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General Guardian
The Guardian Knights Lost Obsession
34
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Posted - 2013.08.12 11:20:00 -
[1] - Quote
1 hight slot, 2 mid slots, 2 low slots
1 Launcher hardpoint, no turrent hardpoints.
Role Bonus. Can Equip Remote Guided Bomb Launcher
Remote guided bomb has a 10 second Fuse, speed and agility controlled by skills, and twice the payload of a regular bomb.
Same damage bonuses as the races relevant stealth bomber per destroyer level.
Once launched the player takes control of the bomb, but his ship becomes defenceless until the bomb has detonated. If the ship is destroyed the bomb is deactivated/destroyed.
Will let this brew here
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Whitehound
1807
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Posted - 2013.08.12 11:42:00 -
[2] - Quote
Seems as if you have got this all figured out.
What bonuses will the subsystems have or can it use the existing once?
Also know that with a slot layout of 1/2/2 does it have less slots than a rookie ship. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |
Hopelesshobo
Red Dwarf Mining Corporation space weaponry and trade
84
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Posted - 2013.08.12 12:09:00 -
[3] - Quote
Whitehound wrote:
What bonuses will the subsystems have or can it use the existing once?
He said tier 3, not tech 3.
Due to the specialization of this, I would say it would be better off being a tech 2 ship due to its specialized role as a guided bomber. I would say that instead of making the user directly control the bomb and leaving their ship defenseless, that they would guide the bomb by changing where their ship is pointed, and based off skills, the bomb would attempt to follow that direction...so don't bump into anything . From there, if the ship is destroyed, the bomb should just act like a normal bomb and fly its distance and explode. The balancing point here vs regular bombers, is to not give it a cov ops cloak. Lowering the average to make you look better since 2012. |
General Guardian
The Guardian Knights Lost Obsession
34
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Posted - 2013.08.12 12:10:00 -
[4] - Quote
Whitehound wrote:Seems as if you have got this all figured out.
What bonuses will the subsystems have or can it use the existing once?
Also know that with a slot layout of 1/2/2 does it have less slots than a rookie ship.
Subsystems?
With that sort of payload it needs to be vulnerable. |
General Guardian
The Guardian Knights Lost Obsession
34
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Posted - 2013.08.12 12:18:00 -
[5] - Quote
Hopelesshobo wrote:Whitehound wrote:
What bonuses will the subsystems have or can it use the existing once?
He said tier 3, not tech 3. Due to the specialization of this, I would say it would be better off being a tech 2 ship due to its specialized role as a guided bomber. I would say that instead of making the user directly control the bomb and leaving their ship defenseless, that they would guide the bomb by changing where their ship is pointed, and based off skills, the bomb would attempt to follow that direction...so don't bump into anything . From there, if the ship is destroyed, the bomb should just act like a normal bomb and fly its distance and explode. The balancing point here vs regular bombers, is to not give it a cov ops cloak.
Definitely no cloak. T2 or Tier 3 is good. I still prefer the idea of controlling the bomb, as it was a hell of a lot of fun in Unreal Tournament. Watching all the targets flee like rabbits seeing the warhead coming. Hoping that you don't get popped in the mean time.
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Vesan Terakol
Sad Face Enterprises
16
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Posted - 2013.08.12 12:24:00 -
[6] - Quote
Ok, here's my thoughts:
- Why you mention tiers after tiericide?
- Why a destroyer to launch bombs when a frigate is perfectly capable of doing this?
If you wanna go crazy, make your proposed ship class fire a beam cannon, that damage everything in its path - that would be cooler. |
General Guardian
The Guardian Knights Lost Obsession
34
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Posted - 2013.08.12 12:27:00 -
[7] - Quote
Vesan Terakol wrote:Ok, here's my thoughts:
- Why you mention tiers after tiericide?
- Why a destroyer to launch bombs when a frigate is perfectly capable of doing this?
If you wanna go crazy, make your proposed ship class fire a beam cannon, that damage everything in its path - that would be cooler.
Why not destroyers? We already have stealth bombers. It makes sense for a slightly bigger weapon to be on a slightly bigger ship. But it still needs to be relatively weak in regards to tank.
Destroyers match this description.
Lasers are for girls.
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Doddy
Dark-Rising
869
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Posted - 2013.08.12 12:35:00 -
[8] - Quote
Such a ship would fail hard with no cloak, the ship would just diaf and the bomb would be useless. Making into a normal bomb if the ship dies means that it is useless as well (bombs whose launchers die don't go off). Making the bomb still go off just makes it op (even if you didn't bother guiding it, it would be a double damage bomb that didn't care if its ship was shot down .....).
Flying the bomb would be fun for sure, but from a game balance perspective it looks like a nightmare. |
General Guardian
The Guardian Knights Lost Obsession
34
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Posted - 2013.08.12 12:42:00 -
[9] - Quote
Doddy wrote:Such a ship would fail hard with no cloak, the ship would just diaf and the bomb would be useless. Making into a normal bomb if the ship dies means that it is useless as well (bombs whose launchers die don't go off). Making the bomb still go off just makes it op (even if you didn't bother guiding it, it would be a double damage bomb that didn't care if its ship was shot down .....).
Flying the bomb would be fun for sure, but from a game balance perspective it looks like a nightmare.
Yeah I can see balancing being a nightmare. It needs it's vulnerabilities. I think maybe the bomb speed might need to be fairly quick so you can fire from a greater range than regular bombers. So it's kind of a race for the target to get to your ship before your bomb gets to his.
Possibly even a remote detonation rather than a timer (within limits of a max flight duration) So that it's possible to intercept ships burning at you. |
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