Forums » Suggestions
Capship Primary Weaponry
So instead of the Trident only having a large port, we should have a capital large port. I know this has been suggested before but the idea that a Trident has the offensive capability of a armored up single port 1,000 tonne behemoth is ludicrous. It should at least have one decent offensive weapon. And the power cell is pretty silly too.
Actually, the Behemoth has way better turret placement...
I agree with the idea of changing the Power Cell. If capships are changed to require a different class of Power Cell, it can potentially solve a few problems such as how to make capital ship weapons without them being useful on smaller ships, or limiting how quickly they can jump.
I agree with the idea of changing the Power Cell. If capships are changed to require a different class of Power Cell, it can potentially solve a few problems such as how to make capital ship weapons without them being useful on smaller ships, or limiting how quickly they can jump.
Flashy is key, especially for something that takes as much time and effort to cobble together as a Trident. It's not even about the offensive capability so much as some sort of visual, visceral payoff for having invested so much in its construction.
Something like a Super Swarm rack that fires 24-40 missiles to the Swarm's 8, orange or green instead of blue to make it visually distinct. Souped-up versions of L port weapons that look significantly different, long reload times and high payoff, but that don't quite have the anti-capital potential of the Teradon's BFGs.
And to hijack this thread completely- the Trident is a smallish capital, so you'd have to select the weapon while putting the ship together. Once the ship's crafted, you're stuck with the weapon you chose. Such is the price for mounting capital-class anti-fighter weaponry on an Old'n'Busted! And no, the balance of these weapons isn't particularly important unless they become absurdly strong compared to a group of 4 or 5 players (which is what a Trident fitted with such weaponry should be able to take on in a fight.) I mean come on, they're next to useless as they are compared to the investment required.
Something like a Super Swarm rack that fires 24-40 missiles to the Swarm's 8, orange or green instead of blue to make it visually distinct. Souped-up versions of L port weapons that look significantly different, long reload times and high payoff, but that don't quite have the anti-capital potential of the Teradon's BFGs.
And to hijack this thread completely- the Trident is a smallish capital, so you'd have to select the weapon while putting the ship together. Once the ship's crafted, you're stuck with the weapon you chose. Such is the price for mounting capital-class anti-fighter weaponry on an Old'n'Busted! And no, the balance of these weapons isn't particularly important unless they become absurdly strong compared to a group of 4 or 5 players (which is what a Trident fitted with such weaponry should be able to take on in a fight.) I mean come on, they're next to useless as they are compared to the investment required.
Trident Type M's are GREAT reloaders and cargo vessels. I'd suggest making any further offensive capabilities as discussed in this thread available only in newer released variants.
We already have flashy. You can pump out 160 firecracker or 320 gemini missiles in a minute with a Trident Type M. The only problem is, it's largely ineffective at being anything but an annoyance.
I still want one of these...
I still want one of these...
greenwall- that's a good idea. As well as the standard components (not sure exactly what they are, it's been a while) you have your Trident Standard module, your Type M Cargo module, your Type S Super Swarm module, your Type X ARF-CCBC module. Only one of which can be fitted, and once the ship's been assembled, disassembling it to change its Type is *not* easy.
ARF- it's pretty nice having tons of geminis, but they are still the same-looking things that any old ship can equip. For Capital class weaponry, the "wow" factor is paramount, different colours and preferably sounds and graphical effects are vital to make them have that extra presence.
But we need to agree on one thing- balance can't stand in the way of New Stuff, especially when it comes to things that currently take months of playing to achieve. Powerful but not overwhelming is ideal!
ARF- it's pretty nice having tons of geminis, but they are still the same-looking things that any old ship can equip. For Capital class weaponry, the "wow" factor is paramount, different colours and preferably sounds and graphical effects are vital to make them have that extra presence.
But we need to agree on one thing- balance can't stand in the way of New Stuff, especially when it comes to things that currently take months of playing to achieve. Powerful but not overwhelming is ideal!
I don't care if it shoots a solid grey laser, I just want it to work.
-1 to less-modular ships. That's a terrible idea, UncleDave. It's already bad enough that you have to take the ship out of commission for nearly 20 minutes to fly it back to the docks at Latos M-7 just to change what kind of weapon you have equipped.
If anything, I'd expect capital ships to be more capable of in-situ changes than what our current lineup has.
4 Gemini turrets is not "pretty nice" by any means. They can hardly kill a hive assault bot before that hive assault bot does more than twice it's own hull strength in damage to your capital ship.
If anything, I'd expect capital ships to be more capable of in-situ changes than what our current lineup has.
4 Gemini turrets is not "pretty nice" by any means. They can hardly kill a hive assault bot before that hive assault bot does more than twice it's own hull strength in damage to your capital ship.
That is all.
Also fix the gemini turrets, they lose tracking when they're not in a certain cone of direction to their target.