Forums » Suggestions
as the subject says...
I think turrets should have a tracking speed, and we need to cut the number of beam turrets down by a lot (1/3?), and replace the others with a variety of Rails, and Super-AGT. If we were to have a large beam turret mounted on the front of the ship, that would be excellent also.
One other thing: we need some sort of way of telling when the turret fires, like a glow or flash of some sort around the turret.
Other than that, I have my doubts about letting the cap ships have turbo. It doesn't seem like a large vessel should be able to boost, or should do so extremely slowly.
One other thing: we need some sort of way of telling when the turret fires, like a glow or flash of some sort around the turret.
Other than that, I have my doubts about letting the cap ships have turbo. It doesn't seem like a large vessel should be able to boost, or should do so extremely slowly.
Well, wouldn't that depend on the size of the ship's engine as well as its mass? After all, the engines on it *are* big.
I wasn't in the battle though, so I don't know how capships+turbo goes along with all the strategery.
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I wasn't in the battle though, so I don't know how capships+turbo goes along with all the strategery.
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i think cap ships need better defensive technologies. In my opinion cap ships should have a veriaty of ofensive and defensive weapons. i'd like to see cap ships with beem cannons, missiel batteries, and gatling turrets, as well as other weapons.
More inportantly however i thin cap ships ahould have a litle less armore and instead have either a form of damage reduction, or turrets that are capable of shooting down incomming moissiles.
it would also be nice if it were posable to reload when docked with a cap ship. that way they act more like cariers than just dockable turret mounts.
More inportantly however i thin cap ships ahould have a litle less armore and instead have either a form of damage reduction, or turrets that are capable of shooting down incomming moissiles.
it would also be nice if it were posable to reload when docked with a cap ship. that way they act more like cariers than just dockable turret mounts.
I think the problem with beam turrets is that they are instant-hit. When you are hit with a beam turret, right now the only indication you have is "oh look, half my health suddenly dissapeared!" 0.o
Ineffective as they were, the Super Gatling turrets looked way cooler. I would prefer that the super gatling shots traveled 400 m/s to increase their effectiveness rather than having instant hit weapons.
If we are going to have instant hit weapons, I agree that they should have a slow tracking, and possibly a slower refire rate.
What I think would be really great is if the battlecruisers also had some long range ship-to-ship weapons. Guns that are useful in taking out cap ships, but not fighters.
It's great that the cap ships fight now, but the range at which they engage each other is so short they practically have to bump noses to hit each other. The range of the beam cannon is about one cap ship length. I'd like to see a gun with a range of 10 ship lengths, 7.5k. However, the shots would have to be relatively slow moving (150-200 m/s), slow tracking, and have a very slow refire rate, so as not to be a big threat to fighters.
In a different thread I mentioned something along the lines of a Mega Plasma Devastator or an Avalon Torpedo Launcher.
Ineffective as they were, the Super Gatling turrets looked way cooler. I would prefer that the super gatling shots traveled 400 m/s to increase their effectiveness rather than having instant hit weapons.
If we are going to have instant hit weapons, I agree that they should have a slow tracking, and possibly a slower refire rate.
What I think would be really great is if the battlecruisers also had some long range ship-to-ship weapons. Guns that are useful in taking out cap ships, but not fighters.
It's great that the cap ships fight now, but the range at which they engage each other is so short they practically have to bump noses to hit each other. The range of the beam cannon is about one cap ship length. I'd like to see a gun with a range of 10 ship lengths, 7.5k. However, the shots would have to be relatively slow moving (150-200 m/s), slow tracking, and have a very slow refire rate, so as not to be a big threat to fighters.
In a different thread I mentioned something along the lines of a Mega Plasma Devastator or an Avalon Torpedo Launcher.
I think differing weapons would be neat.
I'd like to see preparing for a bombing run on a capship to be like heaing into Downtown Baghdad circa February 1991. Super-AGT fire, Beam weapons, flare launchers, swarms, etc. Would be neato.
Of course, for this to be effective, I think that the armor needs to be reduced a bit. Otherwise the most effective strategy is to stay in the capships and use the turrets to attack other capships. 2000 damage in one burst every second is pretty good.
Perhaps a special, VERY slow-moving missile that is a (L) weapon, only one "bomb" per weapon, but it gives 50,000 damage... It would be useless against anything but queens, capships and leviathans. Even Queens would probably be able to dodge it. No splash damage, impact damage only. Fine-tune the duration of the weapon so that a bomber MUST launch it within the radius of the capship's firing range (inside 700 m)
I'd like to see preparing for a bombing run on a capship to be like heaing into Downtown Baghdad circa February 1991. Super-AGT fire, Beam weapons, flare launchers, swarms, etc. Would be neato.
Of course, for this to be effective, I think that the armor needs to be reduced a bit. Otherwise the most effective strategy is to stay in the capships and use the turrets to attack other capships. 2000 damage in one burst every second is pretty good.
Perhaps a special, VERY slow-moving missile that is a (L) weapon, only one "bomb" per weapon, but it gives 50,000 damage... It would be useless against anything but queens, capships and leviathans. Even Queens would probably be able to dodge it. No splash damage, impact damage only. Fine-tune the duration of the weapon so that a bomber MUST launch it within the radius of the capship's firing range (inside 700 m)
Just finished the capital ship battle and as a new player, I loved it! Kudos to everyone who helped make that possible. Anyway, these ideas came to me during the battle (sincere apologies if they've already been suggested). Quite simply, something needs to be done to make picking a turret easier.
1. Something, somewhere, should tell me which turret I'm in right now. Either the name of the turret should be shown when you're in the turret or something somewhere. That way when I change turrets during battle around to a side that has some targets, I won't pick the same bloody turret I was in before (which I did on several occasions).
2. At the moment, when you choose a turret, you have an empty square space on the right. When you pick a turret on the left, the space on the right should show a live image of what that turret is seeing. That way, I can immediately see if it has any targets in view and if so, jump in and take over. It also allows for spectators who might want to watch the battle while they're docked.
3. There needs to be some kind of wireframe outline of the ship marking each of its turrets (Basic example thanks to image search: http://www.stanford.edu/~kwillis/images/nurbShip_wireframe.jpg ). When you click the turret in the list on the left, the turret you selected appears highlighted in this "wireframe" image, allowing you to see where it actually is on the ship. There should be different colours for the turrets for things such as: Selected, Damaged, destroyed, occupied, unoccupied.
The intent of these suggestions is to make selecting a turret in battle easier and allow players to get in the fray quickly and stay in the fray, taking control of necessary turrets as the ship moves around. Thoughts? Good idea, bad idea, already suggested?
1. Something, somewhere, should tell me which turret I'm in right now. Either the name of the turret should be shown when you're in the turret or something somewhere. That way when I change turrets during battle around to a side that has some targets, I won't pick the same bloody turret I was in before (which I did on several occasions).
2. At the moment, when you choose a turret, you have an empty square space on the right. When you pick a turret on the left, the space on the right should show a live image of what that turret is seeing. That way, I can immediately see if it has any targets in view and if so, jump in and take over. It also allows for spectators who might want to watch the battle while they're docked.
3. There needs to be some kind of wireframe outline of the ship marking each of its turrets (Basic example thanks to image search: http://www.stanford.edu/~kwillis/images/nurbShip_wireframe.jpg ). When you click the turret in the list on the left, the turret you selected appears highlighted in this "wireframe" image, allowing you to see where it actually is on the ship. There should be different colours for the turrets for things such as: Selected, Damaged, destroyed, occupied, unoccupied.
The intent of these suggestions is to make selecting a turret in battle easier and allow players to get in the fray quickly and stay in the fray, taking control of necessary turrets as the ship moves around. Thoughts? Good idea, bad idea, already suggested?
Lebermac: Perhaps a special, VERY slow-moving missile that is a (L) weapon, only one "bomb" per weapon, but it gives 50,000 damage... It would be useless against anything but queens, capships and leviathans. Even Queens would probably be able to dodge it. No splash damage, impact damage only. Fine-tune the duration of the weapon so that a bomber MUST launch it within the radius of the capship's firing range (inside 700 m)
We actually had this weapon in alpha, it was called the "Avalon Torpedo." http://images.vendetta-online.com/screenshots/dump0001.jpg It had 4 shots, each torpedo doing about 24,000 damage, was slow moving (20 m/s + ship velocity), took 100 energy to fire, and it had a HUGE splash radius (notice the ship explosion for scale). The devs ended up taking it out because of "station nuking", which involved firing avalon torpedoes at a station, hoping to catch someone in the blast radius as they undocked.
DarkUnderlord: 2. At the moment, when you choose a turret, you have an empty square space on the right. When you pick a turret on the left, the space on the right should show a live image of what that turret is seeing. That way, I can immediately see if it has any targets in view and if so, jump in and take over. It also allows for spectators who might want to watch the battle while they're docked.
Yes! This is a great suggestion. Right now picking a turret is pretty much blind luck. What I normally do is choose one turret, check where the radar targets are, then pick a different turret that would have them in its field of view. Your suggestion would make this much simpler, however.
Here's another thought I had. Perhaps the cap ship could have one or two "weak points" (the docking bay and the engines) that did quad damage to the hull if they were hit. That way a fighter that slipped past the outer defense could actually cause some hurt if they were a good shot.
We actually had this weapon in alpha, it was called the "Avalon Torpedo." http://images.vendetta-online.com/screenshots/dump0001.jpg It had 4 shots, each torpedo doing about 24,000 damage, was slow moving (20 m/s + ship velocity), took 100 energy to fire, and it had a HUGE splash radius (notice the ship explosion for scale). The devs ended up taking it out because of "station nuking", which involved firing avalon torpedoes at a station, hoping to catch someone in the blast radius as they undocked.
DarkUnderlord: 2. At the moment, when you choose a turret, you have an empty square space on the right. When you pick a turret on the left, the space on the right should show a live image of what that turret is seeing. That way, I can immediately see if it has any targets in view and if so, jump in and take over. It also allows for spectators who might want to watch the battle while they're docked.
Yes! This is a great suggestion. Right now picking a turret is pretty much blind luck. What I normally do is choose one turret, check where the radar targets are, then pick a different turret that would have them in its field of view. Your suggestion would make this much simpler, however.
Here's another thought I had. Perhaps the cap ship could have one or two "weak points" (the docking bay and the engines) that did quad damage to the hull if they were hit. That way a fighter that slipped past the outer defense could actually cause some hurt if they were a good shot.
For the beam weapons, the beam should be wider (so it doesn't look bad in screenshots), the impact animation be more impressive, like when a full blast of a charge cannon hits its target, and a small blue shock-wave from the turret when it fires.
I don't know about the laser beam thingies that were just added. I've never been in a Frigate battle yet. But I guess it sounds to me like they need to be weakened. Anyway, I always thought Frigates should be armed with swarm missiles. With a ship that size you'd think they'd have 'em. The same goes for stations and any other large man-made object in the universe. It makes more sense, no? At the very least it would look cooler. Obviously you'd need to tweak the turrets so the addition of swarm launchers wouldn't make them too powerful, but either way a ship that big would need to have more than one defense mechanism to cover all classes of attack ships!
The Beam weapons are too effective I think, which makes fighting cap ships rather one dimensional. My suggestion is to make the Beam Weapons an anti-cap ship/heavy ship weapon, and find some other solutions for the capships to defend themselves against lightfighters.
So, here are what I think might help to bring that about :
(a) Make it a "charge cannon" type weapon, so you need to charge up for each shot, reducing the firing rate in the process (and also allowing you to fire one huge shot at, say another capship).
(b) Remove Autoaim.
(c) Add in a spread, much like that of a Fletchette Cannon or Gatling Cannon.
On the question of capships haveing 8million armor, I think that is fine. They should be fearsome after all :).
So, here are what I think might help to bring that about :
(a) Make it a "charge cannon" type weapon, so you need to charge up for each shot, reducing the firing rate in the process (and also allowing you to fire one huge shot at, say another capship).
(b) Remove Autoaim.
(c) Add in a spread, much like that of a Fletchette Cannon or Gatling Cannon.
On the question of capships haveing 8million armor, I think that is fine. They should be fearsome after all :).
Anyone think about avalons? If avalons are ever going to return to the Vendetta universe, they might work quite well against taking out those uber turrets. So maybe they might not be so strong after all? I don't know...
What we need are anti-cap ship missiles slow, heavy damage, small blast radius, and doesn't prox on fighters. Sure, if a fighter directly runs into the thing, it'd explode, most likely taking out the fighter too, but it's supposed to not waste its energy in a large blast radius, but directs it all at the cap ship hull... Like a modern anti-ship missile. Of course, this missile would be targetable and destroyable by cruiser point defense, but if used in overwhelming numbers...
So kinda like avalons with small blast radius, a huge wad of damage, and can only be detonated when it hits a capital ship.
So kinda like avalons with small blast radius, a huge wad of damage, and can only be detonated when it hits a capital ship.
*wants avalons back* : (
Make the beam cannons have 10k range, but abominable tracking. Say, as fast as the frigate can turn. Also increase their glowyness/width/"wooooo" factor, increase their damage, and increase their cooldown time. If you're in a fighter and get pegged, you deserve to be insta-killed ;P but otherwise they'd be excellent anti-cap weapons.
Put two of these on there: one on the top of the ship, one on the bottom. For the rest of the turrets, why not bring back the frigate guns from alpha? Those seem appropriate for a frigate. Increase their speed, and maybe add a few strategically placed rails and swarm launchers to make turboing straight in tough.
Nothing would be cooler than to see two cap ships firing huge beams at each other from 10K away while the space just around them filled with frigate turret fire and swarms.
Put two of these on there: one on the top of the ship, one on the bottom. For the rest of the turrets, why not bring back the frigate guns from alpha? Those seem appropriate for a frigate. Increase their speed, and maybe add a few strategically placed rails and swarm launchers to make turboing straight in tough.
Nothing would be cooler than to see two cap ships firing huge beams at each other from 10K away while the space just around them filled with frigate turret fire and swarms.
Tracking speed really ought to be better than that, honestly. I dunno about increasing damage, but I do think that they should knock the ship around a bit (like a rocket).
My ideal loadout:
Anti-fighter beams (5 or 6):
Cooldown time probably ought to be a little longer, but if this is the case, I think that the life of the weapon ought to be longer, so you have to keep the beam trained on the target to do the full amount of damage. Damage for hitting the enemy for the full duration would probably be more though...
Definitely remove autoaim, let's get some skill involved with these. I sat in the cap ship for hours today pegging guys (with and without autoaim) who hadn't figured out (or refused to figure out) that coming within 500m meant instant death, because by the time they could escape, I had nailed them a bunch of times.
Anti-cap ship beams (1 or 2 on larger caps):
Cooldown time should probably be on the order of 5-10 seconds, and the beam ought to be *much* larger with a cool glow, etc. :P
Also, it should take about a second to warm up and fire after you press the fire button, as well as having a very slow tracking speed, so it would be near impossible to tag a fighter, unless the fighter was AFK or just not paying attention.
This would certainly be an instant kill on fighters, at least. Depends on how much HP the Caps have in the first place. However, I think 10k is too far, because that way it could tag any ship in the system, especially AFK ones. I'm thinking more along the lines of 2.5k being max range, simply because that way you can still *see* the enemy ship, so it isn't just like firing in the dark.
Also, no autoaim on this either. Wait, maybe we should have autoaim on this, just to keep us from embarassingly missing such a large target. :P
Anti Cap ship bombs (not equiped on cap ship):
Yes, we need these. Only like 4 per slot, does lots of damage. Large blast radius, explodes on contact. I understand CPs argument for a small blast radius, but if these things really do that much damage, there's going to be quite a bit of collateral damage in the surrounding area. Remember, in space the amount of force you output in one direction has to be equal to the force that is going in the opposite direction.
Flak weaponry (5-6 of these):
Fires a proximity shot that explodes into chaff/shrapnel/flak randomly between 150 and 50m away from other ships, moving at about 190m/s, with a arming time of the projectile of about 1 second.
Missile launchers (4-5 of these):
I'd say that we have Yellowjackets, partly because they look so cool, and partly because with all the other powerful weapons systems, we don't want to make attacking this impossible to accomplish.
Rails:
Maybe one or two of these, but with a delay on the firing time.
I think we should probably nix the AGT if we implement the Flak. Flak is cooler anyways.
My ideal loadout:
Anti-fighter beams (5 or 6):
Cooldown time probably ought to be a little longer, but if this is the case, I think that the life of the weapon ought to be longer, so you have to keep the beam trained on the target to do the full amount of damage. Damage for hitting the enemy for the full duration would probably be more though...
Definitely remove autoaim, let's get some skill involved with these. I sat in the cap ship for hours today pegging guys (with and without autoaim) who hadn't figured out (or refused to figure out) that coming within 500m meant instant death, because by the time they could escape, I had nailed them a bunch of times.
Anti-cap ship beams (1 or 2 on larger caps):
Cooldown time should probably be on the order of 5-10 seconds, and the beam ought to be *much* larger with a cool glow, etc. :P
Also, it should take about a second to warm up and fire after you press the fire button, as well as having a very slow tracking speed, so it would be near impossible to tag a fighter, unless the fighter was AFK or just not paying attention.
This would certainly be an instant kill on fighters, at least. Depends on how much HP the Caps have in the first place. However, I think 10k is too far, because that way it could tag any ship in the system, especially AFK ones. I'm thinking more along the lines of 2.5k being max range, simply because that way you can still *see* the enemy ship, so it isn't just like firing in the dark.
Also, no autoaim on this either. Wait, maybe we should have autoaim on this, just to keep us from embarassingly missing such a large target. :P
Anti Cap ship bombs (not equiped on cap ship):
Yes, we need these. Only like 4 per slot, does lots of damage. Large blast radius, explodes on contact. I understand CPs argument for a small blast radius, but if these things really do that much damage, there's going to be quite a bit of collateral damage in the surrounding area. Remember, in space the amount of force you output in one direction has to be equal to the force that is going in the opposite direction.
Flak weaponry (5-6 of these):
Fires a proximity shot that explodes into chaff/shrapnel/flak randomly between 150 and 50m away from other ships, moving at about 190m/s, with a arming time of the projectile of about 1 second.
Missile launchers (4-5 of these):
I'd say that we have Yellowjackets, partly because they look so cool, and partly because with all the other powerful weapons systems, we don't want to make attacking this impossible to accomplish.
Rails:
Maybe one or two of these, but with a delay on the firing time.
I think we should probably nix the AGT if we implement the Flak. Flak is cooler anyways.
> Make the beam cannons have 10k range, but abominable tracking.
I'd like to have a variety of beam cannons, some with uber damage, but abominable tracking and/or range; some with really good tracking, but not so hot damage and/or range.
Another thing w/ beam cannons, is their damage should be partially based on their range, so a ship that's farther away will be damaged less than a ship that's closer.
Also, a "charged beam cannon" would be cool, where at minimum charge it has a range of 100m & does between 500 & 600 damage based on the distance to the target (so if you tag a ship 50m away w/ minimum charge, it does 550 damage), while at maximum charge (takes 5 seconds to reach full charge) it has a range of 3km (radar range), and does between 800 & 2300 damage.
I'd like to have a variety of beam cannons, some with uber damage, but abominable tracking and/or range; some with really good tracking, but not so hot damage and/or range.
Another thing w/ beam cannons, is their damage should be partially based on their range, so a ship that's farther away will be damaged less than a ship that's closer.
Also, a "charged beam cannon" would be cool, where at minimum charge it has a range of 100m & does between 500 & 600 damage based on the distance to the target (so if you tag a ship 50m away w/ minimum charge, it does 550 damage), while at maximum charge (takes 5 seconds to reach full charge) it has a range of 3km (radar range), and does between 800 & 2300 damage.
I like the "charged beam cannon" idea, but an instant hit with a range of 10k? Imagine how insane that would be. It's bad enough at 750m. If you're going to have a weapon with a range of 10k, it should definitely be a projectile so as to give fighters a chance to get out of the way.
Maybe have the damage taper off towards 0 on the far side of the beam, so if there's a beam cannon with 10k range that has a base 1000 damage, and it hits a ship 9999m away, it will do tiny damage, but if it hits a ship 5000m away, it would do 500 damage (decent, but not phenominal).
Or maybe make the damage decrease exponentially rather than linearly.
Or maybe make the damage decrease exponentially rather than linearly.
Keep in mind that 10k opens a lot of room for exploitation of this. I really think that we should have a maximum range of about 2.5km, *maybe* 3 or 4km. You hardly see anything at that range anyways.