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Ship Bound, Vodyani and you: Ideas to add, to make them more unique

System ManagementSpace BattlesResearchMilitaryMajor FactionsGround Battles

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7 years ago
Mar 29, 2018, 10:27:35 PM

I want to share some ideas for evolving the experience with the Vodyani in way that improves how they flow and relate to the constraints they exist in, where there are additions without overpowering them.

Here are three main ideas, with examples, that I've been imagining and will refine with time:


First, Change up Research Techs so that they can be more unique in how Manpower applies to their faction, at least in how it relates to defending an Ark anchored to a system, I've been thinking on ideas that make use of what exists in the game, in a different manner.

  • One possibility is modify how Vodyani relate to Invasions through applying Manpower Related systems differently to Ship Bound. 
    • The Vodyani when invading, could instead of landing forces on the surface of planets, choose to remain in their Fleet leeching the essense of the Invaded populace and military protecting them, so if the Vodyani can collect the Essense tapped during an Invasion, then there could be some tweaks here and there for balancing that out.
    • So could have a Ship Bound exclusive Ship Support Module that works like Titanium A2S Slugs for when they are attacking another faction (similar to how OpGear grants increased manpower) where the Vodyani are draining Essense during the Invasion that drains the system of their defensive capabilities, like a standard Invasion.
    • If the Vodyani want to finish an Invasion Quicker, I think that Essense could be drawn from directly, in like a purging fire sort of manner, I welcome feedback on this point, as Fleet and Empire Manpower could still have a separate aspect here in how Essense works in relation to Invasions.
    • Instead of having Manpower to Supply Ships and Systems with Infantry, Tanks and AirCraft, and allowing a Vodyani system to be Invade-able like other factions, 
      • Manpower could supply Space-based Mines (filling in for Infantry and could be one Mine costs 5 Manpower each), a System-wide Satellite Beam Weapon Network (filling in under Tanks, with each Satellite costing 15 Manpower), and Interceptor Squadrons (making use of 20  Manpower each). So, when Fleet Combat occurs against an anchored Ark, all three systems can be active and support in Fleet Combat, with the AirCraft acting like Fighter Squadrons using that one Battle Card, Fleet Escort. So unanchored, could have it where Arks do not deploy the Mines or the Satellite Network, but might be able to deploy the Interceptors as it would be a level 4 tech and could act as a Ship Support Module.
      • As such, An enemy Fleet attacking the Vodyani could sap Fleet and Empire Manpower, reducing these when engaging an Anchored Ark, and each Ark would want to invest in increased Capacity to be able to field more Mines, Satellites and Interceptors as current Force (Troops Breakdown) works, just working in Fleet Engagments instead of Planetary Invasion.

Second, so with such changes, I'd also allow the Vodyani to have Specializations exist in the Star System Management area, and so Ship Modules in the Ship Design Menu are there for Combat Applications; and the Vodyani would then make use of their own Specializations related to being Ship Bound. 

And here is where there can be new Ship Modules that could have one set of bonuses for an anchored Ark and bonuses for unanchored and the bonuses would be like on a coin exclusive from each other to help sustain balance, like having Mines and Beam Satillites when Anchored, and adding exclusively Escorting Interceptor Craft that draws from Fleet and Empire Manpower.


Third, I've noticed that if the Vodyani could have a similar mechanic to Ecologists, where they could make use of every planet in a System (at reduced efficiency too), then maybe that could provide them enough of an early game boost that they need. 

As there seems to be an issue with the negative Food stat with the Vodyani population units with other Factions, I was assuming that a less efficient access to planets like Ecologists have, could work as an alternative for the Vodyani. I was imagining somewhere in the range of 33 to 45% penalty, compared to Ecologist's 25% penalty in either Gargantuan Population, or maybe a new Population Trait or connected to Ship Bound.


I wonder what others think about these ideas, and if they could be of benefit to the Vodyani, without making them OP.

Updated 2 months ago.
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7 years ago
Apr 6, 2018, 6:35:17 PM

I had some ideas such as give the arks a limited space to build in, so that it is impossible  to have all buildings in an ark, that limit can grow based on a new  ship modules for the ark, that can go anywhere and gives the space to build.


 Also if the ark  gets damaged there should be a penalty in the fidsi production. Something like (% of health)×(fidsi production)= real fidsi. If that's to mucho,  then maybe 1/2 the penalty or something .  


But to compensate the ark should be more eficient than a planet, so all buildings should give more fids than usual, also there are  some buildings that te ark shouldnt be able to carry like the farms, those should be in the planet, get abandoned if the ark leaves and rebuild in the new sistem  ( the farms shouldnt just disapear instantly,  perhaps deteriorate over time and  be repearable).


Or perhaps instead of creating sistem improvements and planet  improvements have ark improvements for the ark instead

Updated 7 years ago.
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7 years ago
Apr 6, 2018, 10:58:27 PM
varnewe wrote:

I had some ideas such as give the arks a limited space to build in, so that it is impossible  to have all buildings in an ark, that limit can grow based on a new  ship modules for the ark, that can go anywhere and gives the space to build.


I'm assuming you refer to having the Developlement that increases the Module count play a role in what can be built? From what I can see that may be too great of a restriction. I feel that the best way to limit such an element for System/Ark Improvements would be through more unique Ship Bound Research nodes that we need to spend time unlocking.


 Also if the ark  gets damaged there should be a penalty in the fidsi production. Something like (% of health)×(fidsi production)= real fidsi. If that's to mucho,  then maybe 1/2 the penalty or something .  


But to compensate the ark should be more eficient than a planet, so all buildings should give more fids than usual, also there are  some buildings that te ark shouldnt be able to carry like the farms, those should be in the planet, get abandoned if the ark leaves and rebuild in the new sistem  ( the farms shouldnt just disapear instantly,  perhaps deteriorate over time and  be repearable).

I can see how this could be an interesting avenue, as their Ship based population does give them a unique position and I can see this being another element, if they would then be able to tap all worlds in a System.




Or perhaps instead of creating sistem improvements and planet  improvements have ark improvements for the ark instead

I can see how this can be a confusing point, I think that the devs simply need to provide unique titles, images and Descriptions for Ship Bound to distinguish from Planet based improvements.

The 'Budakai Bunkers' to 'Impervious Bunkers' as a Level 1 Military Tech between Metafolding Vaulters to Ship Bound for example could go further and state 'Ark Defense Emplacements' (Batteries, Turrets, or however the devs consider these) to relay the concept of placing the Improvement in the Ark itself and not spread across the anchored Solar System. 

So that and then being able to apply that Manpower to defend the Ark in Fleet engagements (or the idea just came to me, the enemy storming inside the Arks themselves in an Invasion) should help against the likes of Pirates and the theme of being on the ship and not actually inhabiting the planets.

Updated 7 years ago.
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7 years ago
Apr 10, 2018, 2:43:12 AM

What if Ark moduals like All shall provide or all shall study have unique slots that are added additinaly while keeping the normal slots aviable for combat, it would make early game easier because most arks could defend themselves while still being able to support system fids.

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7 years ago
Apr 10, 2018, 9:12:18 AM
UnseenDeamon wrote:

What if Ark moduals like All shall provide or all shall study have unique slots that are added additinaly while keeping the normal slots aviable for combat, it would make early game easier because most arks could defend themselves while still being able to support system fids.

I link to another idea that explores having such Modules transform into System Specializations, that can become available in various ways (namely unlocking Research Nodes as is currently allowed, just providing Specialization routes over slots for those Modules).


That way, the Ark Design is then there for Combat applications, and then System Improvements would contain such Ship Bound Specializations, as All Shall Provide that a player may build and select from.


I can detail further, if I'm confusing what I am intending here.

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