Make advanced capital ships more powerful
Jun 25, 2014 8:40:04 GMT -5
phantombudgie, Officer Genious, and 2 more like this
Post by starfixer on Jun 25, 2014 8:40:04 GMT -5
Currently, the battlecruiser and heavy carrier aren't really that much more powerful than their less advanced counterparts - the standard cruiser and carrier. The cruiser has the same reactors and weapontry with different (but not better) armory, while the carrier has different (but not better) armor and weapontry. One can actually argue that the carrier is better than the heavy carrier because it has one short range and one long range weapon, while the heavy carrier has two short range weapons. I have some suggestions to make these ships better.
1. Better reactors. Particularly for the battlecruiser which has the exact same weapontry and available operations as the cruiser, getting "heavy reactors" which can handle 5000 or even 6000 mass can allow for a combination of better guns, torpedoes, armory, level etc.
2. For the heavy carrier, make the plasma cannion more powerful. Currently, the most powerful plasma cannion has the same attack power as the lance. Make a plasma cannion with more damage than any lance available or give the plasma cannion special powers, such as expanding range to 2 (this would require a new operation as well) making it the first mid-range weapon in the game, and you have a better weapon (like how the railgun is better than the light gun). The same applies for boarding shuttles.
3. Bigger hull bonus for durability. Currently the battlecruiser and heavy carrier only give 2 more hull per durtbility than standard cruisers and carriers, and 1 more hull than the transport. Making them bigger, particularly the battelcruiser, and as a result giving them more hull points durability would make them harder to destroy, giving them an advantage defenseively.
4. Exclusive operations. Taking heavy carriers as an example. you can make a "Repair fighter II" exclusively for heavy carriers which requires more fuel but repairs fighters more/reapairs more fighters per turn or a "boarding action II" which does EVA for more than one turn or gives more damage and attack, or a "plasma cannion" operation exclusive to plasma cannions and attacks upto 2 range (see #2). This combined with a bigger maximum water-fuel would give them greater potential.
1. Better reactors. Particularly for the battlecruiser which has the exact same weapontry and available operations as the cruiser, getting "heavy reactors" which can handle 5000 or even 6000 mass can allow for a combination of better guns, torpedoes, armory, level etc.
2. For the heavy carrier, make the plasma cannion more powerful. Currently, the most powerful plasma cannion has the same attack power as the lance. Make a plasma cannion with more damage than any lance available or give the plasma cannion special powers, such as expanding range to 2 (this would require a new operation as well) making it the first mid-range weapon in the game, and you have a better weapon (like how the railgun is better than the light gun). The same applies for boarding shuttles.
3. Bigger hull bonus for durability. Currently the battlecruiser and heavy carrier only give 2 more hull per durtbility than standard cruisers and carriers, and 1 more hull than the transport. Making them bigger, particularly the battelcruiser, and as a result giving them more hull points durability would make them harder to destroy, giving them an advantage defenseively.
4. Exclusive operations. Taking heavy carriers as an example. you can make a "Repair fighter II" exclusively for heavy carriers which requires more fuel but repairs fighters more/reapairs more fighters per turn or a "boarding action II" which does EVA for more than one turn or gives more damage and attack, or a "plasma cannion" operation exclusive to plasma cannions and attacks upto 2 range (see #2). This combined with a bigger maximum water-fuel would give them greater potential.