NEW turret concept

Post ideas and suggestions on new features or improvements here.
posted on September 17th, 2012, 5:49 pm
No particular race/avatar in mind.

A small turret is constructed. Random numbers: 100 Hp, 50 Range, and 5 damage.

The turret builds 3 energy cores around it. These energy cores protect the turret, and must be destroyed before you can destroy the turret.

1st Energy Core built has 100 Hp, and changes the turret to 75 Hp, 50 Range, and 10 damage.
2nd Energy Core built has 150 Hp, and upgrades first energy core from 100 Hp to 150 Hp, Turret is now at 50 Hp, 50 range, and 20 damage.
3rd Energy core built has 200 Hp, as now do the 1st and 2nd, Turret has 25 Hp, 100 Range, and 30 damage.

After all energy cores are built, damage is 6x from original amount, range is doubled, and the Hp drops to 1/4 strength. Although overall, with all defensive structures, the Hp is roughly 6x. With the successful completion of three energy cores around the structure in a triangular formation, the sensor range is extended greatly to allow double range. The energy core is a technology developed to make the turret base practically indestructible so long as the energy cores are functional and sending power, and each energy core also strengthens the other energy cores as well. As the turret builds the energy cores, there is a lesser need for its components remain so fortified, and parts are sacrificed to allow greater firepower to be placed throughout the turret, culminating in 6x the fire power.

In truth, as the range is doubled, and fire power more than tripled, the turret becomes a much greater threat with all 3 built. Extra ports are created to add more fire power. At first, it fires a single shot at 5 damage, than another port is added transferring from shield and hull strength etc to allow 2 shots at five, after 2nd 4 at five, and finally with all three six shots of 5 damage are fired.

Very very basic description, numbers can be altered.

But I like the idea of a turret structure being impervious to damage while a defensive structure feeds in energy/shield strength.

Obviously for actual numbers, hp will probably be comparable to other powerful structures at the end, and in the beginning, the original turret is really just like a platform almost.

*possibility, extra secondary and tertiary energy cores can be built around the structure that also need to be destroyed from the constructor. The design incorporates three high power energy cores, but the constructor can fill in more around the structure that also need to be destroyed, say up 5, all just being a flat amount of extra hp. So I could have a fully upgraded turret at level three, and built an extra 3-5 minor energy cores that give an extra 75 hp (or 50, or 100 or whatever) each. So it could give it upwards of 900 hp. Or these minor energy cores could be added at any stage of development. You could have the original structure- 100 hp, with two minor energy cores that first need to be destroyed each at 75hp.

This seems somewhat romulan like ish, with what there set up already currently is.
posted on September 17th, 2012, 7:11 pm
sounds very much like the cardassian defenses in the dominion war. i like the sound of it.
posted on September 18th, 2012, 11:18 pm
This could also be designed into a new technology for race redo, or one of the other races not yet introduced.

It could be a method of gameplay for a particular avatar as well.

The avatar or race believe in creating weaker structures entirely. There turrets, but also for other structures.

The star base can build massive energy core equivalents, that has a huge range, and strengthens nearby structures such as research, yard, and mining.

structures are cheaper and have lesser hull strength in general. Perhaps at half the cost comparably to others, and say roughly half the strength as well. But a diverse range of SB orientated energy cores, manually constructed defensive structures can be created throughout your base that make all structures completely immune to weapons fire.

Structures therefore have very weak strength. Even a handful of destroyers could do the job. But with these energy cores, before you even begin to attack actual structures, you must first destroyed secondary dummy defence platforms that protect surrounding structures.

A lot could be generated around this gameplay wise.

Ship repair: While there is the manual method of repair through the dock, certain energy cores can be refitted to offer long range energy transfers to ships 'nearby'. A wounded ship, instead of trolling back all the way to a shipyard, need only get in range of suitable defence structure that can offer a hefty boost to its repair. Immediate restoration of all damaged subsystems to perfect health, and full shield restoration. Hull is not fixed at all. This might overlap a bit with descent, but these are fixed structures with wide range, not defensive ships with dogfight range. So costs and gameplay reflect the way this race is made.

Also, as a consequence, we see a dominion like focus perhaps on numbers. Structures are not made particularly strong, as it is seen that these alternate structures will provide more of a defence. Build times are quicker, but overall, everything is weaker. It's just you have to go through the mundane process of destroying 2, 3, 4 structures before you can even begin to chow down on meaningful targets. Yum.
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