Svalinn
SOMER Blink Cognitive Development
|
Posted - 2011.08.30 14:06:00 -
[1]
The status quo right now is that movement has 4 distinct types. - Jumping through a gate, fixed locations in space. - Jumping through a wormhole, variable locations in space. - Jumping through a Jump Bridge, player fixed locations around starbases. - Jumping to a Cyno by jump drive or briedge, variable locations.
Player combat has sprung around this, generally fights happen around set celestial points ie: gates. (camps, big fleet camp fights) Wormholes tend to be smaller more mobile gangs due to their mass limitations and very opertunistic. Jump Bridges are around starbases, typically armed against people trying to camp them, and so only bombers, cloaky recons and large fleets can engage here, and cynosural drops are the arch-typical suprise supercap-butt sex or fleet bridge manouver.
These are all known mechanics, but they can be expanded upon in both function and deployment, so that certain ships are balanced, and others empowered.
Gates They are the standard way between systems. [+] Give alliances the ability to anchor destroyable weapons around gates in line with sovereignty, upgrades and levels. This adds defence, as well as a target for roaming fleets to destroy enemy infrastructure.
Wormholes Transient, fleeting passageways. [+] Give Black Ops Battleships the ability / modules to generate wormholes, working in pairs on either side to establish short term wormholes provided they are in range of each other. These wormholes can be scanned down and collapsed by the use of ECM, similar to the Incursion literature. Fleeting Wormholes generated in this manner last hours at most and require time to set up and stabalise. (effect is to empower the black ops class as an insertion specialist, capable of building entry points into enemy territory.) [+] Increase the incidence of intraconstillation wormholes, make them shorter lived but far more common. (effect is to increase the ways you can move through a constillation if you are prepared to scan)
Jump Bridges Player anchorable brige networks. [+] Reverse the 1 bridge per system change. Alliances that invest in bridge systems should be able to maintain such a system without having to rely on using a stargate after each jump.
Cynosural Fields Player generated beacons for ships/bridges [+] Jumping to a beacon, or using a bridge to a beacon, now takes time depending on ship mass. Larger ships take longer to execute a jump to a beacon. Ships using a bridge incur a similar penalty. (effect is to remove the ability to instantly put multiple super carriers on grid) >> Your ships mass is distorting the jump field. Your ship will jump in x seconds. << >> Your ships mass is distorting the jump portal. Your ship will jump in x seconds. << [+] Give HICs an larger AoE field module that blocks incoming cynosural fields from activating or accepting jumps. Give fleets and formations a defence to the suprise cyno.
Other changes [+] Titans can no longer activate Doomsday devices on non capital targets. [+] Warp Disruption Batteries can now affect targets previously immune to electronic warfare.
|