Dunov's anti-fighter support

This is just an idea.

I was thinking that the dunovs magnetize hull seems to have the same effect as a flak in that it kills fighters , but I think it should have a different special ability.

Something like Magnetic Flux - basically it creates a flux within the system that causes all fighters and bombers to dock and cannot be launched because it will have a similar effect to the nebulas. It should only last awhile and have a cooldown period.

I think this ability will make it a really good support ship as it can now support against fighters

As it is , i usually ignore the magnitise hull funtion for the shield and disruptor.
21,824 views 17 replies
Reply #1 Top
Sounds more like it totally disables any carrier based approach. I don't like that much.
Reply #2 Top
Yeah, that ability would be quite vastly overpowered (I hate using that word) compared to any other present ability. It would have to have a reasonably long duration to be useful (because let's face it, docking bombers for 5 seconds isn't going to do much), but that same reasonably long duration would shut the defender down too much.

If you want it to have a better anti-fighter ability, a more reasonable approach might be something like:

Advanced targeting - The advanced electronics systems on the Dunov can be modified to allow its array of autocannons to track fighters with moderate success. The increased power consumption prevents this ability from being active for too long.

Effect: Autocannons fire on fighters/bombers with a 50% miss chance for ~15 seconds. Another method could be without a set duration, but make it drain antimatter at a fast rate in addition to the antimatted activation cost. That way the higher the level/more antimatter, the longer it can fire on fighters.

As far as anti fighter abilities go, my dream is still to see the Kol's flak ability to resemble Battlestar Galactica's (the new series). Just can't go wrong with that
Reply #3 Top
Does this special ability work now? Previously in the forums it was mentioned that this special ability affected both the enemy and the players fighter craft!

I use a lot of bombers so I stopped building the Dunnov after that in favor of other cap ships with less questionable abilities.
Reply #4 Top
Wouldn't know, never get a Dunov high enough to get the ability Shield restore and the drain ones always get priority..
Reply #5 Top
Does this special ability work now? Previously in the forums it was mentioned that this special ability affected both the enemy and the players fighter craft!


That sounds more like it works "as intended" but not as wanted And seems perfectly reasonable, even if it does render one power "useless" for carrier powers.
Reply #6 Top

That sounds more like it works "as intended" but not as wanted And seems perfectly reasonable, even if it does render one power "useless" for carrier powers.


You may be right, if so, I think it should be changed. Your fighters should be immune from this effect, especially if you use autocast. Knowing you have this in your arsenal, you would equip your fighters appropriately. Like passing out gas masks to your troops if you plan on using gas on the battle field.
Reply #7 Top
especially if you use autocast.


No, you just don't set it to autocast.

I'm sorry, but you can't just say "OK, this magnetic field isn't going to effect friendly units!" You could equip your fighters to trigger a magnetic field of their own, but that would only result in them being thrust away from the ship at a great, and probably deadly, velocity.
Reply #8 Top
but that would only result in them being thrust away from the ship at a great, and probably deadly, velocity


Could be nice, if you can time it right, you can sling all your bombers / fighters to the enemy at an increased speed... Instant kamikaze attack
Reply #9 Top
That wouldn't be bad if the Sova's insta-build ability worked so you could kamikaze its wings and be able to get new ones out, instead of having a now nearly militarily useless capital until it rebuilds
Reply #10 Top
The Sova's insta-build ability does work, I don't think magnetize targets your own fighters, and magnetize also prevents the target from using abilities.
Reply #11 Top
The Sova's instant build works, but it doesn't ignore the "locked" in-combat delay between building fighters.
Reply #12 Top
But it still builds fighters faster than 1/s, and in my opinion, that is working.
Reply #13 Top
One downside, things can't miss in Sins to beging with.
Reply #14 Top
fighters and flak can miss against strikecraft type targets. Also, for modding purposes, it is easy to modify accuracy ratings.
Reply #15 Top
especially if you use autocast.


No, you just don't set it to autocast.

I'm sorry, but you can't just say "OK, this magnetic field isn't going to effect friendly units!" You could equip your fighters to trigger a magnetic field of their own, but that would only result in them being thrust away from the ship at a great, and probably deadly, velocity.


RL,

I can not debate magnetism with you since I am not a physicist. I would be surprised if the effects of this magnetism weapon would be absolutely impossible to effectively counter. However since this is a game and not real life and the game is played by mostly non physicists I can say that this weapon does not have an effect on friendly units. There I said it.  It would not detract from the game at all for me if the developers made it so, but then maybe the game is played mainly by scientists and if it would completely spoil the game for them I would gladly defer.

Since the game has space lanes between planets, it can have a magnetic field weapon that only effects enemy fighters if it makes for a better game. Having a weapon that targets your own forces seems coounter intuitive and the ai does not appear to know the best times to use its ship's special abilities. If it is possible to improve this system, I won't say fix it I would vote for that regardless of how physics is perceived in the real world.
Reply #16 Top
However since this is a game and not real life and the game is played by mostly non physicists I can say that this weapon does not have an effect on friendly units.


O.o

I thought someone confirmed it did have effect on friendlies?

And your right, enough thought can come up with psuedo-science to explain any wanted game mechanic
Reply #17 Top
I like the magnetize special ability... And it works quite differently from the flak option. You need an enemy ship nearby to magnetize than the strike craft fly into it, damaging it in the process. The only problem is that autocast sucks at using it for now.