Long range specialised ships. - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Long range specialised ships. (/showthread.php?tid=102049) |
Long range specialised ships. - Lunaphase - 07-17-2013 I noticed that there seems to be quite a jump between the firepower of a gunboat and that of a cruiser, and this is how it should be. However at the same time there is no long-range firepower option for a freelancer or pirate to use, since a GB is the max they can use. Therefore i suggest, or rather, resuggest, an idea from long ago. Missle frigates. GB health and armor, size between a GB and a cruiser, and manuverability to match. Defencive Armament: 4x gb turrets for snub defence. Offencive armament: 4x foward-firing torpedo/missle tubes. Suggested firepower of torpedos: Sunslayer. (Low damage would be offset by salvos, making them harder to intercept.) The intention of this ship would be to have a long-range capable ship in the hands of Pirates or freelancers to encourage team play, as this ship would be weak in close range combat. The intention is to assist in the bombardment of enemy capital ships or concentrations of units, but with the slowness of the torpedos transports would have a decent ability to dodge. I believe this would add a good additonal ship type that would add to pirates/freelancers the ability to actually assist in somthing other than a snub, As well as add in multiple RP opportunities. I would stress however, that the intent for this thing is to mount fIGHTER torps en masse, or a non-ammo equivilent, and NOT novas. Novas would be pretty overpowered (as would snac's) This thing could be balanced out by its weapons by either an ammo count for them, re-using the fighter torpedo mounts and possibly 2 bomber torpedo mounts, if ammo is the way to go, or straight up ammoless fighter torpedos. The number i was thinking of in the case of ammo would be 4 tubes, or 6 without ammo, using the weaker fighter torpedos. I would also suggest a firework option for making pretty kabooms. (no damage, huge blast range like flak) RE: Long range specialised ships. - sindroms - 07-17-2013 I am going to make the ship you suggested on my server and see what comes of it. RE: Long range specialised ships. - Gulryz - 07-18-2013 good idea RE: Long range specialised ships. - Lonely Werewolf - 07-18-2013 I am mentally picturing your torpedo idea as something rather like bomber Hellfire missiles, just scaled up to a GB/Cruiser size, which is intriguing. Sunslayer torps are very weak though, you would need many many of them to overcome the recharge rate of a cap ships shields. This might only be effective if the ships ammo count exceedes 70. That might be possible I dunno. An interesting idea all the same RE: Long range specialised ships. - Lunaphase - 07-18-2013 Yes, that was what i had in mind, But a varient without ammo cost (similar to cuurrent capital and gb missles) The intention of this ship is not to have a hammer blow more than a cruiser would, but more for support roles. Get a few of these ships parked a distance away and their sheer volume of fire would overwhelm a ship's flak defences. The low damage is intentional, as sunslayers are quite a bit more manuverable than nova torps, and a Nova-level damage output i feel would be too overpowered on a powerplant of that size. Therefore there are 2 options i see: Making it USE ammo, but use existing bomber/fighter torp mounts in foward-only arcs. NOT use ammo, and have a weaker but therefore more numerous barrage. Both would require very little in the way of scripting other than designing a ship for the role (or several, for different leanings, IE unlawful, lawful, common grey area) This ship is NOT meant to replace a cruiser in the same role, more give those who cannot use higher than a GB some long range firepower ability. The weakness of the ship in close would offset this. RE: Long range specialised ships. - belarusich - 07-18-2013 If missiles will be slow and low-damaging like fighter torps, there will be no sense to use against both cruisers and BSes. Why? Against cruisers - they will just dodge Against BSes - too low damage and 1 skilled GB may be will able to kill 2-3 of these ships Good idea, but needs to be balanced P.S. nova bomber will do more damage -_- RE: Long range specialised ships. - Lythrilux - 07-18-2013 The suggest is ggood but remember; These are pirates and freelancers, not house military. Fair enough if you get things like the hellfire, but generally they shouldn't be this well equipped. RE: Long range specialised ships. - Crossroads - 07-18-2013 The idea of long range anti-cap sounds good, but I predict the ship will most likely become a snub killer, rather than a anti-cap support. Four sunslayers will instakill snubs. In a fleet battle, you can simply sit at range and pick off unsuspecting snubs (think of dual-missiles cruiser/BS spamming missiles into snub ball). RE: Long range specialised ships. - Blackvertigo1 - 07-19-2013 Dumbfire siege missiles anyone? RE: Long range specialised ships. - Curios - 07-19-2013 (07-18-2013, 11:06 PM)Lythrilux Wrote: The suggest is ggood but remember; This point is a long time irrelevant already. We have traders with caps, pirates with caps. So it's no matter how it's illogical. Not likely I'm supporting it, rather don't - but that's how it works. We all need to expect the lesser factions to demand a caps too soon. |