Re: What might you want to see in the new update?
Posted: Wed Dec 18, 2013 4:14 am
Here are several ideas I have, and of course, some of these may require % or time tweaks for balance, but I think that I have at least a reasonable starting point for these to work reasonably well and balanced.
- Type C ships with racial weapons that function similarly as the Osprey's Artillery Beam as far as power and charge time go, but with a racial flair.
Examples: Zoltan Overshield Recharger: Re-establishes the Zoltan's 5pt ablative shield during combat.
Engi Ion Beam: Similar to the Artillery Beam, but does Ion damage instead of physical. OR Engi Nano Repair Bots: Repairs 1 system damage to every system on the ship (provided they have sustained damage)
Rock Massive Missile Launcher: Effectively the same launcher as the Rebel Flagship, does not use missile ammo
Mantis Combat Psych Pulse: For 10 seconds, all of your crew gains +50% damage in personal combat
Slug Telepathic Stun Pulse: 5 or 10 second psychic stun of all crewmembers on the enemy ship (including your own crewmembers if you have boarded the enemy ship!), effectively makes all enemy ship systems unmanned for 5 or 10 seconds. On-board drones (board, anti-pers, repair) still function normally, though.
- Type C Ships (Scout Class) that have an inherent evade modifier at the trade off in hull points. If the engine or bridge are disabled for any reason, the evade still drops to 0%.
Example: +10% evade ship that only has 25 hull points, and/or +20% evade ship that only has 15 hull points. This does mean that a ship can have a 73% evade, but its only going to have 15 hull points max for the entire game!
- Double-crewed specific systems on particular ships at the expense of no crew in another, bonuses stack for crewmembers manning the doubled stations.
For instance: A double-crewed Weapons Room (max 38% bonus to weapon charge times) but no crew bonuses or training effects in either the Shield Room, Bridge (still needs to be crewed or to level 2 to allow any evasion bonuses), or Engineering.
I would not suggest having this kind of bridge or engineering modifications on scout ships, unless it's opposite number is the unmanned system, due to evasion then being a possible 78% evade!!!
- System Overload Augmentation: Either a system can be made to work for 20 seconds in combat like it has up 2 points of power more than you have system points (or reactor) purchased normally (up to its max level) or negates all ion damage, but that system takes 1 point of damage immediately with a chance of starting a fire in that room after that 20 seconds are up depending on how you use the system. System Overload has a 30-40 second cooldown afterwards. (when you really need that 3rd shield point for those 20 critical seconds, or if you really need that medbay or teleporter to function at level 3 right now!,) Also, you cannot adjust power levels on the affected system while it is currently overloaded (prevents cheesing the fire chances). Here are examples of how it would work.
Example 1: You have 4 fully powered shield bars normally (2 shield points). You then overload the shield system. For the next 20 seconds you have 6 shield bars fully powered (3 shield points). Once that 20 seconds are up, you lose those 2 bonus shield bars and your shield system suffers a point of damage, disabling the 4th shield bar and dropping you to 1 shield point until its repaired. There is also a 50% (25% chance for every energy point that exceeds the capacity of the system) chance of starting a fire in the shield room when the damage occurs! This also means that a 3rd, 5th, or 7th purchased shield system bar can become potentially (albeit temporarily, and possibly catastrophically temporarily) useful!
Example 2: Again you have 4 shield bars purchased, but in this scenario, you have diverted more power to the engines and only have 2 bars powered. You then overload the shield system. For the next 20 seconds, you have 2 additional power points in the shield system (4 fully powered bars for 2 shield points active). Once the 20 seconds are up, you still damage the shield system by 1 bar, but there is no chance of starting a fire (the system is designed to accommodate the energy being put through it, but the overload causes some critical system malfunctions)
Example 3: You have a level 2 door system with one point of damage (effectively a level 1 door system), and you overload it. for the next 20 seconds, all doors on your ship function at level 3 overriding the current damage. After the overload expires, the door sustains an additional point of damage, completely shutting down the system and damaging the hull for one point.
Example 4: Same level 2 door system with no damage, and you overload it. For the next 20 seconds all doors function at level 3 (extra point is wasted and overpowering the system), but after the 20 seconds are over, the door system is knocked down to level 1 with a 25% chance of starting a fire in the door control room.
Example 5: The enemy ship has reduced your 8 bar shield down to 2 bars with a 5 cycle cooldown. You overload the shields, completely negating all ion damage, but also damages the shield system by 1 point. leaving you with an effective 7 bars (3 shield points).
tl;dr several ideas including ideas for type-c ships and a new augmentation
- Type C ships with racial weapons that function similarly as the Osprey's Artillery Beam as far as power and charge time go, but with a racial flair.
Examples: Zoltan Overshield Recharger: Re-establishes the Zoltan's 5pt ablative shield during combat.
Engi Ion Beam: Similar to the Artillery Beam, but does Ion damage instead of physical. OR Engi Nano Repair Bots: Repairs 1 system damage to every system on the ship (provided they have sustained damage)
Rock Massive Missile Launcher: Effectively the same launcher as the Rebel Flagship, does not use missile ammo
Mantis Combat Psych Pulse: For 10 seconds, all of your crew gains +50% damage in personal combat
Slug Telepathic Stun Pulse: 5 or 10 second psychic stun of all crewmembers on the enemy ship (including your own crewmembers if you have boarded the enemy ship!), effectively makes all enemy ship systems unmanned for 5 or 10 seconds. On-board drones (board, anti-pers, repair) still function normally, though.
- Type C Ships (Scout Class) that have an inherent evade modifier at the trade off in hull points. If the engine or bridge are disabled for any reason, the evade still drops to 0%.
Example: +10% evade ship that only has 25 hull points, and/or +20% evade ship that only has 15 hull points. This does mean that a ship can have a 73% evade, but its only going to have 15 hull points max for the entire game!
- Double-crewed specific systems on particular ships at the expense of no crew in another, bonuses stack for crewmembers manning the doubled stations.
For instance: A double-crewed Weapons Room (max 38% bonus to weapon charge times) but no crew bonuses or training effects in either the Shield Room, Bridge (still needs to be crewed or to level 2 to allow any evasion bonuses), or Engineering.
I would not suggest having this kind of bridge or engineering modifications on scout ships, unless it's opposite number is the unmanned system, due to evasion then being a possible 78% evade!!!
- System Overload Augmentation: Either a system can be made to work for 20 seconds in combat like it has up 2 points of power more than you have system points (or reactor) purchased normally (up to its max level) or negates all ion damage, but that system takes 1 point of damage immediately with a chance of starting a fire in that room after that 20 seconds are up depending on how you use the system. System Overload has a 30-40 second cooldown afterwards. (when you really need that 3rd shield point for those 20 critical seconds, or if you really need that medbay or teleporter to function at level 3 right now!,) Also, you cannot adjust power levels on the affected system while it is currently overloaded (prevents cheesing the fire chances). Here are examples of how it would work.
Example 1: You have 4 fully powered shield bars normally (2 shield points). You then overload the shield system. For the next 20 seconds you have 6 shield bars fully powered (3 shield points). Once that 20 seconds are up, you lose those 2 bonus shield bars and your shield system suffers a point of damage, disabling the 4th shield bar and dropping you to 1 shield point until its repaired. There is also a 50% (25% chance for every energy point that exceeds the capacity of the system) chance of starting a fire in the shield room when the damage occurs! This also means that a 3rd, 5th, or 7th purchased shield system bar can become potentially (albeit temporarily, and possibly catastrophically temporarily) useful!
Example 2: Again you have 4 shield bars purchased, but in this scenario, you have diverted more power to the engines and only have 2 bars powered. You then overload the shield system. For the next 20 seconds, you have 2 additional power points in the shield system (4 fully powered bars for 2 shield points active). Once the 20 seconds are up, you still damage the shield system by 1 bar, but there is no chance of starting a fire (the system is designed to accommodate the energy being put through it, but the overload causes some critical system malfunctions)
Example 3: You have a level 2 door system with one point of damage (effectively a level 1 door system), and you overload it. for the next 20 seconds, all doors on your ship function at level 3 overriding the current damage. After the overload expires, the door sustains an additional point of damage, completely shutting down the system and damaging the hull for one point.
Example 4: Same level 2 door system with no damage, and you overload it. For the next 20 seconds all doors function at level 3 (extra point is wasted and overpowering the system), but after the 20 seconds are over, the door system is knocked down to level 1 with a 25% chance of starting a fire in the door control room.
Example 5: The enemy ship has reduced your 8 bar shield down to 2 bars with a 5 cycle cooldown. You overload the shields, completely negating all ion damage, but also damages the shield system by 1 point. leaving you with an effective 7 bars (3 shield points).
tl;dr several ideas including ideas for type-c ships and a new augmentation