Post by cyborgk on Jan 19, 2021 20:07:58 GMT -5
Hello everyone, I am CyborgK (CyanXVI on discord) and I have some suggestions for the game.
Starting with professions, I have seen the idea of resetting professions thrown about a fair bit and I would like to make a case for them to be added to the game.
Imagine a circle. At the center of that circle are crew attributes, unchangeable except through gear and traits, which I think is completely fair and balanced (perhaps even a little too easy to change).
The second layer of the circle is crew profession(s). Once these are decided, its impossible to change (even if you promote a crew, they still keep their
original profession). The third layer is crew traits, which are fairly easy to change and obtain (with no limit if you abuse and repeat certain events, but I'll ignore that as it is not an intended feature probably).
Doesn't it seem weird how the core and outer layer can be changed but the middle cannot?
My argument is that we can assume that in this universe, the Gestalt at least have the ability to medically remove traits and conditions, and likely have the ability
to alter the state of mind permanently. What I am proposing is that the Gestalt some time in the fourth era discover how to condition the mind to "remember" a profession
differently. Essentially, you would be able to exchange credits, rep, and a few weeks to be able to not remove a profession, but to be able to change it to a
profession from a similar family tree. For example, if you had a level 15 pilot and you paid the fee, the Gestalt would be able to convert him to any profession
whose primary or secondary skill is piloting, like a navigator. This would not only prevent mistakes like accidently assigning your officer a profession they don't really need late in the game on hard mode but
also dramatically reduce the amount of painstaking grinding required to swap a build. Naturally, I propose limitations on this conversation. For example,
converting a crew would be a non-reversible exchange, and should only be allowed twice per crew member due to the sheer mental strain of the process. On that note,
there should be a either a permanent -2 attribute loss to charisma, wisdom, and resilience per conversation, along with a 25% chance to develop a new trait called "brainwashed" which would
lower wisdom and resilience by 2 and increase the chance for a munitiy if not a officer.
Moving on to my ship ideas, I suggest two new end-game capital class ships.
Sword Battlecruiser Prime
(Mass 10,000)
Price: 9.5M
16 Small, 11 Medium, and 7 Large Slots (34 Total)
Hull: 2350
Max Officers: 8
Max Crew: 42
Cabin/Cells: 0/0
Max Craft: 5
Max Craft Evasion: (75%)
Fuel: 270
Cargo: 50
Armor: 43
Shield: 25
Comes with a unremovable unique large slot capital class railgun
Capital Class Railgun (level 10):
+7 ship ops, +4 electronics, +15 gunnery
Can fire on range 4, 3, 2, +20 accuracy at range 3
10% critical and 60% ([100%] at range 2) crippling chance
7 RP to fire, 700-800 damage, 300-400 void damage, cannot hit craft
Consumes 30 fuel per use
Special features:
If the capital class weapon fires, the only other action that is permitted is movement. No talents or other actions may be used on the same turn.
Weapon bonus damage is only 25% effective for this weapon.
If ship is under 150% dice on ship ops, electronics, or gunnery, this weapon does 50% damage and costs 11 RP
25% chance to cripple your ship with "power drain". Double chance if used weapon used twice in a row. 100% chance if used three times in a row
Double the chance to be selected for component damage during incoming damage
Crippling effect:
Power drain (self) - lasts 1 turn, -50% shields, - 6 ap
Capital dread (enemy) - lasts 2 turns, +20 morale damage on all enemy crew
Fractured hull (enemy) - lasts 3 turns, -30% armor, - 2 ap, - 20 range change and escape + 20 component damage on 3 random components
Cautela Titan Capital
(Mass 10,000)
Price: 10M
12 Small, 15 Medium, 7 Large Slots (34 Total)
Hull: 3200
Max Officers: 8
Max Crew: 42
Cabin/Cells: 1/1
Max Craft: 4
Max Craft Evasion: (60%)
Fuel: 350
Cargo: 75
Armor: 40
Shield: 25
Comes with a unremovable unique large slot capital class ramming apparatus
Capital Class Ramming Apparatus (level 10):
+ 6 ship ops, + 8 electronics, + 14 pilot
20% armor, + 2 speed, - 25% internal damage to all large modules besides itself
Can attack at range 3 and 2, +20% damage, -10 accuracy at range 3, +10 accuracy at range 2
20% critical and 60% ([100%] at range 1) crippling chance
11 RP to engage, 600-700 damage + speed x 10 + armor x 10, cannot hit craft
Consumes 150% of hyperwarp worth of fuel
+20 boarding and -10 range change after use
Special features:
Ship takes 100 + (your speed x 2 + enemy speed x 1 + enemy armor x 1) - (repair x .05 + pilot x 1) hull damage upon use. An extra 50% of that damage occurs and is always transferred to internal where it is then mitigated by your shielding
If at range 3 or 2, close to range 1 if attack successful
Cannot be used if engines are not at 100%
Flash charge has double dice to start at range 3
Crippling effects:
Ruptured bulkheads (already in game)
Stunned captain - lasts 2 turns, +30 morale damage on 5 crew and enemy captain, enemy captain no longer contributes to skill pool and if boarded cannot be used by the enemy in crew combat, - 1 RP
In terms of engines, these ships would come with a Behemoth made for 10,000 mass ships, with 10 speed on the cruiser and 12 speed on the cautela (we can assume that at this point the engines would be tuned to their weapon) with 9 agility on both and 11 RP (4 to change range).
I would love to get into coming up with new components but I'd first like to see what others think about my ideas so far.
So yeah, my idea was to make these ships the biggest and baddest with their own unique features but also drawbacks with their own weapon as to not make them too overpowered. I believe that the chance for power drain and hull damage, along with the fuel cost and range it puts you at fairly balances these weapons.
Please let me know your thoughts!
- CyK
Starting with professions, I have seen the idea of resetting professions thrown about a fair bit and I would like to make a case for them to be added to the game.
Imagine a circle. At the center of that circle are crew attributes, unchangeable except through gear and traits, which I think is completely fair and balanced (perhaps even a little too easy to change).
The second layer of the circle is crew profession(s). Once these are decided, its impossible to change (even if you promote a crew, they still keep their
original profession). The third layer is crew traits, which are fairly easy to change and obtain (with no limit if you abuse and repeat certain events, but I'll ignore that as it is not an intended feature probably).
Doesn't it seem weird how the core and outer layer can be changed but the middle cannot?
My argument is that we can assume that in this universe, the Gestalt at least have the ability to medically remove traits and conditions, and likely have the ability
to alter the state of mind permanently. What I am proposing is that the Gestalt some time in the fourth era discover how to condition the mind to "remember" a profession
differently. Essentially, you would be able to exchange credits, rep, and a few weeks to be able to not remove a profession, but to be able to change it to a
profession from a similar family tree. For example, if you had a level 15 pilot and you paid the fee, the Gestalt would be able to convert him to any profession
whose primary or secondary skill is piloting, like a navigator. This would not only prevent mistakes like accidently assigning your officer a profession they don't really need late in the game on hard mode but
also dramatically reduce the amount of painstaking grinding required to swap a build. Naturally, I propose limitations on this conversation. For example,
converting a crew would be a non-reversible exchange, and should only be allowed twice per crew member due to the sheer mental strain of the process. On that note,
there should be a either a permanent -2 attribute loss to charisma, wisdom, and resilience per conversation, along with a 25% chance to develop a new trait called "brainwashed" which would
lower wisdom and resilience by 2 and increase the chance for a munitiy if not a officer.
Moving on to my ship ideas, I suggest two new end-game capital class ships.
Sword Battlecruiser Prime
(Mass 10,000)
Price: 9.5M
16 Small, 11 Medium, and 7 Large Slots (34 Total)
Hull: 2350
Max Officers: 8
Max Crew: 42
Cabin/Cells: 0/0
Max Craft: 5
Max Craft Evasion: (75%)
Fuel: 270
Cargo: 50
Armor: 43
Shield: 25
Comes with a unremovable unique large slot capital class railgun
Capital Class Railgun (level 10):
+7 ship ops, +4 electronics, +15 gunnery
Can fire on range 4, 3, 2, +20 accuracy at range 3
10% critical and 60% ([100%] at range 2) crippling chance
7 RP to fire, 700-800 damage, 300-400 void damage, cannot hit craft
Consumes 30 fuel per use
Special features:
If the capital class weapon fires, the only other action that is permitted is movement. No talents or other actions may be used on the same turn.
Weapon bonus damage is only 25% effective for this weapon.
If ship is under 150% dice on ship ops, electronics, or gunnery, this weapon does 50% damage and costs 11 RP
25% chance to cripple your ship with "power drain". Double chance if used weapon used twice in a row. 100% chance if used three times in a row
Double the chance to be selected for component damage during incoming damage
Crippling effect:
Power drain (self) - lasts 1 turn, -50% shields, - 6 ap
Capital dread (enemy) - lasts 2 turns, +20 morale damage on all enemy crew
Fractured hull (enemy) - lasts 3 turns, -30% armor, - 2 ap, - 20 range change and escape + 20 component damage on 3 random components
Cautela Titan Capital
(Mass 10,000)
Price: 10M
12 Small, 15 Medium, 7 Large Slots (34 Total)
Hull: 3200
Max Officers: 8
Max Crew: 42
Cabin/Cells: 1/1
Max Craft: 4
Max Craft Evasion: (60%)
Fuel: 350
Cargo: 75
Armor: 40
Shield: 25
Comes with a unremovable unique large slot capital class ramming apparatus
Capital Class Ramming Apparatus (level 10):
+ 6 ship ops, + 8 electronics, + 14 pilot
20% armor, + 2 speed, - 25% internal damage to all large modules besides itself
Can attack at range 3 and 2, +20% damage, -10 accuracy at range 3, +10 accuracy at range 2
20% critical and 60% ([100%] at range 1) crippling chance
11 RP to engage, 600-700 damage + speed x 10 + armor x 10, cannot hit craft
Consumes 150% of hyperwarp worth of fuel
+20 boarding and -10 range change after use
Special features:
Ship takes 100 + (your speed x 2 + enemy speed x 1 + enemy armor x 1) - (repair x .05 + pilot x 1) hull damage upon use. An extra 50% of that damage occurs and is always transferred to internal where it is then mitigated by your shielding
If at range 3 or 2, close to range 1 if attack successful
Cannot be used if engines are not at 100%
Flash charge has double dice to start at range 3
Crippling effects:
Ruptured bulkheads (already in game)
Stunned captain - lasts 2 turns, +30 morale damage on 5 crew and enemy captain, enemy captain no longer contributes to skill pool and if boarded cannot be used by the enemy in crew combat, - 1 RP
In terms of engines, these ships would come with a Behemoth made for 10,000 mass ships, with 10 speed on the cruiser and 12 speed on the cautela (we can assume that at this point the engines would be tuned to their weapon) with 9 agility on both and 11 RP (4 to change range).
I would love to get into coming up with new components but I'd first like to see what others think about my ideas so far.
So yeah, my idea was to make these ships the biggest and baddest with their own unique features but also drawbacks with their own weapon as to not make them too overpowered. I believe that the chance for power drain and hull damage, along with the fuel cost and range it puts you at fairly balances these weapons.
Please let me know your thoughts!
- CyK