because the Onslaught has it's own gimmick that defines how it plays a lot (especially in AI hands) in the pulse cannons, but it is how it is. A slightly bigger/heavier but slower brother to the Conquest could really fill the "archetypical" role.

From comments i've seen Alex and/or David Baumgart make i know that making a capital sized sprite with David's quality levels takes quite a bit of time though, so i guess something so basic and maybe "samey" wouldn't be high on the priority list.
Title: Re: Midline Capital Brainstorming
Post by: SonnaBanana on October 23, 2020, 08:11:47 PM
Just wanted to say that I've been thinking about what a midline capital might look like, and nothing too satisfying has come to mind, so: keeping an eye on this thread, with interest!
There's another one http://fractalsoftworks.com/forum/index.php?topic=17221.msg271574#msg271574
 :P

DP-wise, it should be very cheap.
Title: Re: Midline Capital Brainstorming
Post by: Hiruma Kai on October 23, 2020, 08:58:54 PM
I tend to agree that there's space for another 55-60 DP ship to match up to the Paragon.

If we go with the battleship theme, then means big and slow, like the Onslaught and Paragon.  The thing is with the Onslaught, its mobility systems lets it catch targets, and thus can't really be kited by cruisers or other capitals.  The Paragon's range means it can't be kited as well.  So if you don't want to duplicate those effects (i.e. mobility system and unique range hullmod) and want to prevent kiting, then one logical solution is fighters.  And there seems to be space for another battle carrier as well as battleship.

So like the OP, or star destroyer suggestion, but going all the way to Paragon tier.  The OP might actually be Paragon tier, looking at it.  So instead of armor and ability to close, or crazy shields and longest range in the game, it uses fighters.  One option, if you want to avoid bombers, and make it more defense centric, is take a page from the Onslaught, and give it fixed unique fighters built in, like good interceptor/defense fighters of some kind.  Alternatively, keep them as normal fighter banks since that is how it needs to deal with a kiting conquest.

So maybe 4 fighter bays, with reserve deployment to sometimes make it feel like 6 for brief periods of time.  Two drovers is like 30 DP.  That leaves another 30 DP heavy cruiser (i.e. champion tier).  Or perhaps go 3 fighter bays, and some other system,to make it more battleship-like.  Then you focus your skills on battleship skills and the fighters are just a bonus, even without relevant skills.  That'd be like a Heron at 20 DP combined with a 40 DP Conquest/Onslaught tier.  If we're comparing to the Legion which is like a Mora combined with a Dominator.
Title: Re: Midline Capital Brainstorming
Post by: Serenitis on October 24, 2020, 02:55:27 AM
I rather like OP's 'literally a bird' design. But I also like wedges.
How about another angle for a low-effort 'giant eagle' concept to steal/abuse/eviscerate etc...

Let's say, we use the spade suit from playing cards, and replace the stem with the main hull of the Conquest.
Spoiler
So this
(https://i.imgur.com/Jsz54LI.png)
Becomes this
(https://i.imgur.com/vnSicaU.png)
And then we make it more angular by chopping off the round bits.
(https://i.imgur.com/VTdoLW4.png)
And then finally, we do a terrible job of representing a vague and ill-concieved layout
Ballistics in orange
Missiles in green
Energy in blue
Fighters in red
(https://i.imgur.com/AyssMRd.png)
[close]

4 large ballistics might be too many, but they'd all be hardpoints. On a capital.
So it also might not. Escpecially if the system isn't going to be M. Jets like every other midline front line ship.

almost like an up-scaled Mule
Not gonna lie, this is p. interesting.
Mule (& Venture) are low-tech though. It might possibly be more like an upgunned and properly built Gemini.

[e] This took me so long to figure out why I couldn't post it.
Apparently the forum doesn't like unicode characters, and i was trying to be 'smart' by using one as a tiny pictograph.
Title: Re: Midline Capital Brainstorming
Post by: Igncom1 on October 24, 2020, 03:08:35 AM
Civilian ships are weird in that they almost kind of don't fit into the usual tech categories. They could almost all be grouped into a new civilian category and it wouldn't really matter.

I'd LOVE a capital Apogee style ship. A super USS enterprise!

Also do we all keep forgetting that the Odyssey still exists? Or is it just me? This capital would also need to be different to that ship (which is also one of the most distinct ships in the game, what kinds of ship does it actually match as it's a hightech without looking like a hightech.)
Title: Re: Midline Capital Brainstorming
Post by: AcaMetis on October 24, 2020, 03:39:48 AM
Not expecting it to be a good idea, but throwing my suggestion in here anyway: Capital-sized dedicated missile boat, basically an up-scaled Gryphon. Build-in Expanded Missile Racks of course, Fast Missile Racks ship system instead of the Gryphon's autoforge (because Expanded Missile Racks 2: Revenge of the Flux Cost is kinda...really boring), and at least two large missile mounts in part because that basically covers for the lack of autoforge (2×2 instead of 1×4, same difference except one is capable of more burst), and - let's be honest here - primarily because holy ordinance when you just flood the battlefield with inordinate amounts of missiles.

It's not an efficient design by any stretch, true. But it's fun. Actually it might see practical use if the AI ends up using the new Shield Shunt hullmod, I guess. No amount of PD can take care of that many missiles, and without a shield to stop the hammers or reapers a ship that's normally an armored tank will end up getting shredded pretty quickly. Capitals also aren't knows for being artful dodgers, usually.
Title: Re: Midline Capital Brainstorming
Post by: pairedeciseaux on October 24, 2020, 05:00:56 AM
I find the initial “Command” capital idea interesting and viable, up to and including this paragraph:

So, my suggestion is to build on that and have another "balanced" Capital that is a bit of a jack-of-all-trades but has a little specialty: namely in acting as a force multiplier. I'm dubbing this a "Command" Capital because not only does it bring a generally "balanced" battle profile, it creates targets of opportunity.

Having fighter bays and the Command Center hullmod as explained in the rest of the specs does fit very well IMO, so let’s keep both. Number of fighter bays is balance adjustment to be done later in the design process, but having 3 seems appropriate given ship’s role. I like Hiruma Kai’s idea to put Reserve Deployment.

Generally speaking I am not a fan of electronic countermeasures / ECM rating in the game because it tends to shift the overall balance of battles one way or the other, up to the point where in becomes unfair either toward the player fleet or toward the opposing fleet. On the other hand ECM Package does fit in the general concept of the ship, so let’s keep that.

I think missiles could well fit in the “generalist” and “creates targets of opportunity” senses: so keep the 2 medium slots (maybe add a third one?), add ECCM to improve missiles effectiveness and provides a strong player incentive to use them. Streams of Salamanders and Pilums would be compatible with the general theme, IMO.

About the ship’s shape, using a bird shape may work in the end, but starting with this as a constrain means you are doing “function-follows-form-which-follows-name”, whereas the master explained:

https://fractalsoftworks.com/2013/12/30/ships-stories/  (first two paragraphs)

So at this point I’ll suggest to first focus on what the ship is and does. Then derive forms/shapes from the functions.

The big question is: which big guns?

Having converging large energy + large/medium ballistic is problematic. So the way I see things, pick one of the following:

Some random shape ideas,
Spoiler
  • symmetric ship: start from an oversized Eagle, keeping the converging hard straight lines (Starwars reference) … maybe lean toward an equilateral triangle shape with cut corners, have medium missile hard points somewhere (not pointing forward)
  • symmetric or asymmetric ship: have some bastion-type elements such as those found in Centurion and Conquest (put small ballistic and maybe small energy in those, keep medium energy deeper in the ship? … or have heavy bastions with medium energy?)
  • symmetric or asymmetric ship: many midline ships have height longer than width, maybe try to have width longer than height (or close to each other)?
  • symmetric or asymmetric ship: having one main crew deck + secondary decks as found on Legion
  • asymmetric ship: which could accommodate large energy and fighter bays on one side, large/medium ballistic on the other side (should definitively not look like an oversized Gryphon or Heron, though)

Things to avoid,

If 1 (or 2) large energy are kept, we want to avoid the ship to look like an oversized Sunder. Both for weapon slots layout and the general shapes and sense of robustness (of lack of, in Sunder’s case).

Front ballistic batteries are nice and all, but already used by Brawler, Hammerhead, Falcon and Eagle, and more importantly are not really on theme, except if a solution is found for them to be really different, IMO. What Serenitis has shared looks OK (but using small ballistic rather than medium, IMO).

Big guns should not point toward a fighter bay.
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Title: Re: Midline Capital Brainstorming
Post by: Grievous69 on October 24, 2020, 05:06:19 AM
Having converging large energy + large/medium ballistic is problematic.
I understand your concerns but the new Champion will have exactly that, and it's only a cruiser. It doesn't seem that crazy on a capital with possibly slow speed. And you can always make it expensive to deploy to avoid cheese.
Title: Re: Midline Capital Brainstorming
Post by: pairedeciseaux on October 24, 2020, 05:07:53 AM
I guess the devil is in the details.  :)

Do we know the stats of the Champion?
Title: Re: Midline Capital Brainstorming
Post by: Grievous69 on October 24, 2020, 05:32:37 AM
No, but honestly you don't even need crazy flux stats when you have two of the most efficient weapon groups: large energies and medium ballistics. Only thing I remember Alex saying is it's not a glass cannon.
Title: Re: Midline Capital Brainstorming
Post by: Hiruma Kai on October 24, 2020, 06:08:51 AM
Just was thinking, if we're already allowing things like Large Energy + Large ballistics (High Intensity Laser + Mark IX or something), and there are requests for some forward or turret large missiles, why not go for flexibility over total power.

Have the thing built around three forward, turreted universal large slots.  Maybe 1 fixed forward, and 2 turreted, but all overlapping forward.  Plus the usual assortment of smaller mixed mounts for midline and some fighter capacity.

 You can go 3x tachyon lance and mimic a paragon, or two autopulse and a hellbore to mimic a Onslaught, or 2x Hammer Barrage + Locust to mimic a Legion, or maximum defense with 2x Paladin + 1x Devastator, or go offensive with HIL + 2x Mark IX.  Combine with 3 fighter bays or so and reserve deployment.  Aim for 55-60 DP total package.  You now have an end game capital that fulfill many different combat rolls (long range support via missile/Gauss, close range brawl with plasma cannons, long range soft flux,  etc), but only one at any given time.  3 larges is roughly what an Onslaught has pointed forward, is less than the Paragon's 4 forward, is roughly what a Conquest can bring to bear on 1 ship, maybe a bit less.

I know midline isn't known for its universal slots (although the Wayfarer has 2 universal out of 6 mounts), but they field all weapon types in generally pretty evenly mixed numbers (Eagle, Falcon have same number medium energy/ballistic, Conquest has 2 ballistics per side + 2 large missiles, etc).  And as far as flexibility and ability to do different things (but not at the same time!) universal slots are a potentially interesting option.  And other than <Redacted> I don't think we have any vanilla ships with a large universal?

So in summary, the Onslaught's identifiable traits are its armor, forward TPCs, and charging in.  The Paragon's traits are its crazy shields and long range.  The midline could have be lots of flexibility in loadout choice.  Customize via fighter bays and large universals.
Title: Re: Midline Capital Brainstorming
Post by: SCC on October 24, 2020, 06:46:35 AM
Having the core of the ship be large universal turrets sounds interesting.
Title: Re: Midline Capital Brainstorming
Post by: Megas on October 24, 2020, 06:59:19 AM
If the next midline ship is big and slow like Paragon, then it should focus on long-range weapons.  Fighters, missiles, and Gauss Cannons.

Quote
Also do we all keep forgetting that the Odyssey still exists? Or is it just me? This capital would also need to be different to that ship (which is also one of the most distinct ships in the game, what kinds of ship does it actually match as it's a hightech without looking like a hightech.)
Odyssey is simply an extra large Shrike that is highly encouraged to constantly move and brawl up close thanks to Plasma Burn.  For this updated playstyle, seems like escort fighters would be more useful than traditional roaming fighters.  Odyssey does not need fighters to fight like a Shrike (although unlimited Sabots from escort Longbows are handy).

I would imagine a midline capital with few fighter bays like Odyssey would probably try to stand-off pummel enemies with superior firepower from longer (but not too long) ranges.

You can go 3x tachyon lance and mimic a paragon, or two autopulse and a hellbore to mimic a Onslaught, or 2x Hammer Barrage + Locust to mimic a Legion, or maximum defense with 2x Paladin + 1x Devastator, or go offensive with HIL + 2x Mark IX.  Combine with 3 fighter bays or so and reserve deployment.  Aim for 55-60 DP total package.  You now have an end game capital that fulfill many different combat rolls (long range support via missile/Gauss, close range brawl with plasma cannons, long range soft flux,  etc), but only one at any given time.  3 larges is roughly what an Onslaught has pointed forward, is less than the Paragon's 4 forward, is roughly what a Conquest can bring to bear on 1 ship, maybe a bit less.
Assuming Alex did not change things about bays, giving the new capital at least three bays will make it cower like a dedicated carrier, which is not good if I want a brawler.  It would also be counted as a carrier for fleet doctrine.  If it gets three bays, might as well give it whatever it needs to play long-range support well, like more fighter bays and/or lots of large missile mounts for Hurricane MIRV spam.
Title: Re: Midline Capital Brainstorming
Post by: CoverdInBees on October 24, 2020, 07:04:13 AM
Pretty sure that depends on which tags it gets for ai behavior and role, not on how many bays it's got.
Title: Re: Midline Capital Brainstorming
Post by: pairedeciseaux on October 24, 2020, 07:37:28 AM
if we're already allowing things like Large Energy + Large ballistics (High Intensity Laser + Mark IX or something)
^^^
I'm still wondering about this.

There are compromises to be found between flexible and constrained. We want fun, interesting and varied gameplay as long as it is not game breaking. Right?

3 large universal allows 3 large missile launchers, which is a lot of firepower (3*2*4000 = up to 24K HE per volley using 3 Cyclone Reaper Launchers).

Even with constrained weapon types, in the initial specs 2 large ballistic + 1 large energy allows:

(+ medium ballistic guns on front facing hard points)

Are those OK?

Some references (only looking at large slots),
Spoiler
Paragon has 4 converging large energy.

Pandemonium capital ship from the Diable Avionic mod went from 4 converging large hybrid to 2 converging large hybrid in a major update released earlier this year.

Victory capital ship from Ship&Weapon Pack mod has 4 large ballistic each pointing in a different direction and where at most 2 of them converge, in addition to 2 built-in burst HE large ballistic pointing forward. So it's front facing firepower is like 4 large ballistic, but flexible only on 2 of them.
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Title: Re: Midline Capital Brainstorming
Post by: FooF on October 24, 2020, 08:01:04 AM
As I understand the Midline doctrine, it's a heavy dose of Ballistic with a few Energy thrown in. There are a few exceptions (i.e. Sunder) but Midline tends to favor ballistic mounts. The Conquest is still, primarily, a ballistic gunboat.

If the hypothetical Midline Capital had 3 Large Mounts as a main battery, I think you almost have to 1 Large Ballistic in there by default to gel with the doctrine. Now, if you had 1 Large Ballistic, 1 Large Energy, and 1 Large Universal, I think that gives it the versatility it needs without getting too far out of the doctrine. 3 Large Universal slots is tremendous versatility but then you get analysis paralysis. Likewise, my own personal playstyle would probably eschew a Large Missile for a Large Ballistic/Energy most of the time. However, depending on flux stats, the Large Missile may be required to keep overall flux costs down.

The devil is in the details, as has been said. I think flux availability will be the key determining factor as to whether or not a Universal mount is a boon or a trap.

I know we've been talking about a rival to the Paragon but the Midline doctrine, according to the lore, is to get away from lumbering battleships. The Paragon really wasn't ever "supposed" to happen but is more of an engineer's fevered dream. Honestly, I think the route to go is smaller. A pocket battleship, really, that you can have two of for the price of one and can be highly specialized. That's where a Universal mount really makes a lot of sense in terms of making a ship with a strong dose of ballistics, a fair bit of Energy and then a highly variable main armament to fill in where a Conquest can't. If it had a single fighter bay or drone package, I think it would keep it rounded out without overdoing it.
Title: Re: Midline Capital Brainstorming
Post by: Igncom1 on October 24, 2020, 08:15:33 AM
I know we've been talking about a rival to the Paragon but the Midline doctrine, according to the lore, is to get away from lumbering battleships. The Paragon really wasn't ever "supposed" to happen but is more of an engineer's fevered dream.


Thank you! That is also what I've read but at times it feels like I'm talking with TT corporate lackeys about how it's da greatest battleship ever!!! When in reality it was more of a corporate cash in.

It doesn't even really fit the doctrine of TT if I'm honest. It should probably be a SD or hell I'll go there, the Paragon should be a Hegemony ship!!
Title: Re: Midline Capital Brainstorming
Post by: FooF on October 24, 2020, 08:33:18 AM
I'll clarify an earlier comment about going "smaller."

I think it would be kind of cool to have a 28 DP Capital Ship. Kind of like a Falcon or the new Fury in terms of being a "class up" but still not being tremendously more expensive than the class below. What this gives the Light ("Pocket") Battleship is the advantages of ITU/DTU over Cruisers but, of course, they wouldn't be expected to compete with a true battleship. This is where the versatility of Midline kicks in: we'll field one of these plus a Conquest and it will overwhelm your lone battleship plus some. I would see it as a supplement to the Conquest, not an alternative.

I just don't know if the new Champion is basically this already or if the roles would overlap too much.

However, a Light Battleship fits the bill (to me) more than a super-heavy battleship trying to compete with the Paragon.
Title: Re: Midline Capital Brainstorming
Post by: SCC on October 24, 2020, 09:20:58 AM
To me, Conquest is already a pocket Battleship. Or a battlecruiser, I guess. Without being able to lean into armour or shield tanking much, midline can be durable mainly by a combination of speed and long range, or by actually being a size larger (Falcon). Or by winning the flux war with overwhelming firepower. Biggest issue is that we already have Conquest, which is as midline as it gets, so anything less similar to Conquest is also less midline-ish.
I just don't know if the new Champion is basically this already or if the roles would overlap too much.
I was thinking of Prometheus Mk II. I thought it was 28 DP, too, until I checked it's actually 32.
It doesn't even really fit the doctrine of TT if I'm honest. It should probably be a SD or hell I'll go there, the Paragon should be a Hegemony ship!!
Paragon uses energy weapons, has good shield and flux stats, but is slow and long ranged. It's an alternative to Onslaught, not Odyssey. So yeah, basically.
Title: Re: Midline Capital Brainstorming
Post by: Hiruma Kai on October 24, 2020, 09:59:06 AM
if we're already allowing things like Large Energy + Large ballistics (High Intensity Laser + Mark IX or something)
^^^
I'm still wondering about this.

There are compromises to be found between flexible and constrained. We want fun, interesting and varied gameplay as long as it is not game breaking. Right?

3 large universal allows 3 large missile launchers, which is a lot of firepower (3*2*4000 = up to 24K HE per volley using 3 Cyclone Reaper Launchers).

With no other larges slots left.  So no big guns.  Do you run 40 DP Conquests with 2 Cyclone reapers and the other larges empty?  If we're discussing a 60 DP ship, and someone decides to stick 3 large missile racks on it, I don't see a balance issue.  2 of those ships for 120 DP, or 3 Conquests cyclone reaper conquests?

Even with constrained weapon types, in the initial specs 2 large ballistic + 1 large energy allows:
  • 2 Mark IX + 1 HIL
  • 2 Mark IX + 1 Tachion Lance
  • 1 Storm Needler + 1 other large ballistic + 1 Plasma Cannon

(+ medium ballistic guns on front facing hard points)

Are those OK?

Depending on the DP cost of the ship, why not?  Paragon can run 2 Heavy Needlers (range 1600 which is longer range than a Mark IX on any other capital) and 2 Tachylon lances and still have 2 large slots left over.  That is the equivalent of a 1.4 Mark IXs in terms of kinetic DPS + 2 tachyon lances + 2 spare large slots.  Under player fire control you can time the tachyon and needle bursts to be at the same time if you want (6 second versus 6.5 second delay).

Conquest can run Mark IX + Hephaestus.  Sure, HIL or tachyon lance have better armor penetration, but the Hephasestus does hard flux damage that doesn't go away while shield are up and its armor penetration isn't bad.

For midline fleets, you can have HIL sunders mixed in with Mark IX Conquests.  And in player fleets, with a player piloted ship, you can easily combine kinetic firepower of an AI ally Conquest with HIL or tachyon lances on a player piloted Odyssey.  These weapon mixtures aren't impossible on the same side already.  It is good, and efficient, but it doesn't necessarily break balance depending on DP cost and other factors.

I guess I'm saying long range kinetic + explosive mixtures are already a possibility on ships with ballistics.  I always thought the balance consideration to avoid was long range hard flux + high speed, not energy and ballistic mixtures.

As for the examples ships you list, how do they come out balance wise do you feel? I believe the current Diable Pandamonium is 3 fighter bays, 2 hybrid large, 6 medium universal, 3 medium hybrid, 4 small universal, 14 small hybrid and 2 built in large missiles. Those 6 forward mounted, turreted mediums are a lot like 3 large universals in their flexibility. Do people use the 6 medium slots to mount 6 Typhoon reaper launchers, for example.  With expanded missile racks, that is 60 reapers fired 6 at a time, same 24K HE salvo you mentioned earlier.  If so, and if is too good, I guess we'll see them in use in the upcoming tournament.

Using a conversion of 4 smalls to 2 mediums to 1 large, that is like 13 large weapons and 3 fighters.

Compare to the Paragon's 4 energy large, 2 medium universal, 4 medium energy, 4 small missiles and 9 small energy.  Same conversion is 10.25 weapons. 

One might argue the Pandemonium is over gunned at 60 DP between the fighters and weapons.  I can see why they would have downgraded some of the large weapon slots.  Although a lot of other factors come into play like weapon placement and size of the ship.
Title: Re: Midline Capital Brainstorming
Post by: Retry on October 24, 2020, 10:08:55 AM
As I understand the Midline doctrine, it's a heavy dose of Ballistic with a few Energy thrown in. There are a few exceptions (i.e. Sunder) but Midline tends to favor ballistic mounts. The Conquest is still, primarily, a ballistic gunboat.
It's about even, really.

Brawler: Ballistic "boat" with secondary missiles
Vigilance: Half missile, half energy, with a missile ship system
Centurion: Hybrid gun boat, can be basically whatever you want
Monitor: 2 universals, 2 built-in flak.  But really, you get it for the Fortress Shield.
Wayfarer: An eclectic mix of whatever

Drover: 4 missiles, piddling ballistics for PD, fighters.  Fighter/missile boat.
Gemini: 2 Ballistics (often flak), 1 Missile, 1 Fighter bay, and a fighter ship system.  Hybrid Freighter / awful carrier
Hammerhead: Twin Ballistics, some hybrids (but really, we're putting ballistics on those), 2 missiles.  Ballistic ship system.  Yep, obvious ballistics gunboat.
Sunder: Large energy, twin mediums, a few PD ballistics and missiles.  Energy ship system.  Basically an energy Hammerhead.

Heron: Universal medium, buncha small energies, 3 fighter bays.  Carrier dependent on energy PD.
Gryphon: Ballistics mostly for PD, a ton of missile slots, missile ship system.  Missile boat through-and-through.
Falcon: 2 small missiles, 4 small and 2 medium energy turrets, 2 medium ballistic hardpoints.  More energy than ballistics on this cruiser.
Eagle: 2 small missiles, 5 small and 3 medium energy turrets, 3 medium ballistic hardpoints.  Again, more energy than ballistics.

Conquest: Yeah, that's a gratuitous amount of ballistic broadside firepower.  4 large and 4 medium ballistics, plus 2 large missiles to support broadside strikes.  Still energy's contribution isn't to be taken lightly here.  PD is largely left to energy with 8 small slots, and the token 2 medium energies aren't to be taken lightly; put a good ion weapon in those and they can perform well above what you'd expect from a medium slot.



Basically, I don't agree that Midlines are ballistic-centric with the odd energy slots thrown in for good measure.  Combat midlines tend to have roughly half of either, give or take depending on the ship's particular role.
Title: Re: Midline Capital Brainstorming
Post by: Thaago on October 24, 2020, 11:07:18 AM
I enjoy the idea of a "Command" battleship because we don't really have one of those yet. Nav, ECM, and Command Center is is a LOT of OP that can usually be better spent, but could be fun built in.

In terms of balance, I think 40 OP is a good spot to aim for. It should (slowly) lose a 1v1 duel against other battleships, but win if it and the enemy have the same escorting force nearby.

To enable that, what if its ship system was an active buff to all allied fighters and/or ships in the fleet in a decent sized radius? Or an active debuff that stops the Command ship from firing, but also reduces the damage output of a single target by a lot (the idea being that it makes the target much more susceptible to fighter/frigate/destroyer attacks because it can't shoot them down as easily). "Lockdown Jammer" or something.
Title: Re: Midline Capital Brainstorming
Post by: DatonKallandor on October 24, 2020, 11:49:31 AM
I like the idea of a very customizable triple large universal capital a lot. Kind of a "build it yourself" ship that fits into any role you need it to fit in, but sucks at everything else is perfect as the evolution of midline as the hyperspecialized theme.
Title: Re: Midline Capital Brainstorming
Post by: Megas on October 24, 2020, 12:11:06 PM
Another idea:  The dreadnought.  Nothing but large mounts.  Ballistics and missiles for assault, energy for Paladin PD.

P.S.  System could be anti-missile like active flares (or something better) so that any energy mounts it has can be used for assault weapons instead and/or ballistics used for Devastators.
Title: Re: Midline Capital Brainstorming
Post by: Goumindong on October 24, 2020, 01:32:03 PM
Since 0.8a, I would consider Conquest the same as Centurion, Hammerhead, and Eagle.  A generalist.  It is only a battlecruiser in terms of campaign stats.  In combat, Conquest is more like a fast battleship.

What would I like to see for midline capital?
* A carrier (with five or six bays) that specializes into interceptors and fighters like Astral does for bombers.
* A missile boat designed to spam Hammer Barrage or Cyclone Reapers, sort of like the pre-0.7.2 Aurora reborn into Champion, but bigger.
* (EDIT) A bigger Eagle with more and/or bigger guns (and the stats to use them) and two fighter bays.  Sort of like a Star Destroyer from Star Wars.

The proposed Aquila looks okay.  At least it is another ship that can comfortably use high-end ballistics.  As for that system, that looks like a weaker version of the Afflictor's system.

I am not sure an interceptor carrier works at 5 to 6 fighters. It seems like it would almost always be better with fighters because of density. If it didn't have enough OP to fit bombers it would also be a sitting duck once things came close to it. The idea of a bigger Heron kind of make sense thematically but i am not sure how you build it in the current rules.

A missile boat capital for hammers and cyclones seems like something that the LP would have not a mid line carrier. But something designed to launch MIRVs could work

Buuut. You could mix these two together and produce a hybrid of the two.

4 Fighter Bays, 1 Large Ballistic(turret), 2 medium ballistic/energy(turret), 4 small ballistic/energy(turret). 3 Large Missile(1 turret, 2 hardpoint[one forward, one rearward]). Fast Missile Racks (OR) Interceptor Protocols (fighters go faster for a set amount of time) , Expanded Missile Racks Built in, Heavy Missile Integration built in. (OR!) Fighter Integration built in (Fighters/Interceptors -10 OP)

Uni-directional broadside, like half a conquest. ZERO guns on the backside like a Legion.  Its got very low dissipation, like 400 base, but decent capacity, 1.0 omni shields and conquest quality armor. It goes slightly faster than the conquest at 55. Enough to maybe keep up but not if the conquest is burning all the time.

Its going to look like a kitchen knife(with a much smaller handle). With the broadside line of guns on the front wedge, and the rear spine having the fighter bays and one of the missile launchers. The blade of the knife will curve around a bit in front of the handle, which is here the majority of the command grebles and small turrets and engines go. All of the turrets will be significantly recessed from the front of the ship to give a good amount of armor protection to the turret HP. Its quite low on OP because its expected to fit fighters and missiles, and the missiles/fighters are cheap. Maybe 150 to 200 at the very most.

Its ideal fight is in the mid range where it can just touch the edge of its large ballistic and keep pressure up with the fighters. Enough to rain down squall and then mirvs into hull when shields break. It synergizes well with the conquest since the conquest can both protect its backside but also put out a lot of hurt as they circle the field and things get into range.
Title: Re: Midline Capital Brainstorming
Post by: FooF on October 24, 2020, 02:30:25 PM
Another idea:  The dreadnought.  Nothing but large mounts.  Ballistics and missiles for assault, energy for Paladin PD.

P.S.  System could be anti-missile like active flares (or something better) so that any energy mounts it has can be used for assault weapons instead and/or ballistics used for Devastators.

I'm kind of keen on this, too, though with the caveat that there would be some token small mounts scattered throughout. If it was 4 Large Universals and 4 Small Energy on the sides/rear, you'd have a ship that is a Capital-Killer but has major drawbacks against smaller foes. Perhaps only 2 of the Large Mounts are turreted and the other two are hardpoints.

@Retry

Good write-up. However, for the Eagle/Falcon, the Ballistics not only out-range the Energy mounts but they tend to be the primary damage dealers. On a numerical level, sure, there are more Energy than Ballistic mounts but the very layouts of the ships tells you that the hardpoint ballistics are the primary damage dealers (set forward and the whole ship has to point toward the target). The Energy weapons in the middle of an Eagle, for example, typically supplement the ballistics, not vice versa (i.e. 3x Graviton or an Ion Beam). All that being said, you can make the Energy weapons the primary loadout but you'll be reduced in range significantly.

Of what I call the "core" Mainline non-carriers (Centurion, Brawler, Hammerhead, Sunder, Gryphon, Falcon, Eagle, and Conquest), 5 derive most of their firepower from ballistic weapons. The Vigilance is kinda of underpowered right now so it's hard to count it but you don't get it for the Energy mount.

But your point is taken. A Midline Capital ought to be able to field just about any kind of weapon roughly equally but the real hallmark of Midline is that you're kind of forced to field all 3 types, instead of just one or two. I suppose that's why Large Universals are appealing on a ship of this caliber.
Title: Re: Midline Capital Brainstorming
Post by: Megas on October 24, 2020, 04:37:28 PM
@ Goumindong:
If I want to focus on interceptors or heavy fighters, I probably need to use Drover or Heron.  I would like a capital-sized carrier for interceptors.  So far, Astral the only capital carrier that can carry as much as two Herons or Mora, but (after the Warthog nerf) Astral's system makes specializing bombers a no-brainer.  However, with Recall Device getting a massive cool down soon, it will not be so cheesy with bombers, and maybe using it to recall interceptors to swarm nearby ships may be useful again.

I do not care too much what launches missiles, although a faction independent design would be preferable.  I would like to have mass-produced ships where mounting Hammers or Cyclone is a good idea.  There are plenty of ships that make good use of Locusts and MIRVs (like Conquest), but currently for Hammer/Cyclone, there is glass cannon Gryphon (too fragile!) and Legion14 (cannot mass produce).

I'm kind of keen on this, too, though with the caveat that there would be some token small mounts scattered throughout. If it was 4 Large Universals and 4 Small Energy on the sides/rear, you'd have a ship that is a Capital-Killer but has major drawbacks against smaller foes. Perhaps only 2 of the Large Mounts are turreted and the other two are hardpoints.
The idea of all big mounts is mount more big guns than other capitals and to force choices.  Use some of them for PD, or use all of them for assault and rely on shields and possible ship system for anti-missile.  To make it more gimmicky, make all of the mounts Hybrid or Universal to force the ship to use those heavy weapons and not undergun them with various medium weapons.

If there are small mounts here and there, the ship is much like other ships.

Also, make this dreadnought powerful enough to be worth at least 50 DP.
Title: Re: Midline Capital Brainstorming
Post by: FooF on October 24, 2020, 08:03:23 PM
I had to-reread some earlier posts because I missed some details:

1.) I think I've warmed up to the idea of having multiple drone batteries instead flight decks. We already have a battle carrier in the Legion and as one earlier poster said, its hard to get both combat skills and carrier skills. A drone-type system eliminates the need to heavily invest in carrier skills while retaining the "interceptor/fighter" aspect that is missing from current carrier types. Honestly, I'd say just give the ship 3 pairs of Terminator Drones and call it a day but Terminators just don't "fit" aesthetically with Midline ships.

2.) A lot of people are clamoring for another battleship, virtually on par with the Paragon (50-55 DP). I think the OP idea is around that tier with a few changes:

Change the Large Energy to a Large Missile.
Change the 2 Large Ballistic to 2 Large Universals.
Increase DP to 50.
Decrease to Burn 7
Increase OP to 350
Increase hull to 15,000
Increase Flux Dissipation to 1000
Increase Flux Capacity to 20,000
Removed flight decks but added 3 Not-Terminator Drone wings

Ship System: Battle Command - While active, all allied craft (including the Command Ship, but not Fighters) receive a 10% damage buff and take 25% less damage to armor. Generates 250 hard flux/sec. 2 second cooldown. Does not stack. (It makes way more sense to have a radius of effect but then you'd have to show this on the UI. It's cleaner to just to give an overall buff to the fleet.)

Overall, it would be tougher than the Conquest but still nowhere near the Paragon or Onslaught in overall durability. It would also be faster than either of the other battleships (not counting burn drive). In terms of firepower, it is every bit their equal, though much more versatile and would have a much larger missile component than either. It will punch itself out in long-fights, however, but it can use its ship system to take reduced hits to armor as it retreats. Likewise, it can use the ship system to press local advantages against enemies.

Title: Re: Midline Capital Brainstorming
Post by: Megas on October 25, 2020, 07:12:38 AM
Drones will still count as fighters in terms of skills, except you cannot choose what goes into the bays.  Might as well use flight decks to let the player choose what he wants in his bays unless the drones are overpowered or otherwise special.

For some of the current ships, if I want carrier skills, I probably will end up putting that new hullmod that converts bays to storage on those ships where I do not care about their drones (Shepherd) or bays (Colossus 3, maybe double plasma Odyssey).
Title: Re: Midline Capital Brainstorming
Post by: SonnaBanana on October 25, 2020, 07:15:00 AM
Drones will still count as fighters in terms of skills, except you cannot choose what goes into the bays.  Might as well use flight decks to let the player choose what he wants in his bays unless the drones are overpowered or otherwise special.

For some of the current ships, if I want carrier skills, I probably will end up putting that new hullmod that converts bays to storage on those ships where I do not care about their drones (Shepherd) or bays (Colossus 3, maybe double plasma Odyssey).
That hullmod is for ships with built-in wings only, like Shepard and Sunder.
Title: Re: Midline Capital Brainstorming
Post by: Megas on October 25, 2020, 07:23:10 AM
Quote
That hullmod is for ships with built-in wings only, like Shepard and Sunder.
Re-read patch notes and I think "built-in fighter bays" means ships that come with a fighter bay and not one where it gains a bay through a hullmod.  I guess that means Colossus 3 and ships with Converted Hangar cannot use it, but any ship with normal bays like any carrier can use the hullmod.
Title: Re: Midline Capital Brainstorming
Post by: Goumindong on October 25, 2020, 11:05:13 AM
If I want to focus on interceptors or heavy fighters, I probably need to use Drover or Heron.  I would like a capital-sized carrier for interceptors

I know. What I was meaning was that I don’t think you can make a 5-6 deck interceptor carrier with enough OP to do the job while not having it be better with bombers. 40 DP is 2 Herons so if it’s interceptor/fighter only it’s got to have at least 6 and be as fast as a Heron to be as good in a pure fighter role. Which is more or less impossible on a battleship frame.

So I don’t think that is reasonably possible.

The only way to get close would be to fix the fighter wings so nothing else could go in there. And I don’t think a lot of people would enjoy a carrier like that where they could not swap the wings out. Thus why I suggested the missile broadside/carrier ship.

A command ship style could also work but again I think you’re limited here to 4 wings. I also think thematically that a mid-Line command ship should be a cruiser or destroyer because this fits more in line with the mid-lines cruiser doctrine. A modified eagle where the center section is removed and replaced with all the EW/command stuff makes a lot more sense thematically than a battleship

Think about why the PL would field another capital other than the conquest. Their fleet doctrine revolves around being fast and having a malleable line of cruisers. So they’re either going to supplement this or they’re going to fill a hole they cannot normally fill. The hole they cannot normally fill is a line breaker but a battleship line breaker would step on the toes of the Onslaught. And the conquest already kind of does the primary supplement job by providing MIRVs to overloaded enemies. So either a jack of all trades that does that a bit better but has weaknesses... or? The command ship works but the command ship still has the issue that it makes more sense as a cruiser command ship.

That all being said: I really like the spade design that was produced earlier with the conquests engine block. It looks really good. I am not sure on the weapon compliment but the ship itself should look pretty.

If I was going to use that design, irrespective of the mid-line doctrine, I think the ship would look like thus:

1) Central Large Hardpoint spinal mount. Either TPC or universal large(or a unique weapon.. a High Intensity Pulse Cannon)
2) 2 medium energy and 2 medium ballistic turrets flanking the edges, one on each side. The med ballistic would be closer to the center with a 120 degree over lapping arc of about 60 degrees in the center of the ship. The two energy would be near the corner with a 300 degree arc so they overlap like 10 degrees in the front and 20 in the rear.
3) 4 fighter bays on the back side of the diamond, each launching 90 degrees to the spine of the ship (protected from enemy fire)
4) 4 interior small ballistic/energy slots on the diamond (just behind or beside the main Medium batteries), 4 small ballistic/energy slots on the rear engine section pointing backwards.

Not sure on the ship system. Probably HEF. Maybe a phase skip system? Definitely would have a decent omni Shield with a lowish arc... unless it was a phase capital...

Edit: and if it was a phase capital it could work in the line breaker thematic and it would work more reasonably as a command ship (as the primary detriment of a capital command is that it cannot run away when things get bad)
Title: Re: Midline Capital Brainstorming
Post by: Schwartz on October 25, 2020, 01:38:54 PM
I am all in favor of a midline battlecarrier. Fast, effective shield, missiles and a few fighter bays as well as several drone bays. The drones can defend and have high-delay railguns.

Ship system deploys a drone to the target location where it becomes a gun emplacement with regular or twin railguns and a beefy shield. Alternatively, deploys a drone to the target location where it becomes a hard-to-kill EMP emitter for X seconds. A different take on the new Doom ship system mechanic that uses the mouse cursor to place stuff.

A twin to the Conquest which can provide effective escort duty. And yes, nothing over 45ish DP.
Title: Re: Midline Capital Brainstorming
Post by: Retry on October 25, 2020, 01:51:15 PM
Assuming we want to reserve the ship system for something oriented towards support, making an interceptor-focused ship could potentially be as simple as adding a new built-in hullmod (either one to encourage fighter usage, like a buff to fighter wing damage vs other fighters, or one to discourage bombers, like a +50% OP penalty for bomber craft).

I'm currently liking the Command Battle(cruiser) concept, around the 35-40 DP range.  Fast for a Capital Ship, a good chunk of carrier space (say, 3-4 bays), not a lot of large weapon mounts (maybe 3 gun-based ones at most, missile racks may differ).  Performance-wise, should be at a disadvantage in general vs most Capital Ships in a 1v1 with fleet buffing making up for that in fleet battles.
Title: Re: Midline Capital Brainstorming
Post by: CoverdInBees on October 25, 2020, 02:18:19 PM
You can always make a supercarrier attractive to be used with fighters/interceptors through it's ship system. If it's better for them than the Heron's your ship is pretty much automatically viable (as long as the rest of it's stats, like DP and OP, aren't too out of whack)

Don't think it would be too smart to add something like this as long as fighters remain OP while massed though. Then again this hypothetical ship would probably only be added in the version after the next one so that leaves the changes in the current patch notes plus at least one more chance at a balance pass to get them in line.

Having said all that i don't think another supercarrier is the most interesting option anyway :p
(a hybrid, wether with a command component or not, could be interesting though i guess, but idk if you'd want to "force" a ship like that to use fighters/interceptors in the first place)
Title: Re: Midline Capital Brainstorming
Post by: FooF on October 25, 2020, 04:30:39 PM
I know. What I was meaning was that I don’t think you can make a 5-6 deck interceptor carrier with enough OP to do the job while not having it be better with bombers. 40 DP is 2 Herons so if it’s interceptor/fighter only it’s got to have at least 6 and be as fast as a Heron to be as good in a pure fighter role. Which is more or less impossible on a battleship frame.

So I don’t think that is reasonably possible.

The only way to get close would be to fix the fighter wings so nothing else could go in there. And I don’t think a lot of people would enjoy a carrier like that where they could not swap the wings out. Thus why I suggested the missile broadside/carrier ship.

I agree with this. A dedicated carrier that can't use or is disincentivized to use bombers wouldn't actually be able to kill anything, even with 5-6 wings. Even with an improved Warthog, there isn't enough firepower to break through heavy armor. I like the idea of a hive ship or fighter-denial platform but it has to be paired with other modes of dealing damage.

The other side of a super-heavy battleship or carrier is that it would slow down a Midline fleet full of Conquests and below. That's why my initial idea was burn 8. Whereas Low-Tech was already plodding with fuel-guzzling Onslaughts and Legions and High-Tech already had slow Astrals and Paragons, Midline doesn't have a slow warship. I think it's fair to say that it should remain that way. That's why I'm still in favor of a smaller capital, like a command ship or logistic hybrid. The Conquest may very well be the "biggest gun" that Midline has to offer, and that's ok.

I really didn't come into this idea with the expectation to outgun the Conquest but rather to supplement it with an equal-but-different alternative. 

Title: Re: Midline Capital Brainstorming
Post by: Goumindong on October 25, 2020, 06:09:28 PM
Thinking about it more I do like the idea of a high explosive energy cannon on a spinal mount
Title: Re: Midline Capital Brainstorming
Post by: pairedeciseaux on October 26, 2020, 12:27:30 AM
The other side of a super-heavy battleship or carrier is that it would slow down a Midline fleet full of Conquests and below. That's why my initial idea was burn 8. Whereas Low-Tech was already plodding with fuel-guzzling Onslaughts and Legions and High-Tech already had slow Astrals and Paragons, Midline doesn't have a slow warship. I think it's fair to say that it should remain that way. That's why I'm still in favor of a smaller capital, like a command ship or logistic hybrid. The Conquest may very well be the "biggest gun" that Midline has to offer, and that's ok.

I really didn't come into this idea with the expectation to outgun the Conquest but rather to supplement it with an equal-but-different alternative. 

I think this can be achieved from a 45-DP budget (first post in this thread) down to around a 30-DP budget (mid point between Conquest and Eagle). Provided the "fighters + big guns + defense + hullmods + ship system" overall package is consistent with the DP budget.

Imagine combining the firepower from Dominator and Drover in a single ship. Transform the beast into midline-doctrine-abiding battle cruiser. The result shall be close-enough to a burn 8 target midline capital. Then adjust the number and types of big guns, other guns, fighter bays, and resulting DP budget.

One thing to keep in mind when looking at Conquest and other 40-DP capitals, is Conquest design trades in substantial defense for a good offensive potential + mobility.
Title: Re: Midline Capital Brainstorming
Post by: Mordodrukow on October 26, 2020, 02:32:03 AM
Quote
Ship system deploys a drone to the target location where it becomes a gun emplacement with regular or twin railguns and a beefy shield. Alternatively, deploys a drone to the target location where it becomes a hard-to-kill EMP emitter for X seconds. A different take on the new Doom ship system mechanic that uses the mouse cursor to place stuff.
Nice idea. I just thought about the same but instead of turret we create energy shield bubble. Just an obstacle in space. But such system looks like high tech, so, for midline ship yours look better.
Title: Re: Midline Capital Brainstorming
Post by: Megas on October 26, 2020, 06:50:18 AM
I really didn't come into this idea with the expectation to outgun the Conquest but rather to supplement it with an equal-but-different alternative.
That would mean one that favors energy weapons (Sunder vs. Hammerhead), missiles (bigger Champion), or some fighters (few like Odyssey or many like Astral).  For swift, ballistic power, Conquest is already good enough for what it does.

If there is another capital that uses primarily ballistics, and there should be another because Conquest being the only ship that can comfortably use HAG/Mjolnir/Gauss/Storm is kind of lame, then there should be something that sets it apart from Conquest.  Conquest is already good enough for fast ballistic bruiser.

A super Sunder with a custom built-in beam weapon stronger than all heavy beam weapons is an idea.  I did not suggest it previously because I want that second capital that can comfortably use high-end ballistics.  Low-tech has dissipation problems (has trouble using anything more demanding than Mark IX), and high-tech will never use heavy ballistics, which leaves midline for high-powered heavy ballistics.  Would like to see a super Eagle (star destroyer expy, with ballistics instead of turbolasers) and/or an over-the-top dreadnought to compete with Paragon (all heavy weapons).

Maybe, there could be a half-Conquest that focused forward.  (We do have Falcon and Eagle, even though Conquest already leans toward the Falcon side.)  Some are annoyed by the broadside nature of Conquest.  Take one broadside and make it point forward, along with the large missiles.  Have some small mounts for burst PD and/or one or two fighter bays.  Maybe call it Kestrel as an obvious nod to Endless Sky (where it is an easter egg there) or the game it originally came from.
Title: Re: Midline Capital Brainstorming
Post by: Schwartz on October 26, 2020, 08:47:58 AM
Artillery beam ship is another cool idea. Fast to get into position, then locked to slow or no movement while the beam charges up and fires. Sort of like that Templar ship, except bigger and a little less omgscary.
Title: Re: Midline Capital Brainstorming
Post by: FooF on October 26, 2020, 01:14:38 PM
I wouldn't mind a built-in weapon but they can be tricky and, iirc, Alex said he wants them to be super rare. A Super Sunder is what I originally proposed for what would become the Champion. Of course, better ideas prevailed. A large artillery piece would be something quite different. Something you bring along to fight stations and whatnot. If it also had fighters for long-range assault, it could be balanced around being quite squishy if engaged directly.

A Super Eagle what I intended the OP ("Aquila") to be. An Eagle mixed with a Heron except upsized. It's not a wedge, though. Personally, a giant flying wedge is a little too much like a Star Destroyer but the Spade idea wasn't bad, earlier. I'd prefer the width to be a bit wider but otherwise, it's a good a shape. I'd kind of like to see a capital Sigma turned on its side as an inspiration, too.
Title: Re: Midline Capital Brainstorming
Post by: intrinsic_parity on October 26, 2020, 01:16:30 PM
My experience with big built-in weapons (mostly from mod ships) is that they tend to really limit loadouts because a ton of the ships value is tied up in them and you have to build around them.
Title: Re: Midline Capital Brainstorming
Post by: Gothars on October 26, 2020, 02:04:45 PM
I enjoy the idea of a "Command" battleship because we don't really have one of those yet. Nav, ECM, and Command Center is is a LOT of OP that can usually be better spent, but could be fun built in.

In terms of balance, I think 40 OP is a good spot to aim for. It should (slowly) lose a 1v1 duel against other battleships, but win if it and the enemy have the same escorting force nearby.

To enable that, what if its ship system was an active buff to all allied fighters and/or ships in the fleet in a decent sized radius? Or an active debuff that stops the Command ship from firing, but also reduces the damage output of a single target by a lot (the idea being that it makes the target much more susceptible to fighter/frigate/destroyer attacks because it can't shoot them down as easily). "Lockdown Jammer" or something.

I really like the idea of a proper command ship, too. It's hard to make it lead to fun gameplay, though. Shooting things directly will just always be more fun than making others better at shooting things, imo.

Mh. How about a special ability "Synchronized Battle Line":
Ships that escort you line up to both your sides and follow your movements as best they can, like drones with fixed positions. They get a huge range bonus to their non-pd weapons, but can only fire them when you fire, and only aim them at your target.

There, blurring the lines between shooting things yourself and making others better at it.
Title: Re: Midline Capital Brainstorming
Post by: Wyvern on October 26, 2020, 02:44:15 PM
A thing I think would be an interesting trick for a command ship / light battleship? Having a larger-than-normal zero-flux speed boost (presumably from built-in hullmod).

One of the important things (for me) for a player ship is having the mobility to get to the right part of the fight; it's one of the reasons I tend to end up favoring cruisers with mobility systems. And while in the current game this sort of boost to zero-flux speed might lead to problematic beam-kiting loadouts, I believe the ability to maintain zero flux boost at low flux levels is going away...
Title: Re: Midline Capital Brainstorming
Post by: Alex on October 26, 2020, 03:15:25 PM
A thing I think would be an interesting trick for a command ship / light battleship? Having a larger-than-normal zero-flux speed boost (presumably from built-in hullmod).

One of the important things (for me) for a player ship is having the mobility to get to the right part of the fight; it's one of the reasons I tend to end up favoring cruisers with mobility systems. And while in the current game this sort of boost to zero-flux speed might lead to problematic beam-kiting loadouts, I believe the ability to maintain zero flux boost at low flux levels is going away...

Ohhh, this is a very solid idea! For example, the Paragon's range boost is less to do with making it difficult to kite (it's already got the capital-grade bonus to range, anyway), but more about increasing its effective influence on the battle - it's slow, but with extra range, it needs to go less far. So, yeah, "being able to get around" is a key concern for battleships.

But, hmm - the Navigation skill has an elite effect where you get the zero-flux bonus so long as the ship isn't generating flux, so, it can be non-zero, and that might be too powerful combined with this. Perhaps the bonus could depend on the flux level - maxed out a flux 0, and none at 50%+ or thereabouts. Frame it as "diverting all power to engines" or some such...
Title: Re: Midline Capital Brainstorming
Post by: FooF on October 26, 2020, 03:27:48 PM
I like that idea, too, as long as we're not talking about a ship that's Paragon-tier doing it. It begs the question why other ships can't seem to duplicate the system (is there a malus attached?) Whereas the Conquest has this mobility almost on command (Maneuvering Jets has a lot of uptime), this ship has to be a little more intentional. I do like the idea of the extra boost being on a gradient.

Title: Re: Midline Capital Brainstorming
Post by: Alex on October 26, 2020, 03:41:33 PM
I like that idea, too, as long as we're not talking about a ship that's Paragon-tier doing it. It begs the question why other ships can't seem to duplicate the system (is there a malus attached?)

I'm not sure what you mean - this could be asked about any built-in hullmod, right? E.G. "why can't other capitals install an advanced targeting core", etc...

... and, actually, I wonder if a generally installable hullmod that does this - with a hefty OP cost - could be interesting. Probably would be too good, though, since mobility is just so strong.
Title: Re: Midline Capital Brainstorming
Post by: Megas on October 26, 2020, 03:45:15 PM
But, hmm - the Navigation skill has an elite effect where you get the zero-flux bonus so long as the ship isn't generating flux, so, it can be non-zero, and that might be too powerful combined with this. Perhaps the bonus could depend on the flux level - maxed out a flux 0, and none at 50%+ or thereabouts. Frame it as "diverting all power to engines" or some such...
Generating flux is everything that is not moving.  Player cannot shoot, cannot raise shields, cannot send fighters.  All that does is save the player the need to vent first before charging forward.  Seems more like a convenience power to get to the fight faster.

If anything, this seems like a downgrade compared to what we have now, which is already underwhelming.
Title: Re: Midline Capital Brainstorming
Post by: SCC on October 26, 2020, 03:46:28 PM
I really doubt Alex will add a ship with a built-in weapon. The modularity of ships is the real deal.

I really like the idea of a proper command ship, too. It's hard to make it lead to fun gameplay, though. Shooting things directly will just always be more fun than making others better at shooting things, imo.
To my knowledge, the idea of command ship is that you put it on autopilot and open the tactical map. So long it provides the correct bonuses, it's of no importance what that ship is exactly. I can one issue of making that ship come with built-in Operation Command and the like, though, that being that people who like that style of gameplay will feel that using anything but that command ship suboptimal, since it's the only ship they don't have to waste OPs on getting Operation Command on. I'm not sure how much worth is my opinion, letting someone else do the krumpin' is not my cup of tea.

A thing I think would be an interesting trick for a command ship / light battleship? Having a larger-than-normal zero-flux speed boost (presumably from built-in hullmod).
I find this thought bizarre. Command ship, of all ships, is the ship that doesn't have to go anywhere, because its primary purpose is to make the player less concerned about what's happening to his ship and more what's happening to his fleet, and the flagship is not the entirety of the fleet. It will help stand the ship out nevertheless.
Title: Re: Midline Capital Brainstorming
Post by: Alex on October 26, 2020, 03:49:52 PM
I'll say, I wasn't thinking of this potential hullmod as specifically for a command ship - rather, it's a really interesting tool that could make a battleship - not a battlecruiser! - without a mobility system or extreme range "work".
Title: Re: Midline Capital Brainstorming
Post by: Wyvern on October 26, 2020, 04:04:44 PM
But, hmm - the Navigation skill has an elite effect where you get the zero-flux bonus so long as the ship isn't generating flux, so, it can be non-zero, and that might be too powerful combined with this.
Huh. I did not know about that, and yeah, having that work in tandem with a significant increase to the zero-flux boost would be potentially problematic.

It's kindof a weird skill bonus, actually; I can see that being very gameable for ships like the Conquest - stop firing & turn off shields for just a moment, go zip, re-activate shields when in new position. Not something I think the AI will be able to get much use out of, comparatively, but the way elite skill bonuses work that should be perfectly okay.

(As opposed to the current skill bonus, which I find to be very useful for the AI, especially in combination with top-tier shield skill; if you can keep up the zero-flux boost & dissipate small amounts of hard flux with shields on, then suddenly it's much less of a problem that AI ships will sometimes keep shields up when they really shouldn't.  Unfortunately, the current implementation also leads to degenerate beam-kiting variants, which are presumably not a desired outcome.)
I find this thought bizarre. Command ship, of all ships, is the ship that doesn't have to go anywhere, because its primary purpose is to make the player less concerned about what's happening to his ship and more what's happening to his fleet, and the flagship is not the entirety of the fleet. It will help stand the ship out nevertheless.
Huh. I guess that is a valid definition of a 'command ship', but it doesn't fit the definition I was going for. I see a 'Command Ship' as something that's meant to, one, be more fleet support than direct front-line slug-it-out battleship... and, two, is meant to be a good player ship. The ability to get around the battlefield quickly is useful for both of those roles; hard to support other ships if you can't get to where they are fast enough.
Title: Re: Midline Capital Brainstorming
Post by: Hiruma Kai on October 26, 2020, 04:08:53 PM
I tend to agree that mobility abilities (zero-flux speed boost) don't strike me as command oriented.  Player ship oriented perhaps as players tend to be able to judge position and situations better, but in my mind that is not quite the same thing as command ship (especially for AI fleets).  Distinctly different speed AI ships often times just means the first arrivals are picked off before the main force arrives.

At the end of the day though, it starts sounding like a Conquest with its maneuvering jets or an Odyssey with its Plasma Burn.  Both of those systems are usable to get you where you are going faster.  Or even Burn drive, good at getting you to a problem area and bad at getting you away from it.  Admittedly, as a hull mod, it does open up the possibility for another ship system like reserve deployment or some other more capital themed ability.

To me, a command ship sounds like something with operations center, ECM Package and Nav Relay built in.  On a capital +5% is literally half the unskilled cap - not sure how it works out with 0.95a skills though.  But including those "free" outside of the normal OP budget would get the feel across.  At that point you have a ship benefiting the entire fleet simultaneously from anywhere.

If it has fighter wings, then you get into the weird interaction of sending fighters out interfering with 0-flux bonuses (by design normally).  If it doesn't have fighter wings, but is a mid-line capital with a mobility bonus or theme, it begins to sound like a Conquest.
Title: Re: Midline Capital Brainstorming
Post by: Retry on October 26, 2020, 04:54:31 PM
I really like the idea of a proper command ship, too. It's hard to make it lead to fun gameplay, though. Shooting things directly will just always be more fun than making others better at shooting things, imo.
Well, a command capital ship would still be armed, even if not to the extent of a Paragon.  We're still talking about a presumably 35-45 DP warship, investing all that DP into one vessel just to have it sit back away from the action is unlikely to be optimal, or even a good idea.  (Also, some of us do enjoy playing in a "support" role...)
Quote
Mh. How about a special ability "Synchronized Battle Line":
Ships that escort you line up to both your sides and follow your movements as best they can, like drones with fixed positions. They get a huge range bonus to their non-pd weapons, but can only fire them when you fire, and only aim them at your target.
Honestly, sounds excessively complex, both for the player to understand and manage (and the AI, presumably), and just to code in general.  You'd need to burn a Command Point on an escort order for it to even work (even if the tactical circumstances don't warrant it), you'd almost certainly have to design your designated escorts from the ground up to work well with the system, there's a ton of room for the AI (or player) to mess up and get one of their escorts destroyed instead of doing whatever they're trying to do thanks to the escort's limited mobility and even more limited firing targets... I just don't see it working very well.

Something simpler and more general (and more command-y flavor) would likely save a lot of headaches, both for the developer and the player.
Title: Re: Midline Capital Brainstorming
Post by: FooF on October 26, 2020, 04:59:56 PM
Well, to be fair, no one is saying that the ship in question has to be a "command ship:" it was just the original idea.

Here's my beef with mobility systems: they're everywhere and personally, I don't find them all that exciting. Yet, full disclosure, my favorite ships to pilot are Aurora and Odyssey because they're so nimble! Likewise, I can't deny that capitals (of all classes) probably need mobility systems the most. That's why a hullmod that increases mobility but doesn't take up a ship system is appealing to me. It frees up the ship system to do something, dare I say, more creative.

As to what defines a command ship, I think the term is loose enough that if you built-in a few hullmods (like Op. Center and/or ECM), it could be a full-fledged whatever and still be called a "command ship." I personally wouldn't want to pilot a ship that doesn't do anything except buff nearby ships. I've never liked playing support classes, tbh. I wouldn't expect a capital ship, especially one that eats a ton of DP, to be relegated to support. It needs to be a front-line fighter with a small dose support. Anything less wouldn't be fun to pilot (in my opinion, of course!).

I do agree with Hiruma Kai, though: if you give a Midline brawler a mobility bonus/system, you're overlapping roles with the Conquest. I feel that whatever this ship is, it needs to be considerably different. Dreadnaught, Artillery, Command, Logistics, or Carrier (Interceptor-Heavy or Hive ship) have been brought up. Those are distinct enough categories that you wouldn't compete with the Conquest (or existing capitals).
Title: Re: Midline Capital Brainstorming
Post by: Goumindong on October 26, 2020, 08:56:02 PM
A thing I think would be an interesting trick for a command ship / light battleship? Having a larger-than-normal zero-flux speed boost (presumably from built-in hullmod).

One of the important things (for me) for a player ship is having the mobility to get to the right part of the fight; it's one of the reasons I tend to end up favoring cruisers with mobility systems. And while in the current game this sort of boost to zero-flux speed might lead to problematic beam-kiting loadouts, I believe the ability to maintain zero flux boost at low flux levels is going away...

Ohhh, this is a very solid idea! For example, the Paragon's range boost is less to do with making it difficult to kite (it's already got the capital-grade bonus to range, anyway), but more about increasing its effective influence on the battle - it's slow, but with extra range, it needs to go less far. So, yeah, "being able to get around" is a key concern for battleships.

But, hmm - the Navigation skill has an elite effect where you get the zero-flux bonus so long as the ship isn't generating flux, so, it can be non-zero, and that might be too powerful combined with this. Perhaps the bonus could depend on the flux level - maxed out a flux 0, and none at 50%+ or thereabouts. Frame it as "diverting all power to engines" or some such...

If you’re content with it being the ship special ability

Engine Flux Shunt

Activate to set flux dissipation to zero(you can still use shields and guns but it all adds to soft flux 100%) but add 50/100 speed.

I don’t like this on a new midline capital because like... it’s a midline Capital we are designing and they already have the mobility focused conquest. It doesn’t make sense from a fleet design perspective. (And neither does a capital command ship).

This is kind of why I proposed line breakers/finishers. The PL has a malleable line but it doesn’t have a lot of ways to punch holes in an enemy line once they get shields down. (Besides gryphons). So this is the natural path that design would dictate (hence the center mounted high explosive energy weapon with charges proposed, or the interceptors with heavy MIRV/squall support)


@SCC. Whether or not command ships should be mobile depends on the fleet spec. The main thing is that a command ship not be lost. So a command ship for the hegemony could be a brick on the assumption that it’s so strong the enemy will not crack it. But a command ship for the PL needs to be mobile in order to keep up with the cruiser doctrine and so as to not be caught and killed as the line moves.

Title: Re: Midline Capital Brainstorming
Post by: Alex on October 26, 2020, 09:16:17 PM
Hmm. In my mind, having a built-in hullmod that provides out-of-immediate-combat mobility to the ship does not make it compete with the Conquest, whose mobility system is on-demand and quite useful in direct combat - to turn quickly, back off, etc. It's still useful outside combat too, of course, but for a battlecruiser, the defining feature of the ability is its in-combat use, which lets it dictate engagements.

For example, if you had this kind of hullmod on an Onslaught, would that make it into a battlecruiser, mobility-wise? And would that make the Conquest obsolete? It doesn't seem like it - the kind of run-and-gun you can do with the Conquest just doesn't seem possible with this hullmod alone.
Title: Re: Midline Capital Brainstorming
Post by: SonnaBanana on October 26, 2020, 09:30:09 PM
Based on my previous suggestion, I propose a fleet support carrier.

Title: Re: Midline Capital Brainstorming
Post by: Goumindong on October 26, 2020, 10:54:04 PM
Hmm. In my mind, having a built-in hullmod that provides out-of-immediate-combat mobility to the ship does not make it compete with the Conquest, whose mobility system is on-demand and quite useful in direct combat - to turn quickly, back off, etc. It's still useful outside combat too, of course, but for a battlecruiser, the defining feature of the ability is its in-combat use, which lets it dictate engagements.

For example, if you had this kind of hullmod on an Onslaught, would that make it into a battlecruiser, mobility-wise? And would that make the Conquest obsolete? It doesn't seem like it - the kind of run-and-gun you can do with the Conquest just doesn't seem possible with this hullmod alone.

Well I am less concerned with the onslaught having it since the Onslaught is not midline and not in the PL fleet doctrine unless it was good enough to make the Onslaught just better.  Overlap or competitiveness across fleet styles makes sense(so long as a secondary aspect of a style does not dominate a primary aspect of the other). Hegemony need line setters and PL need line setters so each having one is fine unless they both set lines in the same way. So having a more mobile line backer type ship for the hegemony (IE one that goes to reinforce a point of the line that starts to be weak) makes sense and doesn’t step on the toes of each doctrine. (As an example the Monitor is probably this ship for the Hegemony. It’s not that fast but it’s still frigate fast. So it can get to a point on the line that is breaking and eat some fire to hold until real reinforcements come.

But Overlap within a fleet style starts to raise some eyebrows*. Why was the ship designed if it’s so similar to another version of the same ship? If they’re at roughly the same DP and are both the mobile fire support one will tend to just be better. If them doing the mobility in a different way is enough to provide space for each having a unique role in the fleet doctrine then this is OK. But I suspect that it won’t, not at the same DP. Maybe if the conquest goes true battlecruiser 30-35 DP and this goes true battleship 40-45 maybe(or reverse). But both at 40? It’s a hard sell.

Like, for a command ship I would just prefer a 30 DP eagle or gryphon that had battleship hull classification and the same weapon profile as a falcon/gryphon. Sure it’s 8 DP more than an eagle but it’s got battleship EW and battleship range. Worth bringing one and not more than one

So for a mod line battleship I want something that provides a different role than the conquest, not just something that gets around in a different way. And I am skeptical that this can be done on a similar DP budget.


*i think the legion has this issue as a result of its burn drive. It wants to be like a line backer or line setter while the onslaught is a line breaker. But it’s got a forward mobility system and has a hard time relocating around the line. If it had mobility jets it would fit it’s role a lot more since it could more easily slide around the line to hold where that was necessary. Or if it had a damper field it could be an anvil. With with mobility jets I don’t think it steps on the conquests toes. I tend to think the Mora is just a straight up better Legion at the moment. You get 6 fighters/40 DP and you get damper field to be a rock against.
Title: Re: Midline Capital Brainstorming
Post by: Schwartz on October 26, 2020, 11:29:02 PM
The trouble with a command ship, as was pointed out, is that the Conquest makes a great command ship already. It's very fast. It's squishy, meaning you're fine with it not taking the front line. It can afford range super cheaply thanks to ballistics integration. And it can punch hard at range. I guess all that's left would be to put a command ship hullmod on it, and we have these already.

I'm fine with the concept, but a sister ship to the Conquest would have to be different to most of the above. Fighter / missile loadout is one idea. Lending bonuses to ships in range (think "aura") is another.
Title: Re: Midline Capital Brainstorming
Post by: TaLaR on October 27, 2020, 04:13:09 AM
For example, the Paragon's range boost is less to do with making it difficult to kite (it's already got the capital-grade bonus to range, anyway)...

Imo, ATC is absolutely critical for Paragon. Energy weapons have shortest hard flux range and soft flux is relatively easy to tank.
Before ATC introduction Onslaught could easily defeat a Paragon using just TPCs. Or even a Dominator with 2xGauss, as long as Paragon wasn't in full beams+optics build.
Title: Re: Midline Capital Brainstorming
Post by: Megas on October 27, 2020, 05:42:50 AM
Re: Legion
Burn Drive is a liability for AI that wants to hang back.  They try to retreat, burn forward, then die.  If I am piloting Legion, I want Burn Drive (especially against sub-capital targets) because I build Legion to brawl like an Onslaught.

Re: ATC
Paragon without it was a joke after lances lost their 2500+ range.  Dominator flagship with 900 range heavy weapons (and 1000 range Maulers/HVD) could win Flawless Victory against it  (Tank lances with shield, unload everything between lance shots).  Dominator was probably the only cruiser I could solo the simulator with during 0.7 releases.  Eagle could safely attack Paragon, but lacked the firepower to kill it before running out of PPT.  Meanwhile, Onslaught was the godship during that time.

Back on topic...
Another idea:  A super Brawler.  Take the main module from the midline battlestation and turn it into a ship.  Its gimmick?  Overwhelming firepower in one direction.  Idea for special:  Much faster rotation, but using it builds up flux.  Lame? Probably.
Title: Re: Midline Capital Brainstorming
Post by: Gothars on October 27, 2020, 06:31:21 AM
Another theme that would be interesting and very fitting with the upcoming changes: A planetary invasion capital ship for performing big scale raids. It would have a (capital grade!) ground support package, large crew compartments and fuel tanks and a hullmod that increases planetary bombardment efficiency. It would also be relatively sneaky, i.e. have a low sensor profile to reach planets without having to fight all its patrols. In combat there would be different options, but a long range bombardment vessel that's good against stations would make a  lot of thematic sense.
Title: Re: Midline Capital Brainstorming
Post by: Megas on October 27, 2020, 06:44:39 AM
Another theme that would be interesting and very fitting with the upcoming changes: A planetary invasion capital ship for performing big scale raids. It would have a (capital grade!) ground support package, large crew compartments and fuel tanks and a hullmod that increases planetary bombardment efficiency. It would also be relatively sneaky, i.e. have a low sensor profile to reach planets without having to fight all its patrols. In combat there would be different options, but a long range bombardment vessel that's good against stations would make a  lot of thematic sense.
Onslaught and Legion are halfway there already, with plenty of extra personnel capacity.  Just give them the raider hullmods and a bit more fuel capacity, and call it a day.  (I already use Onslaughts as troop transports when I bring thousands of marines to steal items from Sindria.)

Legion kind of reminds me of the Ur-Quan Dreadnought.

However, Onslaught/Legion being the only capitals that are somewhat raider capable might be a bit dull.  If the new midline capital turns out to be a big battleship, dreadnought, or massive command ship, being able to siege planets with it would be nice too.
Title: Re: Midline Capital Brainstorming
Post by: Megas on October 27, 2020, 07:53:59 AM
Thinking about command ship more, maybe give Legion a built-in Operations Center hullmod for free.

Conquest could use it too if want someone want to kite with it.  (I tend to take Conquest to the front line to brawl and use its mobility either to swap sides with one side loses weapons, or to have both sides firing at the same time.)
Title: Re: Midline Capital Brainstorming
Post by: Thaago on October 27, 2020, 10:44:55 AM
Based on my previous suggestion, I propose a fleet support carrier.

  • Poor hull, armor, shield. Good burn, maneuverability and speed, on par with a cruiser
  • Less weapons than Astral. 5-6 hangers. System is Apogee's Active Flares but launches far more flares over a wider area
  • Low DP and maintenence. Fuel efficient.
  • Plenty of built-in hullmods. Recovery Shuttles, ECM, Nav Relay, Operations Center are mandatory. May also possess Salvage Gantry and/or Ground Support Package

I think this could work. In terms of role, there's a pretty big hole in the carrier lineup between the Heron and the Astral, especially as the Astral is very bomber inclined. The Legion is definitively a Battlecarrier considering it can run good guns and a full fighter/missile load, so this one would need to fall into the more lightly armed 'carrier' role.

With no fighter boosting system, at 6 wings it is directly competing with 3 Condors in terms of fighter effectiveness (with an inherent boost from the wings staying/repairing as one, and only taking 1 officer), so it has to be a 'light' unit in terms of DP.

Important Stats:
Burn 8: this is a light capital that fits with the midline "theme" of "cruiser school" and can keep up with the Conquest.

35 DP/maintenance: it has superior fighter count to the Legion, but worse armament and defense.

Built in hullmods: As in the quote.

Armament: Light, but on 'theme'. I'm thinking a gun package similar in strength to the Falcon in terms of balance, but using a Large ballistic. So, how about 1 large ballistic hardpoint, 2 medium energy turrets, a ring of small energy (6?), and a few small missile mounts (2?). Lack of medium/larger missiles is a distinct disadvantage for a carrier that wants to hang back, but this level of armament at least lets it kill lone destroyers that go after it. Some builds probably won't use all the mounts but thats ok.

OP: (20+2*10+8*5+6*15 + bonus)~ 200 OP? Distinctly less than a Legion at 260, but its also only 35DP and has fewer (and smaller) weapon mounts. This would def need play/build testing to really work out.

Speed: 40. Equivalent to a Conquest but no mobility system and slower than an Onslaught + burn drive. I disagree with the quote on this, because I strongly feel that carriers have to be catchable by things that can kill them.

Fuel use: Applying the harsh capital class penalty to the light role and DP count, I think 8 F/LY puts it in the right ballpark. If more of an exploration theme, lower the cost.

Title: Re: Midline Capital Brainstorming
Post by: intrinsic_parity on October 27, 2020, 12:13:24 PM
I think 40 speed is too low for a ship with weak weapons and weak defenses. It either needs higher speed (than 40) and bad defenses, or average defenses and low speed.
Title: Re: Midline Capital Brainstorming
Post by: Retry on October 27, 2020, 05:54:10 PM
I don’t like this on a new midline capital because like... it’s a midline Capital we are designing and they already have the mobility focused conquest. It doesn’t make sense from a fleet design perspective. (And neither does a capital command ship).
Very strongly disagree.  From an in-game perspective, Capital-grade ships receive the largest bonus from ECM and Nav Relays, and Capital Ships also have the greatest PPT of all the classes, all of which are ideal characteristics for a command flagship.  (If the Operations Center is not built-in, then Caps tend to make the best flagships anyways, both due to PPT issues and that Caps have the highest OP available, while Operations Center costs a flat 30 regardless of size).

It wouldn't be hard at all to write some fluff as to why cruiser-doctrine school of thought came up with a Command Battlecruiser, no more so than the Conquest.
Title: Re: Midline Capital Brainstorming
Post by: FooF on October 27, 2020, 06:47:35 PM
You could still have a command capital smaller than a Conquest, yet still put up a fight against Cruisers. Combine the "Command" aspect with the Logistic portion of an earlier idea of mine and you'd really have a jack-of-all-trades. It could fight, command, and haul supplies/fuel (and probably getting into Galaxy-Class Enterprise territory).
Title: Re: Midline Capital Brainstorming
Post by: SonnaBanana on October 27, 2020, 10:28:18 PM

I think this could work. In terms of role, there's a pretty big hole in the carrier lineup between the Heron and the Astral, especially as the Astral is very bomber inclined. The Legion is definitively a Battlecarrier considering it can run good guns and a full fighter/missile load, so this one would need to fall into the more lightly armed 'carrier' role.

With no fighter boosting system, at 6 wings it is directly competing with 3 Condors in terms of fighter effectiveness (with an inherent boost from the wings staying/repairing as one, and only taking 1 officer), so it has to be a 'light' unit in terms of DP.

Important Stats:
Burn 8: this is a light capital that fits with the midline "theme" of "cruiser school" and can keep up with the Conquest.

35 DP/maintenance: it has superior fighter count to the Legion, but worse armament and defense.

Built in hullmods: As in the quote.

Armament: Light, but on 'theme'. I'm thinking a gun package similar in strength to the Falcon in terms of balance, but using a Large ballistic. So, how about 1 large ballistic hardpoint, 2 medium energy turrets, a ring of small energy (6?), and a few small missile mounts (2?). Lack of medium/larger missiles is a distinct disadvantage for a carrier that wants to hang back, but this level of armament at least lets it kill lone destroyers that go after it. Some builds probably won't use all the mounts but thats ok.

OP: (20+2*10+8*5+6*15 + bonus)~ 200 OP? Distinctly less than a Legion at 260, but its also only 35DP and has fewer (and smaller) weapon mounts. This would def need play/build testing to really work out.

Speed: 40. Equivalent to a Conquest but no mobility system and slower than an Onslaught + burn drive. I disagree with the quote on this, because I strongly feel that carriers have to be catchable by things that can kill them.

Fuel use: Applying the harsh capital class penalty to the light role and DP count, I think 8 F/LY puts it in the right ballpark. If more of an exploration theme, lower the cost.
Agree with most of what you say but 35DP for 5-6 hangars is too cheap. It should at least be 40.
Title: Re: Midline Capital Brainstorming
Post by: DatonKallandor on October 28, 2020, 03:58:47 AM
Well if active flares an option for mid-line systems now, then clearly the most supporty Ship System is this:

Mine Strike, but you deploy bursts of active flares with it.
Title: Re: Midline Capital Brainstorming
Post by: Goumindong on October 28, 2020, 01:20:28 PM
I don’t like this on a new midline capital because like... it’s a midline Capital we are designing and they already have the mobility focused conquest. It doesn’t make sense from a fleet design perspective. (And neither does a capital command ship).
Very strongly disagree.  From an in-game perspective, Capital-grade ships receive the largest bonus from ECM and Nav Relays, and Capital Ships also have the greatest PPT of all the classes, all of which are ideal characteristics for a command flagship.  (If the Operations Center is not built-in, then Caps tend to make the best flagships anyways, both due to PPT issues and that Caps have the highest OP available, while Operations Center costs a flat 30 regardless of size).

It wouldn't be hard at all to write some fluff as to why cruiser-doctrine school of thought came up with a Command Battlecruiser, no more so than the Conquest.
My point was mainly related to mobility/defense/damage. You could always make a ship be treated as a capital for the purpose of ECM/Nav relay.(and even then its only what, 1%?) And PPT while it tends to get higher for larger ships doesn't have to be. The "capital" designation is just a descriptor that can be set and does not really enforce anything about the ship except how it treats different hull mods. The main issue is that a command ship kind of has to be... uhh weaker? than a similar ship of its deployment points in terms of raw DPS/defense. And as a result would be very vulnerable in a mobile cruiser focused fleet doctrine if it were a "true battleship" or "true battlecruiser" in terms of mobility/damage/defense. At least thematically imagine you have a ship that is roughly as maneuverable as a conquest but hits and defends like a 30 DP ship, what happens to that ship when the cruiser line of eagles responds by backing up because that is what the eagles are supposed to do as a stronger enemy advances? Well the command ship dies. And thematically if this is our command ship... we have lost the engagement regardless of whether or not we "win" in the end because all our important people bit it because they were on the command ship that exploded. And as a result we need our command ship to be at least as mobile as those eagles.

So i would not be opposed to say a 25 or 30 DP "capital" that had the exact same mobility/defensive stats as an eagle with the same weapon profile as a falcon at 155+ Ordinance Points(and we could make all the slots universal or do other things to give it a bit more unique-ness to it like give it an omni shield or a 360 degree shield or make it have a phase system for mobility or what not.). This is a capital in function for ECM/Nav/ppt but is otherwise a cruiser in terms of the mobility stats we care about. And we can give it those mobility stats because its not bringing capital level firepower (though it would have capital level range!). And were likely to only ever bring one because the extra DP cost is significantly higher than the firepower it does bring.

Does this make sense?
Title: Re: Midline Capital Brainstorming
Post by: Hiruma Kai on October 28, 2020, 01:56:07 PM
While a ship in the 30-35 DP range could be made interesting, its not the most pressing concern for the midline group of ships, and harder to differentiate from current cruisers.  They've already got the most combat cruisers of any tech level at 5. Falcon, Heron, Gryphon, Eagle, Champion.  High tech has 4 (Fury, Apogee, Aurora, Doom) and low tech only 3 (Dominator, Mora, Venture?). Midline doesn't need another sub-capital or light capital right now.  Low tech does.  Midline already has  a lock on mobile cruiser doctrine with its current ships.  And if you really want a command midline light capital/cruiser, you can do that with hull mods.  Take a Conquest, put Nav Relay and ECM package.  That makes it slightly weaker 1 on 1 compared to other Conquests and boosts your entire fleet.  Or slap them on a Heron.

The current build space above 40 DP is completely high tech.  Odyssey, Astral, Paragon.  I really feel if you're going to add another midline ship, it clearly be well into the capital category and gives a little balance between the current fleet line ups, as opposed to having all the heavy weights in one faction and the majority of mid weights in another faction.
Title: Re: Midline Capital Brainstorming
Post by: Goumindong on October 28, 2020, 02:08:07 PM
But like... that is what the fleet doctrine and role structure demand?

I am fine with another capital for mid line but why would midline design a super ship? What does it do for them? How does it fit into their fleet doctrine?

Its totally fine that the 40DP+ set is entirely high tech. It makes perfect sense that TT would be building expensive passion projects with weird uses cases so that their CEOs could go fly around in the biggest baddest/fastest thing in the galaxy as an ego boost. High tech also has the most expensive DP cruisers, destroyers, and frigates. Its not a mistake its a design philosophy. What would cause the Persean league to adopt that?

Title: Re: Midline Capital Brainstorming
Post by: Igncom1 on October 28, 2020, 02:12:25 PM
I could see the PL adopting a defensive tank ship to shield their carriers, but can't necessarily deal much damage on it's own.

Like some older dreadnought or reverse/german battle-cruiser design that has a cruiser levels of fire power with a lot of mediums, but battleship levels of armour/hull/shields defensive capability. Possibly even decently fast too if it's fire power is just sub-par.

Like a paragon, but with half the fire power.
Title: Re: Midline Capital Brainstorming
Post by: Grievous69 on October 28, 2020, 02:15:44 PM
While a ship in the 30-35 DP range could be made interesting, its not the most pressing concern for the midline group of ships, and harder to differentiate from current cruisers.  They've already got the most combat cruisers of any tech level at 5. Falcon, Heron, Gryphon, Eagle, Champion.  High tech has 4 (Fury, Apogee, Aurora, Doom) and low tech only 3 (Dominator, Mora, Venture?). Midline doesn't need another sub-capital or light capital right now.  Low tech does.  Midline already has  a lock on mobile cruiser doctrine with its current ships.  And if you really want a command midline light capital/cruiser, you can do that with hull mods.  Take a Conquest, put Nav Relay and ECM package.  That makes it slightly weaker 1 on 1 compared to other Conquests and boosts your entire fleet.  Or slap them on a Heron.

The current build space above 40 DP is completely high tech.  Odyssey, Astral, Paragon.  I really feel if you're going to add another midline ship, it clearly be well into the capital category and gives a little balance between the current fleet line ups, as opposed to having all the heavy weights in one faction and the majority of mid weights in another faction.

Agree with everything here. And actually I wouldn't even count Venture as a proper combat cruiser, so low tech progression basically goes from 9 DP Enforcer straight to tough cruisers at 20-25 DP and then another 15 DP gap until you get to capitals. Midline truly has enough ships that aren't capitals.

I apologise since this isn't the thread for it but it would be nice to have a low tech ship that doesn't have Burn drive, Luddic Church could use something unique for example. It's the only gap I truly feel is lacking. More capitals is always nice tho. And if it's really going to be a midline one, I really don't think another 40 DP ship would shake things up all that much, unless it's wildly unique. Paragon needs competition.
Title: Re: Midline Capital Brainstorming
Post by: SafariJohn on October 28, 2020, 02:20:04 PM
45-50 DP frontline carrier could be interesting. Tough shields, weak armor, 4-5 wings, 35-40 base speed, and 2-3 large mounts. Maybe a Romulan warbird-style shape. Basically an Eagle-like Legion evolution.
Title: Re: Midline Capital Brainstorming
Post by: Hiruma Kai on October 28, 2020, 02:29:49 PM
But like... that is what the fleet doctrine and role structure demand?

I am fine with another capital for mid line but why would midline design a super ship? What does it do for them? How does it fit into their fleet doctrine?

Its totally fine that the 40DP+ set is entirely high tech. It makes perfect sense that TT would be building expensive passion projects with weird uses cases so that their CEOs could go fly around in the biggest baddest/fastest thing in the galaxy as an ego boost. High tech also has the most expensive DP cruisers, destroyers, and frigates. Its not a mistake its a design philosophy. What would cause the Persean league to adopt that?

I guess I'm looking at it from a game play perspective instead of a lore or fleet doctrine perspective.  Lore exists to support game play, not the other way around.  The game isn't out, and the cruiser lore can be changed by editing the flavor text on some ships (with appropriate apologizes to David and Alex).  I know writing isn't easy, but I believe it is easier than designing a balanced and fun gameplay experience.  Or it can be a Sindrian Diktat fever dream perhaps, with plans stolen by the League.  Who knows.

And if 40+ DP capital is a super ship, then so be it, although I'd argue in the case of the Odyssey that it is not quite true.  The reason we're discussing this at all is because midline has a single 40 DP ship.  So the entire discussion is predicated on the fact midline doesn't have enough high DP ships.  Its swimming in cruisers already, which makes it hard to differentiate from yet another cruiser-ish ship you'll see in Persian League or Sindrian Diktat fleet lineups.  For me, an expensive ship is going to likely be different and thus potentially more interesting to fly with or against. 

A Tri-tach fleet with two paragons is a different experience from two Dooms, two Odysseys or two Astrals.  Whats the difference for the player fighting another new midline cruiser compared to the current cruiser lineup?  What is going to make the player think this is a different situation than just facing Eagles, Herons and Conquests?
Title: Re: Midline Capital Brainstorming
Post by: Igncom1 on October 28, 2020, 02:32:04 PM
Give it a big old tractor beam!

That'll be a new experience in hell when you can't run away!
Title: Re: Midline Capital Brainstorming
Post by: Megas on October 28, 2020, 02:39:29 PM
Agree with everything here. And actually I wouldn't even count Venture as a proper combat cruiser, so low tech progression basically goes from 9 DP Enforcer straight to tough cruisers at 20-25 DP and then another 15 DP gap until you get to capitals. Midline truly has enough ships that aren't capitals.

I apologise since this isn't the thread for it but it would be nice to have a low tech ship that doesn't have Burn drive, Luddic Church could use something unique for example. It's the only gap I truly feel is lacking. More capitals is always nice tho. And if it's really going to be a midline one, I really don't think another 40 DP ship would shake things up all that much, unless it's wildly unique. Paragon needs competition.
Maybe a light cruiser for low-tech, which probably means Dominator gets moved from low-tech pack to an elite singleton.  Maybe an extra large Mudskipper 2 or half Dominator.

I just want another ship besides Conquest, preferably one that is not broadside, that has the dissipation to properly support high-end ballistics.  A big ship with lots of big guns (maybe on par with a battlestation), or an overpowered 60 DP battlestar that has full battleship stats (like a 40 DP capital) plus some fighters (at least two bays, probably more) or something else special and powerful that is useful at making things dead.
Title: Re: Midline Capital Brainstorming
Post by: Goumindong on October 28, 2020, 03:40:30 PM
Well. The hegemony uses some "mid-tech" in their doctrine(falcons, gryphons). There is overlap there. But there isn't overlap the other way. So less of an issue really. Cruiser school is pre-collapse after all
Title: Re: Midline Capital Brainstorming
Post by: CoverdInBees on October 28, 2020, 03:48:42 PM
Since most people seem to tend to something that is a bit jack-of-all-trades-ey (including the "command ship" proposals), what do you all think of something akin to the Tyrant from Vayra's sector?

I don't generally tend to like mod ships (or weapons) and my playthroughs with the various mods i've tried didn't tend to last long but this ship was an exception. 2 fighter bays, iirc 3 overlapping big turrets/hardpoints (ballistics and iirc a composite), reasonably nimble for a capital, not bad but not great in most other stats.
Basically a light-ish battleship, but heavier than a battle cruiser. IDK if it's classified as midline in the mod but it definetly feels pretty midline.
Title: Re: Midline Capital Brainstorming
Post by: FooF on October 28, 2020, 07:54:57 PM
Another suggestion:

Super Brawler flying wing. Built around the Dampener Field and the aforementioned 0-flux boost hullmod. 40 DP, roughly equivalent stats to a Conquest (tad slower, tad more armored, slightly worse flux stats, 8 burn). Would be more of an anvil and much harder target that draws fire but doesn't have that much more firepower than a Conquest. Trades maneuverability for being a damage sponge. Much more straightforward than a Conquest, though, and much less vulnerable from the rear relative to its Low-Tech counterparts. Shields would be like an Eagle in coverage. 1 Large Missile (hardpoint) flanked by 2 Large Universal turrets. 2 Small Universals would also face forward for whatever role you want them as. 2 Medium Ballistics toward the tips would provide near 360 degree coverage. 4 Small Hybrid in the back give some protection (more mounts could be added here). Finally, 2 Medium Missile and a single Fighter bay give some versatility.

Basically, the other side of the coin of the Conquest: still hits pretty hard with good-not-great flux stats but can't escape. Just weathers the storm. Kind of a balance between offense and defense but not particularly great at either. Very versatile, though. Mounts and whatnot up for debate.

(https://i.imgur.com/UNF6iPW.png)
Title: Re: Midline Capital Brainstorming
Post by: DatonKallandor on October 29, 2020, 07:17:53 PM
Only problem is targeting, shields and collision avoidance gets weird when you have ships with an extreme shape like that.
Title: Re: Midline Capital Brainstorming
Post by: TaLaR on October 30, 2020, 04:07:58 AM
Yeah, the less circular a ship is, the more wonky it's in combat.
At some point a Conquest was near immune to Devastator shots from side because they proximity triggered too far from actual hull (and even now shooting Conquest's side is very inefficient).
Title: Re: Midline Capital Brainstorming
Post by: FooF on October 31, 2020, 07:25:06 AM
The shape of the ship notwithstanding (which is never final anyway), does the overall purpose/design of the ship make sense? I.e. Damper Field on a Capital with decent firepower? I know that Damper Field, prior to being nerfed on the Mora, was considered...annoying...to fight previously. Would a Capital ship with even more armor and HP, and much more offensive firepower be OP or just be a slog to fight? Or, is an anvil for Midline a specialization worth pursuing?

If not the Damper Field specifically (though it makes a lot sense to me: why reinvent the wheel?), a defensive system paired with good firepower screams "generalist" to me. Of course, this is predicated on the boost to 0-flux boost hullmod, otherwise the ship would be too slow to be "fun." (I can't remember, does Damper Field generate flux to use? If it didn't, and the new 0-flux boost is dependent on not generating flux, you could use Damper Field to activate the speed increase. That's a weird mobility/defensive maneuver but I kind of like it, if in fact it works).
Title: Re: Midline Capital Brainstorming
Post by: Tartiflette on October 31, 2020, 07:50:11 AM
Torchships and Deadly Armaments (http://fractalsoftworks.com/forum/index.php?topic=17856.0) finally got its midline capital. I went for a Battle-carrier design, presented as a compromise between the "cruiser school" and the old "ship-of-the-line" strategies. It is reasonably quick on its feet and more than decently armed (5 fighter decks, 1 large ballistic turret, 1 large missile hardpoint, 3 medium energy turrets, 2 medium ballistic turrets all converging to the front, and a bunch of small hybrid turrets for defenses) but it is quite brittle and requires an escort to not get overrun by small ships. Overall it's an overgrown Heron that isn't as infuriating to catch.

(https://i.imgur.com/9AHmsYQ.png)

I feel that a proper battleship might be a tad out of line for midline, so if they should get a second non-carrier capital ship I would go for a "fleet enhancing" one. Something that is a great support for wolf packs of Hammerheads and Eagles: missile heavy, built-in ECM and Nav hullmods, and finaly either a single large mount weapon with a wide arc or a cluster of medium ballistic ones.
Title: Re: Midline Capital Brainstorming
Post by: FooF on October 31, 2020, 09:13:54 AM
That's a good looking ship, Tartiflette! What's the ship system?

(Also, re: the earlier Flying Wing design: surely it's no wider than the Battle Wall from the same mod. I presume it works, right...? :) )
Title: Re: Midline Capital Brainstorming
Post by: dauntasa on November 01, 2020, 12:53:47 PM
If "command ship" is one of the archetypes that people want, I've got an (possibly bad!) idea.

Now that player fleet size is a soft-cap, you could have a ship with a built-in hullmod that increases the fleet-size cap but also force deploys it into every fight and prevents reinforcement(and maybe provides some other fleetwide debuffs) if it's retreated or destroyed. Call it the Fleet Coordination Supercomputer or something along those lines. It could also passively provide small situational buffs to ships which are given orders(slightly increased speed for ships given the retreat command, increased shield efficiency for escorts, etc.) to give it more of a command ship feeling.

As for the ship itself, I'd say that a durable but undergunned capital would be appropriate, so that it doesn't need constant babysitting but also wouldn't want to be on the front line and would be in serious trouble if it found itself up against an enemy capital or a group. Something that needs backup but can also live long enough to get it.
Title: Re: Midline Capital Brainstorming
Post by: Amazigh on November 02, 2020, 12:13:17 PM
An idea for a ship system that'd (imo) really sell the "command ship" vibe:
Sensor Relay (better name pending)
All allied ships including this ship within 1000su Gain a +40%/+30%/+20%/+10% range bonus based on hull size.
Generates soft flux while active based on the number of ships affected.

I'm thinking that it would work best as a togglable ability with no duration, the flux cost would act as the limiting/balancing factor.
The flux generation would mean that if you use this system when surrounded by a whole bunch of allies, then you'll potentially not be able to fire your own weapons by merit of the flux that you'd be generating by buffing all your allies, but in exchange all your buffed allies would be able to deal damage more reliably.
This is a system that shines best when you are being supported by smaller ships, as the smaller a ship is the bigger range buff that it will receive, thus allowing frigates/destroyers to more safely engage cruisers/capitals. Truly something that fits the "personality" of a Command Ship.
And as it is self affecting, even operating solo this ability would act as a minor range buff in exchange for a minor flux drain.
The range of the buff is something i'm unsure on, i put 1000 as a placeholder, as it seems like it might be enough, but a longer range might be required for this to be a good system that's worth using.


For a ship to mount this on, in terms of weapons i'm thinking:
1-2 Large Ballistic turrets (to give it some solid long reaching direct firepower)
4? medium energy/ballistic turrets. (at least 2 of these set with wide arcs, to make them appealing as PD mounts)
1-2 Large Missile Hardpoints and 4? medium missile hardpoints/turrets (as the ship may be using a lot of flux keeping its ship system online, having a solid selection of missile mounts to fall back on would make sense)
6-8? Hybrid? Turrets (arrayed to give wide PD coverage, but not well oriented for use as frontal weaponry)

So overall, somewhat passable ballistic/energy direct fire capability, but somewhat slanted towards missiles for as it's main offense.
Title: Re: Midline Capital Brainstorming
Post by: Retry on November 03, 2020, 03:43:25 PM
Potentially terrible idea: Have absolutely no missile slots on the Command Ship and generally limited firepower, but give it Quantum Disruptor (like on the Harbinger).  No missiles to fully exploit the one-second vulnerability gap it can create, but with others in its fleet, especially those with a good chunk of missile slots themselves (like a Gryphon, or a Conquest), can make massive holes with that opening.

Also would have a secondary function as a sort of anti-Phase cap, since Quantum Disruptor can pull them out of Phase.  It'd be nice to have an anti-phase ship that isn't itself a phase ship.
Title: Re: Midline Capital Brainstorming
Post by: FooF on November 03, 2020, 04:20:03 PM
Potentially terrible idea: Have absolutely no missile slots on the Command Ship and generally limited firepower, but give it Quantum Disruptor (like on the Harbinger).  No missiles to fully exploit the one-second vulnerability gap it can create, but with others in its fleet, especially those with a good chunk of missile slots themselves (like a Gryphon, or a Conquest), can make massive holes with that opening.

Also would have a secondary function as a sort of anti-Phase cap, since Quantum Disruptor can pull them out of Phase.  It'd be nice to have an anti-phase ship that isn't itself a phase ship.

The only thing I don't particularly like about this (and was a problem with my original ship system idea) is that I don't think it would be particularly fun to be able to create an opening for allied ships that a.) may or may not be there, b.) may or may not have an AI that recognizes the opening and/or, c.) have a capital-grade ship be almost completely reliant on support to get kills.

If we're spending the credits, logistics, and DP to field a capital (especially with the new fleet-weightings next patch), I think it should stand to reason that an expensive ship that can create openings like that ought to also be able to capitalize on them: i.e. it isn't terribly undergunned relative to its equal weight in DP. If we had a command ship of 40 DP, I'm not saying it should be the equivalent of a Conquest in firepower but it should have other attributes that make it roughly equivalent. Also remember that if a capital ship has a Quantum Disrupter-esque system, it doesn't have a mobility system, defensive system, fighter system, etc. It's going to be a sitting duck in most circumstances so a Quantum Disruptor, in addition to its own firepower, needs to give it some kind edge over the other capitals that can turtle up, burn drive/maneuvering jet out, etc. A ship with that kind of system will have to be either naturally tough, naturally fast, or naturally hard-hitting so it can punch its way out. Otherwise, it would simply be too vulnerable and not "worth it" to field.

Title: Re: Midline Capital Brainstorming
Post by: Retry on November 03, 2020, 09:00:16 PM
Potentially terrible idea: Have absolutely no missile slots on the Command Ship and generally limited firepower, but give it Quantum Disruptor (like on the Harbinger).  No missiles to fully exploit the one-second vulnerability gap it can create, but with others in its fleet, especially those with a good chunk of missile slots themselves (like a Gryphon, or a Conquest), can make massive holes with that opening.

Also would have a secondary function as a sort of anti-Phase cap, since Quantum Disruptor can pull them out of Phase.  It'd be nice to have an anti-phase ship that isn't itself a phase ship.

The only thing I don't particularly like about this (and was a problem with my original ship system idea) is that I don't think it would be particularly fun to be able to create an opening for allied ships that a.) may or may not be there, b.) may or may not have an AI that recognizes the opening and/or, c.) have a capital-grade ship be almost completely reliant on support to get kills.
We'll probably not agree on this case; that sort of ship sounds both unique and fun for me.  Given that I often play with fairly sizeable battle sizes (and wouldn't really deploy capital-grade ships if the opposing fleet was trivially small), A and C aren't really a problem for me.  (On B, think you have the order flipped here, AI seems trigger-happy enough that you can kinda pick "when" to disrupt such that their outgoing fire has the greatest effect.  The time frame is a bit narrow for the ships to fire after the disruption, in general)

While I'm fine with the big lone front-liner type of gameplay for a short while, I much prefer supporting roles.  There's not many Starsector ships that do that.  Monitor, kinda-sorta, if you consider Fortress Shield trolling as a support role at least.  Pure carriers?  Eh, slightly closer than lineships, but fighters are more like very long-ranged weapons than support, especially Bombers.

Basically, yeah, I realize you don't care too much for support roles.  As such, you will not find a more support-oriented ship to be fun for yourself.  However, consider that most of roster is already well-stocked with ships well-suited for frontline non-support playstyles of all sorts of variations.  In Capitals alone, there's the Onslaught, Paragon, Legion, Conquest and Odyssey.  Maybe the Pirate and LP Capitals count too, if you're fine with low-end converted logistics warships.

If the goal was to make a ship that was fun for FooF, it'd be a failure, yes.  But I don't think the goal should be to have every ship be enjoyable for every person, and I don't think that's actually achievable anyways.  More important, I think, is that every player have at least some ships that appeal to their playstyle.  As such, I believe that the game as a whole would benefit more from a support-oriented ship than another frontline duel-oriented "racehorse", if that makes sense.

If we're spending the credits, logistics, and DP to field a capital (especially with the new fleet-weightings next patch), I think it should stand to reason that an expensive ship that can create openings like that ought to also be able to capitalize on them: i.e. it isn't terribly undergunned relative to its equal weight in DP. If we had a command ship of 40 DP, I'm not saying it should be the equivalent of a Conquest in firepower but it should have other attributes that make it roughly equivalent. Also remember that if a capital ship has a Quantum Disrupter-esque system, it doesn't have a mobility system, defensive system, fighter system, etc. It's going to be a sitting duck in most circumstances so a Quantum Disruptor, in addition to its own firepower, needs to give it some kind edge over the other capitals that can turtle up, burn drive/maneuvering jet out, etc. A ship with that kind of system will have to be either naturally tough, naturally fast, or naturally hard-hitting so it can punch its way out. Otherwise, it would simply be too vulnerable and not "worth it" to field.
I was attempting to be conservative in my suggestion.  The reason I prefaced it with "potentially a terrible idea" is because giving another ship the Quantum Disruptor ship system comes with a lot of implications.

(I'm thinking of a fairly swift battlecruiser with at least 2 Large Mounts + smaller guns, if it helps.)

Specifically, this part:
Quote
Also remember that if a capital ship has a Quantum Disrupter-esque system, it doesn't have a mobility system, defensive system, fighter system, etc. It's going to be a sitting duck in most circumstances so a Quantum Disruptor, in addition to its own firepower, needs to give it some kind edge over the other capitals that can turtle up, burn drive/maneuvering jet out, etc.
I think you're severely under-estimating the utility of the Quantum Disruptor here.  It isn't a mobility system, it's an anti-mobility system.  In the right circumstances it is a defensive system.  In the right circumstances it's also an offensive system.

Onslaught burn driving straight at you?  *zap*, burn drive's gone and you can quickly slink away.  Two Onslaughts burn-driving towards you?  *zap* the further one and help your fleet eat at the poor Battleship you've stranded.  Conquest or a cruiser with Maneuvering/Plasma Jets trying to run away?  *Zap*, they just lost their ship system and you'll have them in your sights for quite a bit longer.

Got something with Accelerated Ammo Feeders or High Energy Focus with their sights on you?  *zap*, they not only lost their focus, but you have a second of breathing room (in addition to no-shield striking room).  The Time-Shifting ability ship (or ships, in modded) going berserk?  Same thing.

Fully-shielding paragon getting on your nerves, or really any large ship with huge shield arcs?  *zap*, they're now not only completely vulnerable for a full second, they have to spend quite a bit of time to get their shields back up, and will be vulnerable to anything on the flanks in the meantime.  Notice an air wing going for a bombing run?  *Zap* the target just before the missiles reach the shields.  Same thing, but the target just activated a damper field?  It matters not, *zap* the field away.

Quantum Disruptor is potentially an extremely flexible and powerful ship system.  That's why I specifically said no to missiles, and why I thinkthe weapons should be kept conservative on the first draft if the "cap with Disruptor" thing is to be pursued: being able to force its own Reaper Torpedos or Hurricane MIRV (or even "just" a Tachyon Lance burst) seems unlikely to be balanced.