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Messages - JDCollie

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256
Suggestions / Re: Suggestion for a new class of early game ship
« on: April 04, 2012, 12:11:59 PM »
I would be kinda cool to have a destroyer size vessel that sports greatly improved speed and maneuverability but is only able to mount large numbers of PD weapons.

Kinda puts all your anti-fighter eggs in one basket, but at least it would be a angry and powerful basket...

257
Suggestions / Re: Stationary locational shields/Fixed shields
« on: April 04, 2012, 12:09:02 PM »
I think it would be very cool if we could customize the shield loadout directly, as currently can be done with weapon systems.  (shields would have "generator" points to manage their loadout. Some of the ordinance modifications would need to be shifted over to the generator loadouts.)


I would have several kinds of options available under two headings: Core Shields and Shield Mods

Core Shields:
This determines what shield type the ship is using, Fixed or Omni. The core shield slot would be one hardpoint; the shields you could fit there would be dependent on your generator capacity and ship size.

Omni shields would be more powerful, sporting better damage:flux ratios and fuction just as they do now.

Fixed shields would cover a very wide angle, have worse damage:flux ratios, and would be slightly more expensive in generator usage.


Shield Mods:
Here is where there would actually be differences from the current game.

Directional shields: Shields like the OP suggested. They would be pre-tuned to a specific shield arc and would not turn regardless of the core shield type. They would also use generator resources and could not be activated or deactivated independently.

Directional shield radius would be slightly smaller than that of an OMNI shield, so if your core OMNI shield were covering the same arc, it would take the hit rather than the direction shield.

The number of Directional shields you could have would be limited only by the available hardpoints and shield generator resources on a given ship.

Auxiliary Generators:
Provides additional shield resources. (Increase generator point cap) This would allow stronger Core shields to be mounted, or additional shield mods.

Directed Flux Buffer:
Improves the damage:flux ratio for a specific damage type while taking a slight penalty to other types. Only one type of these could be mounted on a ship, though you could have more than one of the same type.  I.E., you could make you shields much stronger against kenetic damage, while being more vulnerable to the other types of damage.




Just a few thoughts anyway :P

258
I've been using heavy machine guns to positive effect on my first Enforcer class destroyer.  5x heavy machine guns, 4x Salamander missiles, and augmented engines seem to be a pretty potent combination.

259
Suggestions / Re: Flux Cannon
« on: April 04, 2012, 11:42:54 AM »
Cool idea, not sure if it's possible to balance it.

If it does enough damage to be functional then you get to keep shooting when otherwise you could not.

If it does not do enough damage you waste points on weapon(s) that don't do anything.

If it vents flux faster then what are vents even for?

If it vents flux slower it's useless and you might as well vent.
If I were making it, I would say that it would vent your flux slower (.7 speed) than normal venting, but would have the side effect increasing flux on the enemy ship (it would inflict about 50% of the flux vented should you hit your opponent the entire time.) I would have it inflict 0 damage unless the enemy is overloaded, in which case it would inflict energy damage at ~10% of vented flux.


I would still have it not allow other weapons fire or shields, it wouldn't stop until venting is complete, and would have 400 range, but it would provide a alternative option to conventional venting which could potentially give you a significant advantage.


It wouldn't just be flux vented directionally, but rather a tight dispersal energy dump. I would probably call it a "Flux Lash" or something...  ;D


The downsides is that you would be vulnerable for much longer, lose a weapon slot, and need to be very close to use it. For some people though, I think it would be a very viable weapon.  If it were really that hard to balance, make it an 'either - or' option. Either you can have a Flux Lash or normal vents, not both.

260
Suggestions / Re: Starbases - Protect objectives in battle
« on: April 04, 2012, 11:32:49 AM »
I would expect heavy OMNI shields, massive PD mounts, and some very heavy (and slow tracking) weapon mounts (either a new weapon class, or the mounts give a significant range and huge damage bonus at the cost of most of their tracking speed.)

You would have a structure that would be very hard to bomb, and very difficult to tank, but fairly vulnerable to faster strike vessels.

261
General Discussion / Re: [Q] Ground Combat
« on: April 04, 2012, 11:23:39 AM »
from what i have seen it apears that you will be able to set up outposts and tech mining opperations
I certainly hope so; I would really like to see expanded financial options. (I don't mind blowing stuff up for cash, but some harvesting and trading options would be cool)

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