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7 years ago
Feb 23, 2018, 8:19:12 PM

Ship Size Expansion

Currently:  When viewed in the context of many other 4X games, ES2 has most of the usual classes.  Each class, tends to be designated to fit specific roles, with specific slots, stats, and bonuses to encourage a different usage per size.  ES2 breaks these classes down into three sizes:  Small, Medium, and Large


For example, let's look at Craver ships and do a rough equivalent:

Key = Hull Name in ES2 – Typical class in 4x games – Role in ES2


Small

Soldier – Destroyer – Attacker

Worker – Frigate – Protector

Drone – Transport – Colonizer 

Forager – Corvette – Exploration



Medium

Bishop – Heavy Cruiser – Hunter

Guard – Cruiser – Coordinator


Large

Queen – Carrier – Carrier


Idea:

Add the following:

  • Add a new ship size called “Super” as one level above “Large”, to act as a late-game final build ship
    • Each hull type in "Super" would have enormous costs (resources, industry) and use enough cap so as to limit a fleet to 1-2 even with all cap bonuses available
  • Create several new hull types, such as:
    • In the "Medium" ship size create a "Missile/Torpedo Barge" hull with an emphasis on long range missile battles, with lower health/armor than the Cruiser types and having bonuses geared toward boosting long range weapons like missiles or torpedos
    • In the "Medium" ship size create a "Light Carrier" hull with an emphasis on fighters/bombers, with few weapon slots, no large guns, many support modules
    • In the “Large” ship size create a “Battleship” hull with a focus on attack and defense modules, many weapon slots (more than the Dreadnought) but only a few bigger gun slots (fewer than the Dreadnought), with zero to only a few fighters/bombers, few support modules
    • In the “Large” ship size create a “Dreadnought” hull with a focus on more defense modules, having fewer total weapon slots than a Battleship and those being ONLY bigger guns, with zero to only a few fighters/bombers, few support modules
    • Under the “Super” ship size create a “Titan”, or other equivalent name, hull with numerous slots for battle (armor, weapon) but limited (comparatively) fighter/bomber and support modules, a gun battle focused ship, with lots of health points and bonuses in all ranges of a battle
    • Add a new "Super" ship size hull called something like "Baseship" with few weapon slots, moderate defensive and fighter/bomber slots, and numerous slots for support modules and bonuses toward ship, troop, AND surface based support, giving unique support in providing planets it's in orbit around a boost in production of ships or surface construction
  • With the additional hull types it is suggested to make the following adjustments:
    • Change the large Carrier hull type to have no heavy mounts, fewer weapon slots, and overall more support/fighter/bomber modules for things like troop carriers or fighters/bombers
    • Adjust the medium Coordinator hull type to have 0-1 fighter/bomber modules, replaced with either the other module type current paired or support modules
Updated an hour ago.
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7 years ago
Mar 1, 2018, 6:44:47 AM

well imo the game need more hull types as you said, but the free customization is a good thing, you can create your own ship as you like. we should have more free option for slots. 

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7 years ago
Mar 2, 2018, 3:29:46 AM

While I agree that it would be nice to have lots of free slots, I understand many of the reasons Amplitude limited it the way they did.  Frankly, to my mind the restrictions in this case are a good thing as they limit the amount of "cheese" builds and, believe it or not, encourage creativity by forcing the player to think outside of the box.


For this suggestion I did not include any drastic changes regarding slots that would fall outside the way it would affect the new ship hulls as I intended this idea to be focused solely on the new hulls.  I do plan on posting some slot related ideas (new modules, rework of slot numbers, new and reworked bonuses, etc.) in a separate idea post so stay tuned for that.  Additionally, you can always start a discussion about slots in the forum.

Updated 7 years ago.
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7 years ago
Mar 6, 2018, 3:15:21 AM

Yo, this is a great idea ! 


only addition would be a dedicated light carrier, one that is in the medium category but carries more fighters/bombers and is less focused on weapon modules.  

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7 years ago
Mar 6, 2018, 6:34:40 AM

I think  Dreadnought and Titan be bit overkill, and hard to balance, not only in space combat, but ground too, planets have too weak defence, in time big ships carry more manpower. 


Large Battleship very good idea, i don`t like carrier work as gun-boat,  like small/midd ships have two types by roles, large need diversity too.

Missile/Torpedo Barge be good too, this type of weapon need hard buff, or maybe make glass-cannon type ship, with good buff to overall dps, but easy to kill.

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7 years ago
Mar 6, 2018, 1:32:37 PM
Suis3i wrote:

only addition would be a dedicated light carrier, one that is in the medium category but carries more fighters/bombers and is less focused on weapon modules. 


I like the idea of a dedicated light carrier in the medium ship size, with the bonuses of the Carrier. I will add that in with a suggested change to the current Coordinator type to be more focused on support modules with 0-1 fighter/bomber slots.



nigelton wrote:

I think  Dreadnought and Titan be bit overkill, and hard to balance, not only in space combat, but ground too, planets have too weak defence, in time big ships carry more manpower. 


I am going to assume you meant the "Super" sized ships and you meant Baseship instead of Dreadnought for this point.  On that point I do agree that balance would be a challenge for the Devs but I know they would be willing to work on it and, if recent history is our teacher, they would get it balanced out pretty well over time.  As far as the effect the "Super" ships would have on ground, that is already an issue that current builds have.  I have built "Small" ships that, when grouped (5 siege ships with 2 escorts), can cause 400+ siege damage per turn.  This tells me that the problem is already there and the larger ships would not add much to it, especially if the siege ship mods were not allowed on the "Super" ships.


Additionally, the "Super" ship sizes are intended to be very much late game, final measure type ships.  The would have enormous costs associated to them and very high cap costs so you could not field more than 1-2 in a fleet even with ALL of the cap bonuses.  To that end, they would bring tremendous benefits to the owner and deterents to their enemies, but if they were lost it could swing the tides of a war to the other side.



nigelton wrote:

Large Battleship very good idea, i don`t like carrier work as gun-boat,  like small/midd ships have two types by roles, large need diversity too.


My dissatisfaction with the current setup of the Carrier class hull type is actually what prompted me to start thinking about new ship sizes.  I don't like the idea of having large mounts on something designated as a carrier and would prefer to have another hull type intended for slug-fests.  As it happens, the above suggested Battleship was the first new hull type I came up with.



nigelton wrote:

Missile/Torpedo Barge be good too, this type of weapon need hard buff, or maybe make glass-cannon type ship, with good buff to overall dps, but easy to kill.


Yes, a glass-cannon is exactly what I had in mind with this ship type.

Updated 7 years ago.
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