all very good!
just with the TEC BSC, the Frag Rounds ability... that applies to what? their AA Cannons or their main Anti-Ship weapons? i know it says all weapons, but... are you saying the standard missile fired at a frigate or larger also does damage to SC in addition to their AA Guns?
also... with TEC FSC... i thought Fighters were Anti-Light? or Anti-Medium? why are we giving them a boost against Caps? i would have thought with Bombers and Heavy Bombers (ill come back to the names for those two later) being strong against caps, why are we now giving a mainly Anti-SC ship a buff vs cap ships?
otherwise, everything else sounds good. Chink in the Armor as an ability name sounds too long, perhaps Weak Point Targetting or something similar. Imo, with ability and research names, the fewer definiate and indefinate articles (like "in" and "the") the better.
Now, with bomber names... i think we need to keep one as a Bomber... its only if we have Bomber and Heavy Bomber that it becomes convoluted. I like Heavy Bomber, but i also like Torpedo Bomber... on the other hand, im not so sure a Bomber with Aft-AA cannons constitutes a Gunship, and id rather keep that name for my other idea about HC's a few posts above.
So... im happy with Bomber and Torpedo Bomber, or Heavy Bomber and Torpedo Bomber... Maybe Light/Medium Bomber and Heavy Torpedo Bomber... lets discuss it, but i really want its meaning to be intrinsically evident. So the current "Bomber" is effective vs All ships larger than a Frigate + structures and Starbases, but Heavy Bombers are more effective vs Caps and Structures/Starbases than normal Bombers, and i want the names to reflect that somehow.
Also, remember i wanted to incorporate the EWS Bombers from Distant Stars. i think they are special craft and so need a special ship to carry them. as it stands, in DiSt, only Hangar Defenses and Cap Ships can field EWS Bombers, but since we now have at least 4 types of SC, not including EWS Bombers, they may end up being obsolete before they are given a chance.
In General, im proposing (in addition to the EWS Bombers) a new kind of carrier, either a Utility Cruiser Type, or a new Cap Carrier... something that, with research, comes out later in the game with much better Abilities and DPS, in addition to its SC power. Im just putting it on the table now, ill work on it more if you guys give the thumbs up.
Yeah, i had a feeling the temp control of SC wouldnt work (you could always take control of it permanently, and have it exist as a squadron without a host, so for as long as they exist without a host normally, they fight against your enemies for you...), anyway, so the latter, just a simple thing that reduces SC speed, accuracy, maybe RoF, and causes DoT. should be simple to implement for Advent ISC. the explanation would be Telekinetic Forces are applied to the enemy SC, causing the SC to shake itself apart while reducing speed and accuracy.
I also like Whiskey's ideas for SC, notably the Phase Manipulators and Afterburners and equivalents. I think Volt pretty much set everything out, so i cant see any SC that still need buffs, but they're on the table. Maybe something for the EWS if we choose to improve upon them.
As for the Phase Manipulators, it would be good.... except having something so powerful on something as elusive and possibly widespread as an SC is seriously OP. i mean, you fill a few carriers with these things, have them hold position on the edge of an enemy GW with some Flak support, and the enemy cant retreat. even if it has a set range, you set them up behind your fleet but within range of the enemies escape route, and bam...
However, this idea as a cruiser or cap ship ability would be good. like a Mobile Phase Disruptor... however if i remember correctly, i suggested that SotL's have such an ability built in as a passive ability... idn, what do you think Volt?
as for stealth fighters, i think its a nice idea, but it doesnt fill a niche, and any ability to balance it would end up negating the effect entirely.
also:
Perhaps have something though that makes it so that any SC killed by the V ISC would leave a "frigate" (like the deployable turrets) called Destructive Nanite Cloud. All ships that go within a range of 300 of this would receive a DoT. That would give it more of an immediate value.
i like this idea much better than the current Dormante Nanites. sure, DN as it is now is good against Hit and Run, but during a battle it is useless... maybe give that to SC in Hangar Defenses, but not on LCs.
I don't think so... The UT would come in tier 4 and the TT would come at 5. Perhaps something we could give the UT's would be a passive range debuff for surrounding enemies. That way, LRM's are not so LR any more...
what are UT's again? are you talking about the New Utility Cruiser? and in any case. Utility Cruisers are traditionally only lightly armed, and the TT is unarmed, so we've gained two new Utility Ships, and still have no grunt fighters. One thing i did think of a while ago, though, was a "Dead Zone" in the LRF firing arc, so it couldnt fire at targets within a range of 50 or so, or else give them a 50% damage nerf to targets within a distance of 50... that way they are long range and STAY long range.
Anyway, i just thought of something RE: the dormant nanites and defending SC... Do we want to make a new SC fielded exclusively by Hangar Defenses? if could have greater damage and speed, as well as abilities to make it the bane of attacking fleets. its more vs the annoying single ships you sometimes get in undefended worlds rather than whole fleets, though they could still wreak havoc on a fleet...
Im thinking something about 2-3 times the size of a standard SC, with 360 degree AA cannons, heavy weapons for attacking larger ships, and perhaps abilities like the EWS Bomber, so it can disrupt the abilities of targetted ships. heres and overview:
'Defender' Gunship:
Ships Per Squad: 2
Ship DPS: 10
Ship Hull: 40
Damage Type: Anti-Composite (is that where it damages all types?)
Weapon Type: AutoCannons and Missiles
Abilities:
[Auto] EMP Blasts: Causes Temporary Engine Shutdown and reduces Rof/Range/Accuracy on targetted enemy ships
[Researchable] ECM Suite: Reduces Accuracy of nearby SC by 30% and increases Armor by 1
Forgive the numbers, i just threw them in, they can be changed, but thats the idea. The picture i have in my head atm looks alot like a 747 or B-52 Bomber... but of course a 747 or B-52 in space would look silly, so im more than happy to change it.
The idea is to simply have one all-rounder ship that is too big to be fielded by ships, but can be housed by Hangar Defenses, and used to defend your worlds against any and all threats. They would take up two command points (hangar slots) but Hangar defenses would have their command points increased to compensate. As for SB's... im not sure if i want to make Defender Gunships the standard on SB's, or give the player a choice of which SC he wants... however, SB command points would stay the same as normal. for instance, a fully upgraded TEC SB has 14 squadrons, so if you were to fill those with Defender Gunships, you would only get 7 Squadrons.
Im looking at it though and i think maybe they are too powerful... i want the weapons as they are, but i may want to reduce the speed and turning speed to that of standard bombers...
and lastly, before i forget, i want to mention it here that i want all the new abilities and ships and research items we are creating to have their own unique button image, and not steal it from another part of the game. the thing i hate most about poorly designed mods is when they steal things from other races and slap it into another race as is, just because it fits...
also, Volt, how are you going with the Models? i know you had the Kamrock all but done, barring the changes we wanted to make to the wings/fan. and you had the Nolane all but done, except we were thinking about swapping the Nolane Model with the Eyron and doing something different for the Nolane... so basically, how are you going? you might want to post some on the OP just so we know what we have down pat already