Battle suggestions/epic additions

  • 1. I'd change all defenses to shields coresponding to the damage it is suppose to block.

Blue shield-beam, red shield-kinetic, and yellow shield-missile.

All shield modules would regenerate 1hp per second per module.

So 3 kinetic shields modules would equal 3 hp/sec.

If you have multiple shields of a different resist type the shields would illuminate to the damage type thats attacking.

Id add some support modules that boost regen, add a shield canopy, and heal allied ships shields.

 

2. Armor would add hitpoints. If you have mined the red, blue or yellow resource(forgot names). They would add a damage reduction to the corresponding damage type. Red kin, yellow missile, and blue beam. 1% per module.

 

3. Ships should have passive bonuses based on hull size and research into refining the Hull size Balanced by long research time.

tiny 10/20/30/40% evasion

Small 7/14/21/30% evasion 

medium 5/10/15/20% evasion, 2/4/7/10% damage absorption 

large 5/10/10/20% damage absorption,

Huge 7/14/21/28% damage absorption

 

4. Also in the engineering tech tree the ability to research specialized hulls underneath the generic sizes that fit multiple roles.  these special hulls would require mined resources. Most for any hull size.

Balanced by long research times. Here are some examples.

Paladin class Offensive modules take more space while defensive modules take less

Tier 1 20% offensive modules -10% defensive modules

Tier 2 20% offensive modules -20% defensive modules

Tier 3 20% offensive modules -25% defensive modules

 

Dreadnought class Ranged nightmare.

Tier 1 10% range -30% damage

Tier 2 20% range -25% damage

Tier 3 30% range -20% damage

 

 Ironclad (huge only) penalty to movement in and out of combat.  bonus hitpoints

Tier 1 -10 movement +30 hitpoints

Tier 2 -9 movement  +50 hitpoints

Tier 3 -8 movement +70 hitpoints

 

Aurora class (any hull size)

Tier 1 +10% shield regen -30% shield resist

Tier 2 +15% shield regen -25% shield resist

Tier 3 +20% shield regen -20% shield resist

 

Argonoth(huge only) carrier class

Tier 1 carrier module+1 tiny hull

Tier 2 +2 tiny hull

Tier 3 +3 tiny hull and +1 small hull fighter

 

5. Also the other problem is multiple targeting. From what I have noticed no matter how many guns are on a ship it will fire them all at one ship wasting a lot of that damage!  This is worse to me than not carrying production over on planets!  Cap ships in sins of the solar empire could shoot at more than one ship no reason not to do it here.  so example

 

tiny 1 target

small 1 target

medium 2 targets

large 3 targets

Huge 4 targets

 

I believe these changes/additions would really diversify strategies, add interest, and expand the war aspect.

Sorry for the weird format I posted this by phone!  Id love any feedback! negative or positive.

17,231 views 5 replies
Reply #1 Top


1. I'd change all defenses to shields coresponding to the damage it is suppose to block.
Blue shield-beam, red shield-kinetic, and yellow shield-missile.

so right now we have 

shield, armor, chaff

these already block the three weapon types all this amounts to is a name change

All shield modules would regenerate 1hp per second per module.

So 3 kinetic shields modules would equal 3 hp/sec.

If you have multiple shields of a different resist type the shields would illuminate to the damage type thats attacking.

im not really sure how the shields and armor work in game i think currently they do restore after the battle or after a few turns but as it is i would assume that the three systems have different ways of restoring and would prefer to see it that way

example of something i would like to see

shields restore to full after a fight

armor restores based on the ships hp, 10/50 hp the ship restores to 20% armor 

chaff is produced by the ship at a fixed rate going into battle always reduces 20% of your chaff reserve even if you dont get hit

2. Armor would add hitpoints. If you have mined the red, blue or yellow resource(forgot names). They would add a damage reduction to the corresponding damage type. Red kin, yellow missile, and blue beam. 1% per module.

as far as i know we have modules that add hp ( i could be wrong they were in gc2) so again a name change



Reply #2 Top


so right now we have 

shield, armor, chaff

these already block the three weapon types all this amounts to is a name change

 

It's not just a name change.  In the battle viewer you would see a yellow shield display blocking a missile.  Or a red shield blocking kinetic damage.  or multiple colors if being attacked for some cool eye candy.  The reason I stated this I know it's just a space game but it makes more sense to me since I wanted to add 1hitpoint regeneration per defensive module. plus all would regenerate full after battle.

Reply #3 Top

Accidentally hit post before finishing lol.

im not really sure how the shields and armor work in game i think currently they do restore after the battle or after a few turns but as it is i would assume that the three systems have different ways of restoring and would prefer to see it that way

example of something i would like to see

shields restore to full after a fight

armor restores based on the ships hp, 10/50 hp the ship restores to 20% armor 

chaff is produced by the ship at a fixed rate going into battle always reduces 20% of your chaff reserve even if you dont get hit

1hp/sec per defensive module during the battleviewer to add another aspect to building ships.  I figured 1hp/sec would imply the battleviewer so I didn't specify apologies.

as far as i know we have modules that add hp ( i could be wrong they were in gc2) so again a name change

 I haven't encountered these yet through various plays.

Reply #4 Top

Quoting daeatul, reply 3

 I haven't encountered these yet through various plays.

hrmm looking through the list i dont see one i must have been mistaken it may be something that will be added in later i think they mentioned in the last dev stream that the drengin had a bonus to ship hp so i would expect that a module to add hp is somewhere in the works

but i think that changing everything to shields simplifies the combat when a lot of people have been asking for more depth to it

Reply #5 Top

The Drengin have a racial ability that increases base hp's of their ships by 20%.  It is not a module that has to be added, it is just inherent for their race.