HSA ideas
Post ideas and suggestions on new features or improvements here.
posted on January 22nd, 2011, 3:55 pm
I propose giving the hsa some standard tetryon torps.
A main purpose of arty is to smash buildings down, that will be evident in the suggestion.
So the hsa gets about 4-6 tetryon torp launchers, kinda like the dread with multiple torps. these torps fire in a volley, they drain energy that would be used to charge the main gun and affect the cooldown time for the main gun. currently i believe it is 60 seconds for the main gun. so each volley would drain say 10 seconds of cooldown time. so if you were ready to fire and you left the hsa on red alert and it fired once on an enemy ship you then wouldnt have energy to fire the main gun for 10 seconds. if u just used the main gun and get attacked, you wont have energy for either. when the cooldown timer hits 50 seconds, a volley will be fired and the cooldown will go back up to 60 again.
the torps would miss more against ships, maybe 50% miss vs smalls, 30% vs mediums and 10% vs larges, as the hsa isnt designed for hitting ships, it wouldnt have targetting sensors designed for hitting moving/ecm using ships, it would want long range at buildings that dont move. the torps would have standard arty range like a steamy. they may also do extra damage vs buildings and less vs ships. the torps damage would be calculated so that over 1 minute of firing them you would do more damage to a building than if u had used the main arty gun. that way if you get close in, you do more damage to buildings over time but at a risk, cos now you are closer to the enemy base.
also it means that if you attack a hsa, and they have to fire torps to prevent it from dying, it leaves them without the main gun for a while longer. so a couple light destroyers can force the hsa to fire its torps, in order to keep it from firing its main weapon.
A main purpose of arty is to smash buildings down, that will be evident in the suggestion.
So the hsa gets about 4-6 tetryon torp launchers, kinda like the dread with multiple torps. these torps fire in a volley, they drain energy that would be used to charge the main gun and affect the cooldown time for the main gun. currently i believe it is 60 seconds for the main gun. so each volley would drain say 10 seconds of cooldown time. so if you were ready to fire and you left the hsa on red alert and it fired once on an enemy ship you then wouldnt have energy to fire the main gun for 10 seconds. if u just used the main gun and get attacked, you wont have energy for either. when the cooldown timer hits 50 seconds, a volley will be fired and the cooldown will go back up to 60 again.
the torps would miss more against ships, maybe 50% miss vs smalls, 30% vs mediums and 10% vs larges, as the hsa isnt designed for hitting ships, it wouldnt have targetting sensors designed for hitting moving/ecm using ships, it would want long range at buildings that dont move. the torps would have standard arty range like a steamy. they may also do extra damage vs buildings and less vs ships. the torps damage would be calculated so that over 1 minute of firing them you would do more damage to a building than if u had used the main arty gun. that way if you get close in, you do more damage to buildings over time but at a risk, cos now you are closer to the enemy base.
also it means that if you attack a hsa, and they have to fire torps to prevent it from dying, it leaves them without the main gun for a while longer. so a couple light destroyers can force the hsa to fire its torps, in order to keep it from firing its main weapon.
posted on January 22nd, 2011, 4:02 pm
Didn't Red Foreman's time-ship from Voyager have an option like that, where they re-routed power to conventional weapons after their big gun took a hit? (Ep: "Year of hell," I think)
posted on January 22nd, 2011, 4:10 pm
yep the time ship did. although what im proposing wont be via a replaceweapon as a new mode, it would be that if you are on red alert, it fires torps, if on green alert it doesnt. the main gun will of course only fire when explicitly told to like currently.
posted on January 22nd, 2011, 4:45 pm
Well, I think the HSA is "okay", but needs this:
- level-up-option
I think, the HSA would be far better suited for its role, if it could outbalance with the other ships of the dominion.
Up to now, the most specials (bomber, siege-cruiser, dreadnought) get additional abilities that are good against stations. There is no real ship of the dominion, that performs as a anti-ship thing. Sure, we have the V-13 and the S-7, while spamming S-2 and A-26 for backboning the fleet is another valid option.
I think, we can let the arty with level-up-options that will gain torps as secondary weapon (on demand) and make the dradnought-veteran-ability to a ship,massacre-weapon. Also: I have only two vet-slots left after leveling up the dradnought. Why 2? There is no ship that can be made to a vet with just two vet-slots. Make the dreadnought consume 25 slote or 21 - then I can at least level a bug up to vet... but thats hardly a thing I would do. So let it take 25.
- level-up-option
I think, the HSA would be far better suited for its role, if it could outbalance with the other ships of the dominion.
Up to now, the most specials (bomber, siege-cruiser, dreadnought) get additional abilities that are good against stations. There is no real ship of the dominion, that performs as a anti-ship thing. Sure, we have the V-13 and the S-7, while spamming S-2 and A-26 for backboning the fleet is another valid option.
I think, we can let the arty with level-up-options that will gain torps as secondary weapon (on demand) and make the dradnought-veteran-ability to a ship,massacre-weapon. Also: I have only two vet-slots left after leveling up the dradnought. Why 2? There is no ship that can be made to a vet with just two vet-slots. Make the dreadnought consume 25 slote or 21 - then I can at least level a bug up to vet... but thats hardly a thing I would do. So let it take 25.
posted on January 24th, 2011, 5:53 pm
Professor J wrote:Didn't Red Foreman's time-ship from Voyager have an option like that, where they re-routed power to conventional weapons after their big gun took a hit? (Ep: "Year of hell," I think)
Yay another 70s Show Fan!!!! =D
Now about the Hyperspace Arty, I don't know if it should be able to fire tetryon torps... its already pretty powerful as it is now.
posted on January 24th, 2011, 9:01 pm
funnystuffpictures wrote:Now about the Hyperspace Arty, I don't know if it should be able to fire tetryon torps... its already pretty powerful as it is now.
i was worried about that, thats why i made the idea so that its tetryon torps OR current big gun. so if u fire tetryons it adds to the cooldown and prevents big gun.
posted on January 24th, 2011, 9:27 pm
Id rather the HSA was just removed, its over powered and its made up and i hate its guts.
posted on January 24th, 2011, 11:43 pm
why not just make the circle smaller?
posted on January 25th, 2011, 1:04 am
I think as a option you should be able to upgrade the HSA costing xxxDia/xxTri , and xxsupply points, toggle on an off the added Torpedo Launchers . The option with the Torpedos online the HSa loses say 3-5 points on speed , System value points as well and has a longer recharge time for the HSA main weapond say an extra 20 seconds on top of the normal version. Why not after level# two give it one launch tube then at level# 3 a nother launch tube , level#4 a nother Launch tube, level #5 another Launch tube And at Vet. status . Upon reaching vet. status the HSA can fire both the Main weapond and the torpedos at the same time . If the torpedoes are out of range of the HSA's designated target they will not fire , however if the are the will hit the target after the main weapon has detonated. However the cool downtime will be a additional3-20-30 seconds and also require Special energy as well to fire . For balancing it will have a 15 % of a Warp core breach (Ship totally destroyed),30% chance of losing engines and a 50% chance of losing sheilds or a nother system while the Additional weaponds are toggled on.
posted on January 25th, 2011, 9:06 am
Kestrel wrote:and its made up
It's a mod for a PC game based on a TV show. Fiction. It's ALL made up. :-P
posted on January 25th, 2011, 10:01 am
i dont like 15pc chance of random death. I dont like things that make games more random.
posted on January 25th, 2011, 12:41 pm
Kinda silly to build a ship that costs that much to have it blow up after 4-5 shots... random failures when firing weapons seems irresponsible... 

posted on January 25th, 2011, 12:47 pm
expensive? hsa costs roughly the same as a bug 
its teching to hsa that is expensive, and u dont risk the tech buildings. rebuilding a hsa costs almost only time.

its teching to hsa that is expensive, and u dont risk the tech buildings. rebuilding a hsa costs almost only time.
posted on January 25th, 2011, 4:33 pm
Hmm, I like it, but: I'm not really a fan of your suggestion with green and red alert. I'd rather give it two firemodi: One on the move with your tetrion torps. The other one would stop the HSA to calibrate it's main weapon and then boom. So: fire on the move with small torps, large weapon only without engines. I like your idea of a time delay when switching between the modi.
@Kestrel: that's not really constructive criticism...
@Kestrel: that's not really constructive criticism...
posted on January 25th, 2011, 5:22 pm
Hmm maybe if the hsa lost the ability to fire its main weapon after it was hit with weapons fire then it would force the hsa to use conventional weapons.
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