Carrier Class

Discussion in 'General Archive' started by Sociopath, Jan 6, 2014.

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  1. Sociopath

    Sociopath User

    Foreword
    This idea is a very big one, and this is probably the biggest post this new forum has seen. Bear with me.

    Carrier ship section.

    This is a new class of ship which, as you can probably tell, carries other ships. It comes with special abilities, but this ship has one major drawback. It cannot shoot, and lasers on drones are negated. Drones can still add shields, hold extras, and be in formation. It is also colored by the company and clan.

    Announcement
    The rising ship-building faction Neptune Corporations™ has blown through the competition with this revolutionized concept. However, they didn't just dream it, they built it. The new ship Praesidius is a carrier-class ship, the first of its kind. It has very unique abilities compared to other ships, and is capable of swarming and destroying the best of pilots. Support your company and your clan by buying this carrier!

    Statistics

    Cost: 300,000 Uridium.
    376,000 Hitpoints.
    736,128 Max Hitpoints*.
    376,000 Max Nanohull.
    300 Speed
    540 Max Speed*.
    No laser slots.
    15 Generators.
    130,000 Batteries.
    10,000 Rockets.
    5 Extras.
    2,000 Cargo.
    13,200 Max Cargo*.
    Eight base abilities.
    One rocket launcher.*

    *Including pilot bio, heart/moth, hercules, and 20% booster (pro and norm, counting possible 50% boost max would be 920,160, but it's pretty difficult to achieve)
    *Including Promerium and fifteen 7900s
    *Including pilot bio, pet protocols, doubler, and premium (2000 * 1.25 * 2.44 * 2 + 500 * 2)
    *The rocket launcher couldn't go on the swarm ships without overpowering them, so it had to go here. It also allows the carrier to regain shields by use of sars, so that's a plus.


    Statistics Explanation
    Cost needs to be high, this is a freaking player controlled cube. High hitpoints, because this ship should not be easy to kill. Normal speed, fast ships can still outrun easily. 15 Generators, again, supposed to be hard to kill. Armory is so big because it's a big ship, it is called a carrier for a reason. Cargo is pretty decent. On to the eight abilities.


    Abilities

    Jump CPU Manipulator
    Any clan member that jumps (using AJP cpu or the homebase one) to the map this carrier is on, they will appear at the spot the carrier is on. Lasts one minute, cooldown is two. Overrides CBS.

    Backup Hangar
    Allows clan ships to respawn at the carrier ship with 10% of their hp at the normal cost of repairing at a portal. Lasts five minutes, cooldown is fifteen.

    Swarm Launch
    Launches the swarm, takes 30 seconds. At the beginning it launches one ship, and each ship thereafter in succesion after a few seconds. Cooldown is a minute.

    Swarm Instant-Launch
    Instantly launches all ships in the carrier. Twenty minute cooldown.

    Swarm Recall
    Recalls the ships to the carrier, takes 30 seconds. Works same way as "Swarm Launch" except backwards. Cooldown is a minute.

    Swarm Instant Recall
    Instantly recalls all ships to the carrier. Twenty minute cooldown.

    Share Shielding
    Distributes ship's shields to the swarm ships, refilling them. Ten minute cooldown.

    Clan Carriage
    Swallows clan ships in a screen's vicinity into the ship, held their until a launching ability is activated. Maximum of 5 ships can be held. Fifteen minute cooldown.

    Possible Carrier Images

    [​IMG]
    [​IMG]


    Obviously not exactly like either of those images, but I imagine somewhere in between them. I do not own any of those pictures.

    Color Scheme
    The ship is mostly the color of the company, but it has secondary colors, chosen by the clan leader (default is the company color) that change the look of the carrier. Colors include: White, Black, Gray, Red, Yellow, Blue, Orange, Green, and Purple.

    Note:
    When you buy the carrier ship, you start off with Type II. The other types can be picked up in pieces, like apis and zeus, and then produced in the tech center. You have to produce all the needed amount of the swarm ship to use it.


    Swarm ship section.

    Mechanics of the Swarm

    1). While any swarm ship is out, the carrier ship's speed is lowered by 40%.

    2). The swarm ships act like protegits around a cubikon, except staying in a closer vicinity.

    3). When any swarm ship falls below 33% hitpoints, they return to the carrier.

    4). They then take a certain amount of seconds to repair, and then they go back to battle (if the recall has not be activated).

    5). When they are activated, they do nothing at first, but when the player double clicks an enemy, all of the swarm ships target that enemy and attack it if it comes near. They are not like the pet gears, they cannot be set to guard mode or resource collection mode. That is all they can do.

    6). If the carrier ship is destroyed while ships are still out, they will instantly disappear (it'd just be laggy to have them hang around like protegits).

    7). When the carrier or a swarm ship is wizzed, all the swarm ships and carrier are wizzed into random ships/aliens/whatever.

    8). The swarm ships gradually accumulate damage as they are destroyed. Every time they are destroyed they accumulate 1% damage, when it reaches 100%, it (what a surprise) is destroyed. Kapoof. So those of you that aren't so great at watching drone damage, you better get with the program if you want this ship. Can be repaired with repair credits or 250 Uridium. When it is destroyed, you have to replace it, using 25,000 Uridium.

    9). Mines can indeed be triggered by swarm ships and carrier alike.

    10). You can attack (double click) your own subships and make them fight each other. However, I can promise you that this quickly gets old. Still fun to mess with noobs though.

    11). You cannot cloak with your swarm out, they have to be recalled. Launching ships will immediately decloak you.

    12). Double clicking on your own ship (the carrier) will stop your swarm ships attacking whatever it is they were destroying.

    13). Swarm ships are indeed affected by pilot bio, but the bonus HP is split between ships.

    14). Swarm ships are affected by boosters, but not drone formations or their designs.

    15). Subships cannot possess nanohull.

    16). Swarmers are affected by ore boosts/upgrades, like Seprom.

    17). Launching/recalling type one will launch a ship every fifteen seconds, or recall. Launching or recalling type two will launch or recall every ten seconds, etc.

    18). When swarm ships return to the ship they immediately start repairing, but it takes the set amount of time. They cannot be evicted while repairing.


    Swarm Ship Types


    Type I
    Releases two powerful ships. When shot down, they take two minutes to repair. I imagine they would look something like scorchers.

    Statistics: Each ship has
    100,000 Hitpoints.
    150,000 Max Hitpoints.
    300 Speed.
    456 Max Speed.
    8 Lasers.
    8 Generators.
    No extras, cargo, or armory, or abilities.
    Takes 30 pieces to build.

    Explanation
    Yes, I bet most of you did the math and put 8 and 8 together and made 16 lasers. However, remember that whenever the swarm ships are out, speed is very largely reduced. And with around 100,000 hitpoints, they are not very tough to take out. And their speed isn't really so important, considering they don't chase people down, they just flicker around the supership. There's really no reason to even put speed generators on these guys.


    Type II
    Releases three slightly less powerful ships. When destroyed, they take a minute and a half to repair.

    Statistics: Each ship owns
    66,000 Hitpoints.
    99,199 Max Hitpoints.
    330 Speed.
    456 Max Speed.
    5 Lasers.
    5 Generators.
    Takes 20 pieces to build.

    Explanation
    Basically just slightly faster (base speed) and less powerful than Type I.


    Type III
    Releases four fast, medium-powered ships. When killed, they take a minute to repair.

    Statistics: Each ship possesses
    50,000 Hitpoints.
    75,000 Max Hitpoints.
    400 Speed.
    528 Max Speed.
    3 Lasers.
    4 Generators.
    Takes 15 pieces.

    Explanation
    Again, less powerful but faster.


    Type IV
    Releases seven weak ships. When obliterated, they take thirty seconds to repair.

    Statistics: Each ship contains
    20,000 Hitpoints.
    32,570 Max Hitpoints.
    500 Speed.
    636 Max Speed.
    2 Lasers.
    3 Generators.
    Takes 5 pieces.

    Explanation
    Hands down fastest, second fastest ship in the game, but also one of the weakest. True meaning of swarm.




    Epilogue
    (Yes, my ideas have epilogues now.)

    This idea was created to help defend bases better, as well as having a cubikon-like ship. It was also made to as not overpowered as possible. I also thought about making a (obviously less powered) credit version of this, if you guys think that should be a thing, then I'll make one. This suggestion is also going to require an overhaul of the hangar, or at least a vast addition to it, to do this. This is a pretty big idea, so that's why I typed so much. To those of you that read all of it, thank you and I hope you like my idea. To those that skipped to the end, shame on you, go read it. Please give any sort of feedback at all that you have, I made this idea to not only be read but to be dissected. That is all.
     
    Last edited: Jan 7, 2014
  2. These ships are too fast, maybe you should tone down the speed.
     
  3. Sociopath

    Sociopath User

    The only reason they are fast is to evade lock. Also, having the max speed means that the swarm ships have no shields and are therefore pretty vulnerable.
     
  4. Hmm, interesting concept. This could work, but as you say it would require work on the Hangar page. Would the swarm ships be an extra cost or are they included in the base price? If they are included I'd say that base price is too low by half.
     
  5. Sociopath

    Sociopath User

    Included in the price. I realized that it was probably too low, but I wanted to make it affordable. I'll bump it up to 300k.
     
  6. Sociopath,
    That Carrier ship has the same price as an Citadel lols.
     
  7. Seems like Idea copied from Game Star trek online,Already Bigpoint copied Cube Graphics lolz
     
  8. Sociopath

    Sociopath User

    I had it at 175k, but bumped it up because someone pointed it out and I agreed. They are both big ships, so it works.
     
  9. But whats the advantage of a clan member buying that ship because they cant even farm because of the lasers.
    They dont even have lasers man ( the guy who buy it) so they cant farm.
     
  10. Sociopath

    Sociopath User

    The subships have lasers. That's kind of the point, if the swarm ships and the carrier had lasers, it would be overpowered.
     
  11. Interesting concept.

    An idea for this would be to make it kinda like the apis or zeus drones, where you collect pieces. You must have a hanger to start it in. You must still pay at least 100k (You gotta pay the workers to put it all together) to finish it even if you collect all the pieces. It should be about 100 pieces. This would make people spend more to actually get a chance at something like this.

    I like the concept of having a carrieresque ship to give you an added boost when defending CBSes but only after they figure out how to make it so a CBS can't be popped just by targeting the rock in the middle.
     
  12. Sociopath

    Sociopath User

    Making it have pieces would suck. Very much so. Although, it would get a large amount of money for BP.
     
  13. It is a great way to make it a prohibitive ship to get. It would give some of the UFEs out there something else to think about completing besides the Hades Gates and continually hunting the lowbies
     
  14. Sociopath

    Sociopath User

    Okay, lets do a compromise. Lets say by default, when you purchase the carrier, you have Type II. You can then collect pieces of the other types in pirate booty, and once you have the pieces, you can produce them and use them instead of Type II, but you have to have not only all the pieces, but have them produced the set amount of times to use them.

    So let's say Type I takes 50 pieces. That means you have to find 50 pieces, produce one, find another 50 pieces, and produce the second one. If it is destroyed, you have to produce it again. Same with Type III and IV, except a less amount of pieces for them. Sound good?
     
  15. that's reasonable. that way people have to work to make it good.
     
  16. RedStar

    RedStar User

    Releases two powerful ships. When shot down, they take two minutes to repair. I imagine they would look something like scorchers.

    Statistics: Each ship has
    100,000 Hitpoints.
    150,000 Max Hitpoints.
    300 Speed.
    456 Max Speed.
    8 Lasers.
    8 Generators.
    No extras, cargo, or armory, or abilities.

    So a carrier have no laser slots , but only 2 ships . total 16 lasers. doesn't matter they are lf4 , but 16 lasers ? why spend 300 k uridium for the carrier and die in 10 seconds?
     
  17. Sociopath

    Sociopath User

    If the Type I dies in 10 seconds, the carrier would die in probably around 30.
     
  18. cooljak96

    cooljak96 User

    I am kind of confused with the idea of the Swarm concept (I like it though).

    Also, I think that it would be cool to have the ability to "carry" your outfit members or clan mates around the map. Maybe it would have like a 5 minute cool down, but the "carry" ability would last for 1 minute or until you jump maps.
     
  19. Sociopath

    Sociopath User

    That is a good idea, but should there be a max number? You have 10 citadels guarding a base and one cloaker comes right up to it and boom turns into 40 red dots. I'm thinking maybe a max of 5 players per carrier.
     
    cooljak96 likes this.
  20. Sociopath

    Sociopath User

    The one issue I can see is the swarmers not doing enough damage. Just with drones, any ship can have 20 lasers. The most here is sixteen. Should the laser slots be bumped up to around the high twenties range? (We have to keep in mind rocket damage, because each ship will be firing rockets, and 7 ships shooting rockets....talk about eating ammo) A fe aegis has a minimum of 28 laser slots, so should the sum of the ships' lasers be around that?

    Edit: However, the two configurations for the carrier will undoubtedly be somewhere along the lines of a full shield and a speed/shield, because you can't run a suicide. That might be kind of overpowered. We do have to remember though that while the carrier is on a full shield config, with it's subships out, it only has a speed of 216, with promerium. PvP wise, very easy to get away, but that pretty much makes this the ultamite cubing ship. It might just be a necessary drawback to not do as much damage as the other ships.
     
    Last edited: Jan 7, 2014