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IDProjectCategoryLast Update
0011982AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsJul 18, 2013 12:56 pm
ReporterRanakastrasz Assigned To 
Status newResolutionopen 
Product Version7.007 
Summary0011982: Champion Revamp
DescriptionChampions, as is, are rather, well, boring.
As is, you, to a large extent, must have a dedicated player for each champion, and apparently it is difficult to manage two or more. However, despite this, they have very little in the way of features to make up for it.

1: Turret Specilization.
As is, you don't really have the option to have multiple types of turrets. You just don't have enough skill points to upgrade everything, or even half of what you get. This means you generally have to, rather quickly, choose a particular weapon, and stick with it, ignoring everything else. Admittedly, you might be able to get 2 or 3 weapons, but that is pretty much the limit.

That alone isn't enough to be a serious problem, but what is a problem, is that it is boring. Sure, you get more DPS on upgrading turrets, but thats not what makes a Hero type unit fun, or useful. It is the abilities that do that.

2: Abilities
As is, abilites really pathetic. From what I have seen, there are two of them. Out of four hotkeys reserved. And both are really simple, and boring. Unless there are more, cleverly hidden, then there is a serious problem. (Admittedly, I know that a very large amount of stuff is hardcoded in this game, but that never stopped me from finding a workaround)

3: Modular Alteration and Rebuilding.
Currently, it is impossible for you to change your build away from a base. While that makes somne sense, in a few cases, such as some nebulas (Prision warden?) you lack any way to change out your build, and may be forced to simply lose (or savescum, because it is effectively impossible) Other modular starships can rebuild their modules on the fly (Slowly without assistance, but they can)

4:Default ships, currently come in 3 levels, and 4 types.
Human, Zenith, Neinzul, Spire
Currently, I believe Neinzul (or zenith, cant recall which, am assuming) is the only one that is different, on account of being unable to equip shields due to cloaking not effecting them.
Spire Is the slowest as well, but has more weapons??
Larger ships have more slots, can equip hier tier weapons, and are slower, but more durable.

Suggesting a number of changes.

~ Remove turret tiers. Instead, increase their damage by 20% per levelup. Levelup Points should not be spent on damage. That is not interesting, nor rewarding.
(Possible methods: Make them immune to other boosting, use a dummy module to give bonus instead, if it is impossible to directly modify)
(Can instead upgrade to T2 and T3 at level 10 and level 20, or instead go all the way to 5, at levels 5, 10, 15, 20, with a +100% damage per level)

~ Shield Modules -> Gain +10% health, or +10% effective health via damage resistance. (for +100% health, -50% damage taken)

-Allow Modules to be altered/rebuilt at any time, let the Heroship rebuild modules. However, increase build times, to keep it reasonable. (Shields take ~ 4 minutes to rebuild. Modules ~ 30 seconds)

-Abilities are Modules, which enable an ability. There are 4 ability slots available. (~ 2 minutes to change ability)
Abilities can be leveld up, increasing effect by ~ 100% per level, up to level 5. (Core Equivilent) This gives you 5 abilities maxed at level 20. (which is maximum?)
Also, abilities cannot be upgraded to T3 until level 4, T4 Requires 8, T5 level 12.

-Remove cloaking, etc from the default ships. Add those from the specific abilities.

-Ship Types/Size Alterations
Small
    -> Fastest (150 default)
    -> 6 Small Slots
    -> 2 Large slot
    -> +100% Radar Damp
    -> ?? Base health? (-50% ??)
    -> -25% shadow cap, regen.
Medium
    ~ Average All.
    -> Moderate Speed (125)
    -> 9 Small Slots
    -> 3 Large Slot
    -> Base Radar Dampening (5k range??)
    -> ?? Base health?
Large
    -> Slowest. (75 default)
    -> 12 Small Slots
    -> 4 Large Slots
    -> -50% Radar Damp
    -> ?? Base health? (+50%?)
    -> +25% shadow cap, regen.
    

(Each race has significant differences. and each one has a special weapon that must replace a shield module.
Human +33% small slots.
        +33% health.
        +50% radar Damp Radius
        -50% Shadow Capacity -50% regen
        -> Missile Module: Heavy Weapon. Long range, Reasonable Damage.
        // Bristling with Weapons, but not particularly advanced in any other aspect. Missile Module has massive range.
        
Neinzul -Shield Tech.
        +50% speed,
        -50% Radar Damp Radius,
        +50% health.
        +Passive Health regen.
        -> Vampire Module-> Large:Vampire Ranged attack, Heal should be rather powerful compared to damage dealt.
        -> Enclave Module-> Large:Enclave starship type spawning
        // Fast and dangerous. Shields are not compadible with organic structure. Vampirism and swarm-spam is, and it regenerates.
        
Zenith -50% slots.
        +50% Shadow Capacity,+25% regen.
        -50% health.
        ->Shadow Leech Module -> Large: Restores Shadow Charge on attack (very minor) (Can shoot at any unit, even immune, just no paralasis/lesser paralais duration. Replaces Shield)
        -> Paralasis Module -> Large: paralyses ships.
        // Caster class. Less raw power health, and shielding, more casting capacity.
        
Spire +50% Large Slots.
        -25% Speed.
        +50% radar Damp Radius.
        -> Spire Lance-> Large: Heavy Beam damage.
        
        //Fortress wall class. Heavy shielding, with up to 6 on the Large model. Slower however. Can replace

Universal (All are limited to 1/ship)
        > Armor Module -> Large:+Damage Resist of +20% hp. If attack would deal more than 10% max hp, redirect to this module, killing it. (Blocks devistation attacks) Unbound on Neinzul.
        -> Shadow Capaciter -> Large: +25 shadow energy. Unbound on Zenith.
        
-The abilities themselves will scale. Increase repair rate, Shield health (or damage resistance, if that is more feasible)

-Add more abilities.

~ Deploy Shield -> Current Deployable shield, Also shrinks as it takes damage. T5 gets 200% duration, 500% health.
~ Deploy Repair Station -> Same as current Repair station, also doubles modular rebuild speed. T5 gets 200% duration, 150% range, 200% rate.
~ EMP Blast -> Deals EMP effect to units in target AOE. (~ 2k?) Lesser effect on forcefields (deal ~ 1 million damage, but do not disable) AOE increases by ~ 50%, Damage to shields increases to 500%.
~ Shield burst -> (Requires shield module) Cause a shield module(healthiest) to expand ~ 8x (base size) over 1 second, as well as deal damage (at the cost of it's own health, albiet with an advantage coeficient) to any units pushed back. Shield will instantly revert back to default size after 1 second, or at 10% health. Costs little energy. Advantage Coef Increases to 200%.
~ Gravity Trap -> Deploys a Gravity Turret. Level up turret as level skill??


(These cannot level)
~ Stealth Mode -> Cloaks ship, modules while active, doubles radar dampening (half radius). Resistant to Tacyon beams (-50% detection range) Effects shields, but also makes them take ~ 4x damage. Drains energy slowly. Cloaks in 4 seconds after firing, instead of 8 seconds.
~ Reboot Shield -> Instantly reboot a shield module, bringing a dead shield to full health. Unusable if no shield is dead (fizzles, no energy cost)
~ Engine Boost -> doubles movement speed of ship after all other modifiers. (Will increase speed in gravity effects, but still be rather slow) Doubles speed. ~ 10 second duration.
~ Teleport -> Teleports, like Teleporting ships. Has similar paralasis duration. Stun for ~ 6 seconds from cross system jump. (AT Medium. Large ships take 9 seconds, small 3 seconds)



Semi-seperate suggestion
-> Shadow Energy Focus Crystal -> Consumes 300k energy, requires skill point to research, up to 3 of them.
Each one increases shadow energy capacity by 100%, energy regeneration by 50%. Requires a LOT of energy to run, mainly because its not particularly effecient.


* +Radar Damp makes it better, reducing radius. +50% radar dampening reduces radius by 33%, and vise versa.
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Issue History

Date Modified Username Field Change
Jul 18, 2013 10:57 am Ranakastrasz New Issue
Jul 18, 2013 11:20 am Ranakastrasz Description Updated
Jul 18, 2013 12:56 pm Ranakastrasz Summary Champion Abilities => Champion Revamp
Jul 18, 2013 12:56 pm Ranakastrasz Description Updated
Jul 18, 2013 12:56 pm Ranakastrasz Description Updated