Pbhead Pbhead

Speculation on new capital ships.

Speculation on new capital ships.

So, according to the news post:

  • New Capital Ships:  A new capital ship class arrives, giving players new strategic options.

So, basicly, while we dont know everything, this sounds like there are going to be 3 new capital ships, one for each race (could, maybe there be 6 new capital ships? like... a rebel and a loyal version? )

But it seems certain there is going to be at least 3 new capital ships. This means 9 new abilites and 3 new ultimates!

I mean, what "class" of capital ships could we be looking at.  we already have colony, seige, support, carrier, and battleship... what are we missing?

There might be one hint:  the Vasari Maurader is technicly a "scout class capital", while the other support capitals are, support capitals. So, maybe tec and advent will be getting a scout class? and the vasari getting a true support class?

maybe.

Or it could be something completely different.

So, what do you all think the new capital ship class will be, and what kinda of abilites will we see on them?

30,746 views 39 replies
Reply #26 Top

Quoting Zeta1127, reply 25
Maybe the new capital ships will be the scrapped ones from pre-beta Diplomacy, which are the TEC Vera Destroyer, the Advent Salvation Destroyer, and the Vasari Marrasek Destroyer, respectively.

 

Was not aware of those.  Do you know anything about them? 

Reply #27 Top

I'd like Vassari had some Capship with passive buff for all ships in some radius. Becouse they have no ship with passive buff except Skirantra with strike craft buff. And they need some ability to turn off star base abilities. Tec and Advent have such abilities, but Vassari have no chance to turn off Advent base abilities meteoric control and switching-off of engines.

Advent needs some repearing ability in the beginning of the game witch would help them in battle with Vassari's phase missles.

And Tec may be realy need a mooving factory))

Reply #28 Top

Quoting Zeta1127, reply 25
Maybe the new capital ships will be the scrapped ones from pre-beta Diplomacy, which are the TEC Vera Destroyer, the Advent Salvation Destroyer, and the Vasari Marrasek Destroyer, respectively.

Intersting, a smaller and cheaper cap ship might be better to help some of the current Capship shortfalls.

Reply #29 Top

Quoting stein220, reply 26



Quoting Zeta1127,
reply 25
Maybe the new capital ships will be the scrapped ones from pre-beta Diplomacy, which are the TEC Vera Destroyer, the Advent Salvation Destroyer, and the Vasari Marrasek Destroyer, respectively.


 

Was not aware of those.  Do you know anything about them? 

They're just old strings left in from the Diplomacy beta. You can still find them I believe. AFAIK, nothing came of them, other than the string files.

Reply #30 Top

Quoting kyogre12, reply 29
You can still find them I believe.

Yep

Reply #31 Top

I could see these newer capital ships having more...civilian abilities....

For example, an Advent capital ship that spawns culture...or a TEC ship that boosts trade...or a Vasari ship that boosts resource production...

Not a huge fan of those but they would be very different from current capital ship abilities/roles/classes...of course, you could argue we have envoys to do that...but seriously, who builds envoys?

 

Reply #32 Top

Cap Ships that help production make little sense... besides... there are already Diplomatic Cruisers that do that for some races.

Reply #33 Top

Whether it makes sense or not, the Sova carrier already boosts production...my problem with simply adding 12 more combat abilities is that odds are they won't be all that unique...not that civilian bonuses are unique, but capital ships in general don't grant such bonuses and you can't place envoy bonuses on your own planets, so it would certainly serve a purpose...

Given the current entity modifiers, etc. that are in the game, additional abilities are simply going to be reusing the same bonuses already given by existing abilities...sure, you can get unique combinations (an AoE ability that regenerates hull and shields) or turn single target abilities into AoE (a debuff that reduces many targets' armor instead of just one), but we are still looking at the same bonuses/penalties...

To truly have new abilities, either 1) they are going to have to make new types of entity modifiers, etc. or 2) they are going to really have to think outside the box...

For example, you could have a time dilation field ability that reduces the linear/angular speed, weapon/ability cooldown, build/construction rate, and passive regeneration of all ships and structures that mimics a slowing down of time...or, you could have a singularity inducer that spawns a black hole on a targeted ship (think opposite of repulsion)...or, you could have an ion pulse that is an AoE ability interrupt...

The problem is, crazier ideas can be harder to balance or actually make useful...not impossible, but it really depends on what priorities the design team has, and good cap abilities may or may not be one of those priorities...

Reply #34 Top

my money is on 3 ships that are functionally the same, but vastly different abilities to round out the factions. My guess right now is an anti-bomber class ship, but the abilities will be completely different between each faction (like, for example darvin's suggestions, but just the abilities). this way, bombers are taken care of, and factions are balanced simultaneously.

Reply #35 Top

Bomber can easily be taken care of with the damage tables...if they need to add a whole capital ship just to deal with one type of unit then that's pretty sad...

Reply #36 Top

Each faction already has a capital ship with a dedicated anti-strike craft ability, so this would be redundant.

Reply #37 Top

TBH, the new caps are prob gonna have some tie-in with some new feature they are adding in, e.g. loyalist/rebel. They may also fill gaps or buff strengths, but thats where my money is.

Reply #38 Top

Quoting Kitkun, reply 5

Quoting Brazilian_Joe, reply 4I, for one, am in favor of giving late-game pirates a custom capital ship. Been said no.

 

Hee hee, the joy of mods, eh?

 

Anti-Starbase Capitals: just set all weapons anti-module, let it fire on anything, and adjust the DamagePercentBonus in Gameplay.constants **POOF** anti-Starbase/Structure Capital.  Then give it appropriate abilities.

Yeah, this is something 7DS has coming.

Reply #39 Top

Anti-Starbase Cap or True Destroyer (Read it kills other heavies very well) are the only viable options I see. Unless its lame like some sort of Eco Support ship.