Anti Fighter Synergy
Post ideas and suggestions on new features or improvements here.
posted on August 20th, 2011, 5:38 pm
Thinking of a way for feds to easily beat down fighters.
when you have a canaveral with both researches done the canav gets a 4th special (only usable when ec[sup]3[/sup]m is off. the special needs 5 sabres nearby to work.
when you push the special, the canaveral trades a large amount of energy and synergises with 5 sabres to produce a dampening field around each of the sabres, not powerful enough to hurt a combat starship (as that sort of dampening field is a lot stronger, reserved for powerful races) but will render fighters and scouts inoperable, including cloaked scouts. the effect is the same as the effect from mass polarisation, completely inoperable as all their power is drained.
ways to balance include:
- altering how long the fighters stay disabled
- altering the energy costs
- forcing a negative effect on the sabres/canav, such as lower speed for a while as power is used for the field
- capping how many fighters go off in 1 usage, maybe more sabres = more fighters down
- reducing the range around the sabres that the field has effect in
a side idea is to allow officer sabres the ability to effect normal ships, so for every officer sabre you have, 1 enemy normal combat ship fires weapons slower (definitely not completely disabled like fighters). officer ships would be restricted to draining power from small ships. for every veteran sabre you have, a similar effect happens to 1 medium ship.
when you have a canaveral with both researches done the canav gets a 4th special (only usable when ec[sup]3[/sup]m is off. the special needs 5 sabres nearby to work.
when you push the special, the canaveral trades a large amount of energy and synergises with 5 sabres to produce a dampening field around each of the sabres, not powerful enough to hurt a combat starship (as that sort of dampening field is a lot stronger, reserved for powerful races) but will render fighters and scouts inoperable, including cloaked scouts. the effect is the same as the effect from mass polarisation, completely inoperable as all their power is drained.
ways to balance include:
- altering how long the fighters stay disabled
- altering the energy costs
- forcing a negative effect on the sabres/canav, such as lower speed for a while as power is used for the field
- capping how many fighters go off in 1 usage, maybe more sabres = more fighters down
- reducing the range around the sabres that the field has effect in
a side idea is to allow officer sabres the ability to effect normal ships, so for every officer sabre you have, 1 enemy normal combat ship fires weapons slower (definitely not completely disabled like fighters). officer ships would be restricted to draining power from small ships. for every veteran sabre you have, a similar effect happens to 1 medium ship.
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