Improvements on the Dominion Warmachine
Post ideas and suggestions on new features or improvements here.
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posted on December 30th, 2010, 1:03 am
This is a late game Idea. Basically what you can do is that once you reach near the end of the tech tree. You then have the option to research construction upgrades.
Construction Upgrade 1:
Approx Research time: 180 seconds
Effect: Reduced Build Times
Details:
At this point, the Dominion being a spamming machine, would want to improve in the area they excel best; numbers. You can research an upgrade that will allow you to upgrade shipyards so that they can build the same ships faster.
For balance, there would be a cap, like, say, 9. Each Small yard takes 1, each large yard takes 2. The shipyards that receive this upgrade can produce the same ships with a decreased time span thereby making large numbers an easy rush to help finish the game. Probably no more than a 4% reduction in time for sake of balance.
Construction Upgrade 2:
Approx Research time: 480 seconds
Effect: Reduced Build time and decreased Dilithium costs
Details:
This would be the most costly research item in the game. Requiring the level 1 upgrade to be available. Basically this is for extremely long games and you just want to finish it. The cap will be 4. And the level 2 upgraded yards will consume the same slots, filling slots for both level 1 and 2 upgrade caps.
With the level 2 upgrade the build time reduction is nearly double. And there is a significant dilithium cost decrease. As it would cost less energy to build your ships. Over all the stats of the ships remain unaffected as this is purely a final-stage research. This is when you played for at least a few hours and the game just needs its finale. The Dominion player will research his final upgrade to add that last boom to his building abilities making the end of the game one with large fleets worthy of the finish.
Construction Upgrade 1:
Approx Research time: 180 seconds
Effect: Reduced Build Times
Details:
At this point, the Dominion being a spamming machine, would want to improve in the area they excel best; numbers. You can research an upgrade that will allow you to upgrade shipyards so that they can build the same ships faster.
For balance, there would be a cap, like, say, 9. Each Small yard takes 1, each large yard takes 2. The shipyards that receive this upgrade can produce the same ships with a decreased time span thereby making large numbers an easy rush to help finish the game. Probably no more than a 4% reduction in time for sake of balance.
Construction Upgrade 2:
Approx Research time: 480 seconds
Effect: Reduced Build time and decreased Dilithium costs
Details:
This would be the most costly research item in the game. Requiring the level 1 upgrade to be available. Basically this is for extremely long games and you just want to finish it. The cap will be 4. And the level 2 upgraded yards will consume the same slots, filling slots for both level 1 and 2 upgrade caps.
With the level 2 upgrade the build time reduction is nearly double. And there is a significant dilithium cost decrease. As it would cost less energy to build your ships. Over all the stats of the ships remain unaffected as this is purely a final-stage research. This is when you played for at least a few hours and the game just needs its finale. The Dominion player will research his final upgrade to add that last boom to his building abilities making the end of the game one with large fleets worthy of the finish.
posted on December 30th, 2010, 12:39 pm
lol the dominion late game is already damn strong.
v13 spam is awesome. they can already spam them pretty easily.
v13 spam is awesome. they can already spam them pretty easily.
posted on December 30th, 2010, 12:54 pm
mass production is a strong element of the Dominion gameplay and we do actually have some similar ideas in mind for the faction redo
but that will take a bit, as that involves more in-depth changes of the dominion resource management in general

posted on December 31st, 2010, 12:56 pm
I'd like to see something like the Orks had in DoW: in late game they were able to produce their standard unit with no costs. That would mean: research something to produce Bugs with no costs(but supply and time!). 

posted on December 31st, 2010, 3:31 pm
lol bugs must still cost something please. i remember when spamming bugs in early mid and even late game was way too strong due to stupid numbers.
costing less is ok, but no res?
costing less is ok, but no res?
posted on December 31st, 2010, 8:19 pm
Lt. Cmdr. Marian Hope wrote:I'd like to see something like the Orks had in DoW: in late game they were able to produce their standard unit with no costs. That would mean: research something to produce Bugs with no costs(but supply and time!).
Prehaps same cost, but produced in batches of three, in a period of time slightly lesser than three would normaly take to build.
posted on December 31st, 2010, 8:28 pm
Myles wrote:lol bugs must still cost something please. i remember when spamming bugs in early mid and even late game was way too strong due to stupid numbers.
costing less is ok, but no res?
I agree on bugs not being produced for free.
Big numbers of them aren't the only point that I refer to, I would just hate to see all my fleet being rammed to death by infinite bugs which were a new way of "projectile weapon" this way.
posted on December 31st, 2010, 8:32 pm
I would agree on a reduced time but not cost; they may be famous for their building times, but the ships would still need as many resources.
posted on December 31st, 2010, 9:17 pm
I'd say focus on early-game Dominion more, their earliest effective counter to the Brel is the T-15 which is a large yard unit. They reeeeallly need a longer range small yard unit that isn't torp based imho. Dominion seem very fine in late game to me. Not much can top a fleet of V-13's 

posted on December 31st, 2010, 10:06 pm
The Undying Nephalim wrote:They reeeeallly need a longer range small yard unit that isn't torp based imho.
b8 is long ranged and does a lot of damage via pulses. wont help terribly vs brels though since brel hurts long range. t15 is indeed the best they can manage cos it negates the extra damage with ablative armour.
posted on January 1st, 2011, 5:50 pm
Yeah the only time I'd ever build Brels against dominion is if they made a lot of bombers. Even then kbq will still perform very well. Brels really aren't a very good choice against dominion iny opinion. Even S2s will flay them alive 

posted on January 1st, 2011, 5:58 pm
B'rels (either avatar) are extremely effective against S2 as are B'rels (for either avatar) against Bombers. Both lineups are some of the most effective counters in existence 

posted on January 1st, 2011, 6:29 pm
klingon unit analysis counter table doesnt say the brel hard counters the s2. i would think that the brel light counters it.
both have TWA which means more damage from each other, both are fast, both are small. if you go for taqqy then both miss the same amount with their torps. both can be made in good numbers. brels have a slight edge cos of pulses.
brel vs bomber is pretty nasty for the bombers, 50% more damage per hit, but 40% miss rate, so no real bonus against brels. while brels have pulses and deal 50% more to the already fragile bomber. and the bomber will rarely escape. brels murder bombers quite badly.
leahvals munching bugs, now thats a strong counter.
both have TWA which means more damage from each other, both are fast, both are small. if you go for taqqy then both miss the same amount with their torps. both can be made in good numbers. brels have a slight edge cos of pulses.
brel vs bomber is pretty nasty for the bombers, 50% more damage per hit, but 40% miss rate, so no real bonus against brels. while brels have pulses and deal 50% more to the already fragile bomber. and the bomber will rarely escape. brels murder bombers quite badly.
leahvals munching bugs, now thats a strong counter.
posted on January 1st, 2011, 6:42 pm
Last edited by Dominus_Noctis on January 1st, 2011, 6:47 pm, edited 1 time in total.
That's because those Counter Tables are outdated and were done by hand, rather than taking into consideration most necessary variables
. For a very up-to-date one and near flawless counter table, download the trial version that is hosted in TeamSpeak 
The reasons that the B'rel does so well (50-60% increased effectiveness - by comparison, a Leahval versus a Bug is 100% increased effectiveness, and is still not the strongest counter there
) are as follows
:
B'rel has mainly pulse weaponry, dealing above average damage to the small sized S-2, while S-2's torpedo misses 40% of the time.
S-2 takes 24% more from shorties, while B'rel only takes 12% more.
EDIT: also, it's probably good to note that in the 8 or so games I've had of B'rels versus S-2 (to test the validity of the counter table), the S-2 have not won a single time...


The reasons that the B'rel does so well (50-60% increased effectiveness - by comparison, a Leahval versus a Bug is 100% increased effectiveness, and is still not the strongest counter there


B'rel has mainly pulse weaponry, dealing above average damage to the small sized S-2, while S-2's torpedo misses 40% of the time.
S-2 takes 24% more from shorties, while B'rel only takes 12% more.
EDIT: also, it's probably good to note that in the 8 or so games I've had of B'rels versus S-2 (to test the validity of the counter table), the S-2 have not won a single time...
posted on January 1st, 2011, 6:47 pm
Dominus_Noctis wrote:and is still not the strongest counter there) are as follows
:
whats the strongest?
Dominus_Noctis wrote:while S-2's torpedo misses 40% of the time.
taqqy brels face the same issue on that.
Dominus_Noctis wrote:S-2 takes 24% more from shorties, while B'rel only takes 12% more.
i didnt realise that, i thought all the passives had identical effects on the ships that carried them. that certainly changes my outlook on the situation. thanks

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