Minor tidbits to spend K$ on

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Glacialis
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Minor tidbits to spend K$ on

Post by Glacialis » Sun May 23, 2010 4:14 pm

- Swarm doesn't fire on Rockbug ships. They do, however, try to mine them. This could be very bad. Mechanically, might attach like boarding pods. More trouble to code than it's worth? Possibly, but the image in my head was amusing. Queen is presumably smarter than the drones and fires as she pleases.

- +Tactical stealth in systems with asteroid fields.

Yeah, these focus on the "rock" nature of the Cthonics. Thinking that the Swarm homes in on the crystalline structures used in ship construction or *gulp* the Cthonics themselves. As for asteroid stealth, that's a little more tongue-in-cheek. "Look, we're rocks hiding in an asteroid field!" ;)

Oh, one more dealing with the Swarm:

- They didn't build the Swarm, but they can take control of them in a symbiotic industrial relationship. Not sure if Queens should be part of the deal or not. Gives a moderate boost to IO in a system with asteroids, once Asteroid Mining is researched. This one sounds like it would take a lot of K$.
nickersonm wrote:How did you get that out of Mecron saying the exact opposite!?

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AnarchCassius
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Re: Minor tidbits to spend K$ on

Post by AnarchCassius » Mon May 24, 2010 9:29 pm

I think silicoids would recognize turrets and engines on the Rockbug and categorize them as threat, possibly a mobile asteroid monitor type thing but definitely not raw materials yet.

Taking control a swarmer base might work like a research project to take an asteroid monitor. Once done you've gotten that swarm to recognize you as master and they won't attack and will possibly even help defend. Getting a slight boost from a captive swarmer base doesn't sound too hard to code but the whole thing might not be worth the trouble.

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Zabaron
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Re: Minor tidbits to spend K$ on

Post by Zabaron » Thu May 27, 2010 2:59 am

IIRC we decided early on not to do anything special with the Swarm. Their story belongs to Kerberos, and we didn't want to try to use something we didn't know everything about.

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Coyote27
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Re: Minor tidbits to spend K$ on

Post by Coyote27 » Thu May 27, 2010 4:52 am

I don't think we really need anything, other than the drive system.
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Re: Minor tidbits to spend K$ on

Post by AnarchCassius » Thu May 27, 2010 5:16 am

@Zabaron, I'll accept that. Honestly I can't see any reason the Cthonics in particular would be able to fix the Swarmers after all this time.

@Coyote27, Well I disagree there, there are a few areas where support would be nice, potentially. The first four races basically had the game built around them, Zuul and Morrigi introduced new techs for everyone in their specialties. By the time of ANY every race has some unique tech. So things to at least consider asking for support for:

* New techs besides the drive, at least one Cthonic only and at least two new general techs that the Cthonics are virtually guaranteed to pick up. This may not actually require anything by Kerberos if they consist of new weapon and ship section techs only.

* Related to above: New options for ships. The Matrixi may introduce new hull materials or systems or have unique ones of their own.

* Some new kind of effect for a ship section.

* New Menace or Grand Menace related to or interacting with the Cthonics.

I'd wanted to start a thread for brainstorming Cthonic tech ideas anyway. If a Menace is desired and feasible anything past initial brainstorm (including what from the brainstorm is actually used) should be private within the team so it can be a semi-surprise for most.

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Re: Minor tidbits to spend K$ on

Post by Coyote27 » Thu May 27, 2010 8:44 pm

Okay, what sort of techs would be fun to add? If they don't require any K$, so much the better.

Any ideas for new ship sections, as well? I suggest a CR Pursuit/"Battlecruiser" section, maybe for Cthonics only. The difference being that the CR Pursuit would have a plentitude of light mounts and a couple of medium, whereas the battlecruiser would have HVY-ER level armament - in fact, just take the HVY ER and trade fuel tanks out for extra thrusters and a little more armor.
EDIT: Making battlecruiser sections for the other races would be not that difficult if we just kit-bash the ER cruiser with DE pursuit or something. Especially for the humans, their boarding, CR drone, and war sections already look like they're built from the HVY ER core.
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Re: Minor tidbits to spend K$ on

Post by AnarchCassius » Fri May 28, 2010 8:00 pm

Battlecruisers do sound like fun. Maneuverability boosts are rare and the kit bashing wouldn't be hard. Do you have an idea how this ties to the Cthonics in particular though? I agree it suits their style, but for a new section it would have to be a niche they felt was left unfilled even with their traditional sections tailored toward their tastes.

Crystal growth, conductive metallurgy, optical computing would seem logical areas for the Cthonics to excel at. They'd probably be above average with lasers and energy projection as well. Any other suggestions for areas to focus on for thinking of new stuff?

The recent theory that the pulsed "lasers" may in fact be "atom lasers" over in the suggestions forum lead me to a quick wiki check. Now I'm rather intrigued by the "crescent shaped" non-pulsed atom laser variant that was developed. Might be a cool new weapon system if we can work out the details for a weaponized form.

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Re: Minor tidbits to spend K$ on

Post by Coyote27 » Fri May 28, 2010 11:19 pm

Okay, I have an idea for a Cthonic-only ship section tech.
Battery Ship: This basically unarmed mission section for cruisers and dreadnaughts decreases energy weapon and shield recharge time (say, by 20%) for friendly ships inside its area of effect. The DN version covers a much larger area, and carries some basic armament.
The tech that makes this available would require antimatter, quantum capacitors, and energy absorbers.

The "glowy crescent" thing could make an interesting DF torpedo - as it travels it spreads out, so the damage may be less but it can hit a wider area - sort of a cone effect.

Other techs I can imagine adding:
Rail Bursters (self explanatory, burster + accelerator amplification)
Improved Spinal Mounts (makes additional weapons available for DE spinals)
Plasma Shield (stops plasma-type weapons - cannons, pp, tracking torps, needs fusion + plasma focusing)
Flak Cannon (like a medium-mount burster that fires stormer/gaussPD sized shot, able to engage non-missile PD targets, either needs or gives a link to bursters)
UV/Xray Pulse Laser / "turbolaser" (medium-mount laser with three shots, barrel like a smaller heavy cannon)
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Coyote27
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Re: Minor tidbits to spend K$ on

Post by Coyote27 » Sun May 30, 2010 9:52 pm

Wasn't there also talk of a "battledrive" tech at one point. Hm. Might be an alternative to the battlecruiser mission section. An engine that's tactically faster, but has reduced range and firepower.


People also seem to want a broadside section - a mission section with sideways strafe mounts. Hurr.
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Re: Minor tidbits to spend K$ on

Post by AnarchCassius » Mon May 31, 2010 11:30 pm

I don't know about talk of a battle drive since I'm new but the idea has been kicking around the back of my head for awhile. Great minds think alike I suppose. :)

We're still brainstorming so let's not rule anything out but I do like the idea of a battle drive more compared to a battlecruiser mission. The engine sections are fairly linear without much side variation right now whereas there's a ton of mission sections.

The battery section sounds cool, though we'll have to see what the others (and Kerberos) think about that.

The rail bursters and plasma shield are good ideas. For the Improved Spinal I'm not sure what you have in mind to go on the DE Spinal Mounts as new options though. The flak cannon has the issue of being a medium mount, it would be slow for a PD, not a dealbreaker but worth noting.

The Turbolaser is about the only one I don't like. The turret size system is similar enough, and why just lasers? It raises the issue of more efficient packed turrets for other weapon systems. Maybe something similar but different... instead of just packing more guns in for the price of a tech, make the turbo laser less accurate and lower damage but a with large burst of fire. A laser shotgun if you will. Just a thought.

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Re: Minor tidbits to spend K$ on

Post by Coyote27 » Wed Jun 02, 2010 4:12 am

That works for the turbolaser... maybe even a "laser projector" of some sort with a continuous barrage of laser bolts! Mwahahhaha!
Actually yeah, more projector-mount weapons might be fun.

For Improved Spinals, I was thinking it might allow spinal versions of.... heavy stormers, heavy energy cannon, mass shotgun, heavy inertial cannon, leech driver, chakram, burster and maybe shield breaker. EG, large turret weapons that aren't missiles. The heavy emitter is probably a bad fit as multiple medium emitters would likely be more useful anyway.
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Re: Minor tidbits to spend K$ on

Post by TriNova » Mon Jun 21, 2010 2:29 am

I agree on a Broadside section for all races. Current;y, the only real broadside sections we have are the DN War sections. Such a section might mount more guns than an armor section, but only because fixed mounts take up less space than the gear need to put in a traversing turret. Similar to why Strafe sections carry huge numbers of guns compared to other command sections.

So a Human Broadside DE section might have 10 small mounts (4 port, 4 starboard, 1 turret each on the ventral and dorsal surfaces) as compared to the 6 small mounts and 1 medium mount of an armor section. Humans should get the best Broadside sections, as their ships are already designed with broadsides in mind.

I agree in that we need flak, but I believe that it should be a small mount that fires a gauss round with a very tiny proximity detonated nuclear warhead. The idea being that the gauss round shatters and creates a wall of shrapnel like real flak. The setbacks of this is that said round is going to have a slower rate of fire than gauss PD due to being bulkier because of the warhead, and the inaccuracy of a regular gauss round. This would benefit from VRF, Accelerator Amplification, and the Warhead techs. The warhead techs would very slightly increase the blast radius of the flak, somewhat making up for it's inaccuracy. The idea being that maybe 1 out of every 500 shots might make a direct hit on a drone, relying primarily on blast radius to take it down. So even Gauss PD is more accurate. If you truly want the weapon to be remotely accurate, you'll have to use it with either Fire Control or a mass of ships. This is going off giving it the base accuracy of the standard Gauss Cannon, though.

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Re: Minor tidbits to spend K$ on

Post by SpardaSon21 » Mon Jun 21, 2010 3:24 am

I think a nuclear warhead won't work for a small mount weapon, since Interceptor Missiles have been confirmed by the team as too small for nuclear warheads, so I doubt a Gauss round can fit one of those in.

Perhaps it should just be a standard chemical explosive, but it benefits from Neutronium Rounds instead of the warhead techs since the projectile would be made out of neutronium just like any other Gauss weapon?

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AnarchCassius
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Re: Minor tidbits to spend K$ on

Post by AnarchCassius » Mon Jun 21, 2010 8:19 am

I was thinking the Flak cannon would be a medium mount with secondary PD tracking as opposed to a small mount true PD. I'm not really married to that configuration but bear in mind the "burster" code isn't super flexible. I'm not positive I can downscale the bursted bits. On the other hand if you want a wall of flak and not a burst I may be able to beat the MIRV into something resembling what is desired. COLs also have a burster logic that can be reconfigured. Testing will show which of these, if any, works best.

Okay these Broadside sections are starting to sound cooler to me. At first it sounded like another PD hull type (nobody said you have to use PD for PD) but I can see how it would be unique. So basically more guns, side mounted with very small or totally fixed arcs. Would these have the same restriction as Strafe hulls regarding missiles? It would be reasonable for a mission section built like a Strafe section to have similar issues with warhead storage. It would also enforce their niche as broadside fighters instead of people using them as missile platforms. And of course a few slots may support missiles the way some Strafe work, just not on the clustered turrets.

How do the maneuver relative to other sections? Stafes boost maneuver a bit but Broadside sections might be slowed down by guns or armor. Or perhaps it varies a bit by race.

Finally a more ideas for new systems:

Mine Satellites: Yes, it's been done. No, it wouldn't be Matrixi only. But having thought about their likely stats, growth rate, and drive tech I think the Matrixi would be inclined toward both mines and satellites for world defense.

EMP Mines (and maybe missiles): So I'm pretty sure damn near anything can take the Disruptor flag. These mines would be terrible on their own but when used to protect damage dealing ships/satts or mixed with other mines they could be pretty brutal. A missle form could exist logically but I'm not sure the Matrixi would be as into that and it would encroach on the torpedoes niche more. If a missle form exists it would probably be a little slower and clunkier than a standard missile... long range tracking disruption weapons could be very scary without some kind of balance.

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SpardaSon21
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Re: Minor tidbits to spend K$ on

Post by SpardaSon21 » Mon Jun 21, 2010 5:20 pm

I don't think we wanted an actual PD Burster, we just wanted a PD weapon with an AoE. The shrapnel is abstracted out, because rendering all that shrapnel (not burster shrapnel, frag grenade style shrapnel) and doing collision detection for it would stress anything short of a supercomputer to the point of implosion.

A wall of flak could be done with a high inaccuracy and somewhat rapid fire with no need for MIRV code. Get enough turrets firing and you have a flak bath for anything that gets close.

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