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IDProjectCategoryLast Update
0011540AI War 1 / ClassicSuggestion - New Unit Ideas - Bonus ShipsJul 16, 2014 9:30 am
Reporterzleorg Assigned To 
Status newResolutionopen 
Summary0011540: New Ship Types
DescriptionI didn't know if I should break these all into separate reports or not. I can certainly go back and do that. I'm still very much a newbie at the game so some of these in the hands of the AI are probably too much ;) Names are whatever I thought helped describe it.

The Doppler - It would be a medium range ship that releases a circle attack around it. As the attack passes over a 2nd Doppler that ship would release another circle at lesser power (probably much lesser.) That could happen once or twice at most I think. Think of ripples in a pond hitting a leaf and then having it come back. For balance it probably shouldn't do much to structures.

The Exchange - This ship would teleport over to an enemies location while bringing 1-5 friends with. But in order to do that 2-6 of the enemy would be swapped over to the original location. The friends or enemies that get added to teleport over should just be chosen at random so sometimes it's a really bad idea.

The Daisy (chain) - These ships would have a weak attack unless grouped together. In that case they'd start by shooting at each other to build up a stronger attack. Tough to explain but I imagine with 3 ships it would go 1 shoots 2 who then shoots 3 who then would shoot the enemy with a stronger attack. It would mean you could keep 1 and 2 out of range of enemies but still get a strong attack.

The Puffer - A melee range ship at when it explodes blows enemy ships away in a circle around it. I just thought that seeing the enemy blobs go *poof* and fly away would be fun.

That was fun thinking of new ships. Thanks for letting the community be involved like this.
 
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gudamor

Jul 9, 2013 10:21 pm

reporter   ~0033101

I love the Puffer. I think functionally it would have to do some workaround like drop a large Forcefield upon death that then self-attritions really quickly (since forcefields push out all non-immune enemy ships), but it would be an intersting mechanic.

crawlers

Jul 16, 2014 8:19 am

reporter   ~0038695

Exchange looks like a very nasty AI ship and a very useless (possibly even self-harming) human ship.

malkiel

Jul 16, 2014 9:30 am

reporter   ~0038697

exchange would be a pretty powerful human ship actually. send a few along and poof your strikeforce to a guardpost (or ion cannon) while simultaneously removing it's guard ships from the immediate vicinity?
would need to make transports immune to the swap of course.
also, when speed demon sends a sniper guardian to kite around my planet and waste a few dozen ships, I'd nuke my first ARS for this. Speed 200 = neinzul or you aren't catching this any time today

the puffer they could have it simply do a low damage explosion with the translocation property. it makes me think of the firefly honestly.

the dopplar I'm not too keen on, because if A pulses, it passes over b,c,d,e,and f.. do all five also pulse? this makes me think of the electric shuttle.. an okay ship in human hands, downright terrifying if the ai sends a wave of it at you due to not having ship cap.

I like the daisy(chain) but think it would be ... difficult.. to implement. it would be really cool if each mark was able to chain one more ship than the previous mark, but how to code it to chain makes me think perhaps a simpler alternative?

how about [field emitters] (better name desired) a ship that has low stats but they all give an attack boost only to other field emitters, with a higher limit to the total attack boost they can receive? could do an armor variant as well..
far easier to program than the daisy chain, but again threatens to be a wrecking ball in ai hands.

Issue History

Date Modified Username Field Change
May 17, 2013 9:42 am zleorg New Issue
Jul 9, 2013 10:21 pm gudamor Note Added: 0033101
Jul 16, 2014 8:19 am crawlers Note Added: 0038695
Jul 16, 2014 9:30 am malkiel Note Added: 0038697