Capital Ship & Dreadnought

Unique, one-of-a-kind new ship addition

I wanna make a suggestion related to existing capital ship and dreadnought-class (not type version which already exist in game) alongside new Titan IF possible

1st part is SINS all sub-faction should have newly-added units considering the advancing technology and escalating threat which basically common sense in any military in the world... SO here's the part... Using E4X as base for this idea, TEC, Ascended & VIR made a joint research of new ship, defense and so on via their one-of-a-kind triple alliance pact (Pact Part i'll get to that someday after i mentioned all needed parts.. not in this forum part).

Dreadnought-class warship should be built using Titan Foundry IF Ironclad don't wanna bother making another model dedicated for it.. There should be 2 for each faction minimal BUT 1 of it can be immediately built when researching tier 6 & above as both new dreadnought are experimental..

Here's the difference about 2nd dreadnought... IT can be researched at tier 7 & above BUT required completing the campaign using that factions (UNLESS Ironclad plans not to make it in SINS 2)

The same principle of building new experimental capital ship which basically 2 for each faction as well but 1 of it require completing the campaign... 

There are some more BUT I'll get to that part later once i study the needed info for further suggestion

10,013 views 4 replies
Reply #1 Top

Agreed with this, sort of... i would like to see something inbetween capital ships and Titans, lets call it super-capital class. It can be capped in numbers just like Titans, except not to just one, but say 5 or 10 (this assuming you can build now more than 16 capships). Would be say twice the size of capital ship, obviously significantly stronger and perhaps instead of chargeable abilities you would upgrade it same way as starbases. 

When i think of it, i picture the Lucifer class superdestroyer from Conflict:freespace.

Reply #2 Top

There should be 2 for each faction minimal BUT 1 of it can be immediately built when researching tier 6 & above as both new dreadnought are experimental.

Reply #3 Top

Quoting Timmaigh, reply 1

It can be capped in numbers just like Titans, except not to just one, but say 5 or 10 (this assuming you can build now more than 16 capships). Would be say twice the size of capital ship, obviously significantly stronger and perhaps instead of chargeable abilities you would upgrade it same way as starbases

I would say that it gonna ruin some player in multiplayer who are unfortunate in their early start game unless SINS 2 are only playable in skirmishes which player fight against AI... Also to add a bit of my suggestion, these Supercapital ship OR i so-called it Dreadnought should have at least 1 permanent/stacked/passive ability as these ship are basically still experimental one..


Here's the difference about 2nd dreadnought... IT can be researched at tier 7 & above BUT required completing the campaign using that factions (UNLESS Ironclad plans not to make it in SINS 2)
 

I mentioned 2nd Dreadnought required completion for full upgrade for gameplay in skirmishes But playing it in skirmishes works too BUT some important research, parts and some which only accessible via limited captured structure like ancient research lab or abandoned super factory or broken defense fortress which is vital for further completion...

FYI... IF IRONCLAD are SO willing to work this concept for making each sub-faction have Dreadnought-class ship... here's my point.

1 dreadnought are based on partial titan base design and 1 capital ship as a start while 2nd one are something like combination of 2 existing capital ship with the addition of faction's hero ship from E4X commandeering it.. 

3rd one could depend on their choice of relevant ship design that have similar base design in the SINS or even completely not related SO long as SINS weaponry could be mounted in those ship like the one Lucifer-class superdestroyer from Conflict:freespace BUT this kind of suggestion require a complicated yet direct negotiation with their dev team as i can only point some suggestion and hopefully they are willing to use it in their new SINS 2 game 1 day

Reply #4 Top

Using Maelstrom Mod's SuperDreadnought as basis for one-off modification via Cap Ship Factory for Capital-class ship & Titan Foundry for Dreadnought-class BUT this idea might seems quite different though...

This unique one-off mod has 4 names depending on their ship type.. SuperBattleship for Battleship, SuperDreadnought for Dreadnought, SuperCruiser for Battlecruiser and SuperCarrier for Carrier WHILE Dreadnought-class ship only have 1 name..

UltraDreadnought is all i can think of... ((feel free to suggest some good name in relation with this name even in other understandable language)).. 

 

For all 4 super-type capital one-off upgrade which can only be upgradable if that ship reaches level 8 out of proposed level 11..

Max Hull: Minimal 2500 point

Armor: Minimal 10% overall ship's armor

Max Speed: Minimal 50% increase

Turn Rate: Minimal 20% faster 

Phase Charge Rate: Minimal 150% faster

--- Have back-up phase jump engine installed BUT only usable once.. then wait for 15minute for level 1 upward to 7minute for max level

--- All Super-type have Max Hull minimal BUT the rest are depending on their faction's uniqueness..

--- All Super-type ship would gain some upgrade in return for other part LIKE newly upgraded Kol Battleship removed hangar port for such facilities gain greater capabilities regarding that part and SO ON

 

WHILE UltraDreadnought ((Temporary naming)) can be gained after reaching level 6..

Hull Restoration Point: 100% increase 

Shield Restore Rate: 100% increase

Max Antimatter Point: 500

Armor: Minimal 25% overall ship armor

Minimal 4 extra turret (depending on what is that ship specialized) including AA weapons

2 extra squadron strike craft at minimum

1 unique addition.. FOR example, Kol' Adaptive Forcefield Defensive shield which only works for itself Or spawn stationery missile battery as support firepower OR Targeting Uplink as support defensive OR even upgraded planetary cannon which allows auto-Raze Planet w/out using antimatter..

Hull, Shield & antimatter upgrade are permanent while other 3 are depending on their unique traits

There's more BUT it'll take way too much to add here... you get the gist of it