Suggestion [UI] Mothership class ships

Discussion in 'General Archive' started by GreenandGrey, Jan 12, 2017.

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  1. What I would like to suggest is a series of ships. Currently we have clerics, tanks, scouts, speed dominated gameplay and general use ships. A mothership class would be more like a mobile battle station. The visual for the ship should be ~X2 the size of normal ships

    Destroyer
    General high DPS tank, extremely slow. Talking like 1.5m hp, 20 generator slots 20 lasers and base speed of 100. +15% shield, +5% damage, flat -75% speed makes an effective base speed of 25 with a max of 90. +10% range. -20% repair rate. CBS modules can be installed but reduce speed by 20, minimum speed of 10. CBS offense modules can be installed but their damage is reduced. Cannot cloak

    This thing wrecks but can't fight against real ships without support. Other players can chase runners towards the Destroyer using it as a pin. Alone the destroyer can be taken down by as little as two players working one after the other

    Arbiter
    Utility mothership. Slightly faster with a base speed of 100. 1m hp, 15 lasers, 12 generator slots. +100% vision and +100% radar (zooms vision out to see more of the battle). -25% speed. -15% repair rate. +25% shield. Passive +1% shield regen up to 4,000 points. Cannot cloak. Abilities:
    Recall drops a beacon anywhere on the minimap, allowing party members and clan allies to teleport to the Arbiter's position by clicking on the beacon. Recall lasts 40 seconds and has a cooldown of 8 minutes. Enemies cannot see the recall beacon.
    Stasis locks down an enemy ship for 15 seconds. While locked in stasis a player takes no damage, can't recharge shields, drop mines or shoot. The enemy PET too. Stasis is just a stalling method essentially. Cooldown of 2 minutes.
    Cloak Projection keeps allies cloaked so long as they are in range and not taking hostile action. 2 minute duration with 8 minute cooldown. Does not cloak the arbiter itself. Doesn't affect personal cloak
    Boost Projection emits one of the following boosts to nearby friendlies: 5% damage, 10% shields, 10% HP, 5% speed or 5% evasion. Continuous and passive but toggleable

    A well organized team using TS can see enemies coming before they see you and respond by buffing accordingly. The arbiter cannot run away but can recall teammates in case it's in trouble. Recall can be used offensively by employing a rendezvous and coordinated jump. Citadel's draw fire can be used to protect the arbiter under cloak and it's sizable HP gives the aegis repairs new meaning.

    Disrupter
    A thorn in their side. Base speed 100. 800K HP, 10 lasers, 12 generators. +25% mine damage and duration. +25% shield. Non-damaging mines are invisible to enemies. Abilities:
    Teleport Away warps the enemy you target to a random location on the current map. Cooldown 8 minutes
    Teleport Self warps YOU to a location selected on the minimap. Cooldown 8 minutes
    Wall produces a wall along your flight path which is an impassible zone to everyone except you and your allies. Duration 5 seconds of deployment length and 1 minute until the wall falls apart. Cooldown 3 minutes. Alternatively you may click the minimap to indicate the wall's location
    Disrupt breaks locks on yourself and nearby allies. Cooldown 1 minute
    Ultimate cloak same as spearhead ability
     
    Last edited: Jan 15, 2017
    recursos☺☺ likes this.
  2. Ultimate cloak same as spearhead ability[/QUOTE]
    1.separe the terms are all together.
    2.Destroy:
    1.5m hp = 1,500,000 hp + 20 lasers + high bonus
    Question: Do you want to play using bosskristalon as a ship?
    Referee:
    100.1 hp = 100,100,000 hp + 15 lasers + high bonuses
    Question: Do you want to play using the spaceball ball as a ship? How do you speed up if the ship does not tell you how much it has? Negative start bonus is logical.
    Disruptor:
    800k hp = 800,000 hp + 10 lasers +12 generators + high bonus
    Question: Do you want to play with a giant boat in the game?
    In addition you did not put extras, slots and no separate description is all together difficult to understand and you still because the 1st to play easy, second with a negative bonus and the 3rd is unbalanced to play. There are still prices, assembling, and forms of win.
     
  3. The negative speed bonus reduces the effectiveness of speed generators, incentivising tanky builds. The negative repair rate means that pilots in fighter class ships like goli pussat or tartarus can take down motherships on their own if they end up facing off in a battle map or UBA

    Obtaining:
    LV 20 mission grants you a mothership pilot licence. You have to pick one of the three though and you can't change. One per account. Motherships can't be repaired using repair credits and take 4 hours to repair when destroyed
     
    Last edited: Jan 15, 2017
    recursos☺☺ likes this.
  4. Kyro

    Kyro User

    I don't think it's that bad of an idea but such ships should be very restrictive, like say only clans can have them and a clan can only have one or two(basically not many or maybe can only have few actually flying). Cause if absolutely anyone could fly these if payed what need to* then they would be VERY annoying at the very least(even if they were "not hard" to destroy when they're by themself).

    *Cause come on BP would make these cost lots, so going off my suggestion to your idea: Of course to get one it would require people in a clan working together, I very much doubt still that BP wouldn't put a price tag this way but it isn't as straight forward if such ships were basically owned by the clan and not just one person. Of course could need to do stuff that you need uri in order to do(don't be so lame to make it all about uri to make/obtain one) but I would hope BP has learned their lesson off what LF4/drone stat designs and upgrades etc have done to the game with how expensive those were... (also my suggestion to your idea could probably spice up clan warfare and maybe put BP on the path to make clans more fun)
     
    Last edited: Jan 16, 2017
  5. the idea isnt too bad in itself actually that will definitely change the way people fight but the real problem is these ships being basically immortal think about a full herc destroyer with 50% boosters and you say 20 laser slots that that already passes that 200k damage on avarage depending on how they set up configs and its base hp is 1.5mil? that crap will jump to 2mil fast and dont let them use ring on that thing however maybe if bits and pieces can be destroyed off of it reducing its combat abilities allowing us to weaken it over time this idea i can see happening im saying this because we also have to put in consideration of the citadels,aegis,and a bunch of ufe golis guarding that monster and i do believe a ship like that NEEDS to be expensive because fighting 2 of those things
    sounds like its going to hurt...but also sounds fun...to hell with it i am more than willing to watch the chaos bloom when 2motherships and about 20ufes enter the map ill be in the fight
     
  6. Yeah, one per clan makes sense. Should it actually be property of the clan and assigned to a pilot by leadership or what? What happens if the clan disbands? Should it still work if there's only 1 pilot in the clan?

    The numbers are just an arbitrary made up set. Real numbers can be balanced. Perhaps an extended reload rate for lasers to give players a chance to "swarm" it before it can pop them all
     
  7. Kyro

    Kyro User

    Hm, that's kind of a tricky hurdle when think about it like that but I guess could say it isn't a Ship that a clan that doesn't trust eachother should go after. I mean if no one player needs to pay a certain amount(like say the final step to obtain one) or if the clan as a whole can help pay, then I suppose it would be fine if it did just disappear if the clan disbanded*.

    Also since it is meant to be something a clan works towards to get it would take a single player forever to get, but then again could just make a requirement that need a certain amount of players a certain level or above in a clan to be able to work towards/use it. So also could make it so can't use the Mothership if the number of clan members or active members go below that certain number. Cause I can see some clans probably splitting their members up into different clans to make most motherships can... So yeah would need to make that very hard to do(deffinitely impossible for a single person since it wouldn't be of much use anyway and definitely that way so people apart of a clan can't just make their own clan to get one and then help former clan with it).


    *Though if BP did make it so one member/the leader had to pay by themselves at a step of the journey to get one(maybe first step to start the journey or last step) then yeah it might technically need to be owned by them and be tied to their account. Meaning they/whatever clan they join(assuming it meets the active member count/level requirement, probably also the person that owns it needs clan rank permision to use/manage it as well**) can use it but a new clan they join should need to do quite a bit of work to be able to use it again. Ideally the clan as a whole should be able to help pay for it, then sure any member can help pay a lot or all of it but since they didn't need to but chose to, the clan itself actually still owns it.

    **So yeah could manage the Mothership by adding another "permission"(/s) to clan ranks maybe, one for that lets manage and use then other one that basically just lets you able to use it if the people that manage it let you(maybe only the leader or so of the clan can give people the second permision(to try avoid misuse accidental or otherwise and of course only leader or so(maybe could have another permision to let trusted clan members as well) can give people permision to manage the Mothership)).
     
    Last edited: Jan 17, 2017