Second expansion suggestions (Part 3: Misc and Details)

Ideas for more peaceful solutions to problems.

In case you missed it, my previous three suggestion threads, Challenge Maps, Part 1, and Part 2

 

 

 

Misc and Details

This ties into my previous 2 parts, adding in details + other misc things.

 

New Diplomatic Options

New ways to make enemies and screw over your friends.

 

Give Units

You should give units directly to other players, if you want.

 

Trading

You should be able to trade directly with other players, exchange credits and resources for other credits and resources without going through the market.  Trading planets should also be an option (See suggestion below)

 

Planet Selling

You should be able to trade planets to other players.

 

Fleet Cohesion

If you both agree to this, it would let your fleets use special abilities on each other, along with using each others repair bay, etc, with autocast. (Not sure if they already do this)

 

Embargo

The market doesn't show any resources from this player, and this player can't see your resources you put on.  They are informed when you do this.

 

Pirates, Mercenaries, Privateers, Oh my!

New ways to interact with neutral units.

 

Pirates as a Faction

Pirates should be treated more as a faction then they currently are.

 

Pirate Supplimation

You should be able to give units you build to Pirates, which would decrease the chance they would attack you (Because they would like you more, see Pirates as a Faction), despite your bounty.  It would also boost their attacking fleet.

 

Mercenaries

Not just pirates, but Mercenaries!  You should be able to buy units instantly from the black market.  However, beware that these units cost more and have a much higher fleet capacity usage then your average unit.  But, great for when you need units in a hurry.

 

Privateers!

Making the pirate faction happy enough would perhaps let you give suggestions as to what to do.  They wont nessesary follow them, however.

 

Blockades

Pirates move into an area, and kill any trade ships that pass through.  They do this for high-trade ship areas at random.  Generally chooses neutral planets lots of trade ships are passing through.

 

New Units, Techs, and Abilities

A new arsenal to take on the enemy!

 

New Capital Ships

More capital ships to play with.  Also, horrible names.  Feel free to think up better ones.

 

TEC New Capital Ship, Cargo Ship

In the times of peace, large cargo ships used to roam the Trader systems, holding huge amounts of resources.  Most of these have been broken down for parts or turned into Capital Ships, but some still remained.  As the wars drag on, they find that these ships are needed once again.  Refurbished with limited weaponry and very heavy armor, they are able to widthstand a heavy beating.

Abilities

Mobile Trade Station

This ability lets the Cargo Ship act as a temporary trade port.  It takes time to enter this mode, and while acting as a trade port it cannot move or use any other abilities.  It also takes time to leave this mode, so bewared.  Higher levels increase money recieved from trade, and reduces time it takes to shift between these modes

Expanded Bays

This ability increases the number of strike craft available.  Higher levels mean more strike craft.

Undercut

This ability lets you make any enemy trade ships dock and turn their cargo and ship over to you, giving you a credit reward (Larger then just destroying them).  Higher levels increases the range, decreases the cooldown, and decreases the antimatter cost.  This ability at level 3 can be used to effectively blockade a grav well, stopping any enemy ships.

Level 6 Ability Integrated Trade Network

Passive, boosts all trade income in the capital ships grav well by 10%

 

Advent New Capital Ship, Missionary of Unity

When they first arrived, the Advents motto was, "Die".  Now, it has become, "Convert or Die".  This capital ship reflects that new stance on morality.

Abilities

Mobile Broadcast Center

Works exactly like the TEC's new capital ships ability, Mobile Trade Center, it lets this capital ship become a broadcast center.

Convert or Die

A bombarding ability that does damage to a planets health and also blasts it with culture.  Higher levels means more damage and culture.

Cultural Boost

This ability temporarily boosts the effect of friendly culture on shield mitigation for units in the capital ships gravwell.  Higher levels mean more of a boost for a longer duration.

Level 6 Ability Jammer

Using the capital ships powerfull broadcasting ability, you can jam enemy communications, resulting in loss of control for the player for a short period of time.  Units still attack and autocast as normal.

 

Vasari New Capital Ship, Heavy Constructor

The Vasari have developed efficient methods for constructing and destructing settlements as fled accross the Galaxy.  The Heavy Constructor, which normally never sees front lines, just arrived from the back of the Vasari fleet.  Being rapidly modified for combat, they are being thrown into battle.

Abilities

Mobile Constructors

Acts as a carrier for the Vasari constructor ship, meaning it can assist in the construction of orbital structures.  Unlike the new TEC and Advent ship, the Heavy Constructor can remain mobile while these are deployed.  This is a passive ability, as they deploy automatically.  More levels means more constructor ships, starting at 1.

Destruct

This slowly drains a buildings health, recieving resources from it, much like the Evacuators Drain Planet ability.

Refined Construction

Passive ability, increases the rate that buildings are created by the Heavy Constructors construction units.

Level 6 Ability, Starbase

Lets the Heavy Constructor create a starbase.  This does not sacrafise the Heavy Constructor.

 

New Cruisers

 

TEC New Cruiser, Marine Cruiser

The Trade Emergency Coalition, now that they have managed to stave off the enemy, are focusing on other branches of combat.  Marines are the newest product of the rapidly growing TEC war machine.

Slow with heavy armor, these cruisers are hard to kill.  They can also easily be outrun, and don't have much firepower.

Abilities

Occupy Planet

This ability lets the Marine Cruiser increase the alliegience of any planet, up to it's max.  While occupying the Marine Cruiser remains unusable.

Board (Needs to be researched)

This ability lets the Marine Cruiser board another ship, shutting it down.  It takes some time to finish boarding a ship.  While boarding, the marine cruiser completely shuts down it's shields, making it more vulnerable.  Once a ship has been boarded, it is under your control.

Sabatauge (Needs to be researched)

This ability lets your marine cruisers board an enemy capital ship.  The cruiser does damage, lowers shield mitigation, lowers antimatter pool, and slows speed over time.  The effects of this don't come into play immidietly.

 

Advent New Cruiser, Preacher of Unity

Again a product of the new "Convert or Die" motto they have suddenly established, this cruiser excels at preaching to people who would really rather not listen.

Slow speed, hard to kill.

Abilities

The Word of the Unity

Lets the Preacher increase a worlds culture up to it's max.  While increasing a worlds culture, the cruiser is unusable.

Psionic Sacrafice (Needs to be researched)

Lets the Preacher use his psionic powers to blast an enemy, doing large amounts of damage.  However, the Preacher is destroyed in the process due to the powers involved.  Also has an effect of increasing friendly culture in the Grav Well it's used in.

 

Vasari New Cruiser, Terror Cruiser

The Vasari have always excelled at controlling population.  They are now re-deploying their Terror Cruiser, loaded with infantry, to hopefully help fight the new threats they face.

Medium Speed, hard to kill

Terrorize Planet

This ability lets the Terror Squad increase the alliegience of any planet, up to it's max.  While occupying the Terror Squad remains unusable.  Also decreases the effects of enemy culture on the planet.

Board Extractor(Needs to be researched)

Lets the Terror Cruiser board an enemy extractor, taking it over.

Planetary Assault (Needs to be researched)

Lets the Terror Cruiser launch assaults at planets, lowering the planets alliegence and doing damage.

 

 

I hope you enjoyed my suggestions!  The end, for now at least!

18,749 views 7 replies
Reply #1 Top

I like the three new capship ideas since they reflect the civillian focus of the next addon :-)

Good thinking (about their abilites esp.)!

Reply #2 Top

Starbase ability - Better cost resources. (that's a given), but it's nice!

TEC marine cruiser: Meh, I don't think so. Especially the boarding bit. Seems like Advent's Domination ability, just slower.

And in order to stave off a culture bombardment, apparently all you need is a Culture Cruiser at each planet? Really?

Nice Vasari cap though. +1 to Deploy Construtors ability. Just have it follow an Egg around and you can fortify planets very quickly (3 Deployed constructors that build faster, + 2 planet constructors + 20% build rate = a lot of defenses in a short time).

TEC cap: A couple of them seem more for a carrier cap though... More strikecraft? an Embargo equivalent? I'm not sure about those two.

I love the cap ideas. Although you may want to increase the boost to trade (10% seems a bit low... maybe 25 or 50?).

Reply #3 Top

Quoting Enderjmu, reply 2
Starbase ability - Better cost resources. (that's a given), but it's nice!

TEC marine cruiser: Meh, I don't think so. Especially the boarding bit. Seems like Advent's Domination ability, just slower.

And in order to stave off a culture bombardment, apparently all you need is a Culture Cruiser at each planet? Really?

Nice Vasari cap though. +1 to Deploy Construtors ability. Just have it follow an Egg around and you can fortify planets very quickly (3 Deployed constructors that build faster, + 2 planet constructors + 20% build rate = a lot of defenses in a short time).

TEC cap: A couple of them seem more for a carrier cap though... More strikecraft? an Embargo equivalent? I'm not sure about those two.

I love the cap ideas. Although you may want to increase the boost to trade (10% seems a bit low... maybe 25 or 50?).
End of Enderjmu's quote

 

Starbase ability should cost resources, yeah.

 

TEC marine cruiser's main purpose I think would be to sabatauge enemy capships during battles.  If you can get three of four of them to an enemy capship, then you can really screw it up.

 

Culture Cruisers will help, but they wont stop it completely, unless you have a lot of them.  They should take up a lot of fleet logistic space compared to normal cruisers, too. 

 

Glad you like the Vasari Cap though, I knew what the TEC and Advent ones should be, but the Vasari one was harder to think up.

 

TEC Cap I agree, needs to be less carrier-ish, but I couldn't think of good TEC-ish abilities for it.

 

The reason it's so low is because it's passive.  A little higher might not hurt though, maybe 20%.

Reply #4 Top

Advent New Capital Ship, Missionary of Unity

When they first arrived, the Advents motto was, "Die". Now, it has become, "Convert or Die". This capital ship reflects that new stance on morality.

Abilities

Mobile Broadcast Center

Works exactly like the TEC's new capital ships ability, Mobile Trade Center, it lets this capital ship become a broadcast center.

Convert or Die

A bombarding ability that does damage to a planets health and also blasts it with culture. Higher levels means more damage and culture.

Cultural Boost

This ability temporarily boosts the effect of friendly culture on shield mitigation for units in the capital ships gravwell. Higher levels mean more of a boost for a longer duration.

Level 6 Ability Jammer

Using the capital ships powerfull broadcasting ability, you can jam enemy communications, resulting in loss of control for the player for a short period of time. Units still attack and autocast as normal.
End of quote

meh...pretty sure their motto is "die" and "keep your filthy hands off me".problem with mobile broadcast center is that theirs no way its going to effective unless you use it to boost your fleet's mitigation...an enemy will not let it stay there long enough to overthrow any planets. culture also takes forever just to take effect.

Convert or die...? just not really sure about this one.

ability jammer seems cool but i don't think that it may be possible under the current coding...and it should completely disable abilities. maybe replace this with more of a psionic surge- a group of enemy ships is temporarily disabled.

Also give it the SB's psionic surge weapon :)

the whole boosts planet allegiance to max seems kinda worthless. really, culture is just far to slow at taking planets to demand a temporary mega-boost. maybe replace it with a passive ability that within a given radius provides a culture presence for purposes of bonuses. and are these cruisers going to have colonize?

Reply #5 Top

Nice effort. You might want to use the list button to condense some of those and make them easier to read. Its the third button on the left under the font selector. Stardock forums force double spacing between paragraphs and when you list things in seperate lines it tends to balloon your post length.

Reply #6 Top

I do really like your new Capital ships. Although they are by no means perfect, I am really impressed by the creativity. I really think they prevent overlap with preexisting ships and really add to the uniqueness of each race.

 

Can't say I'm a fan of the cruisers, however. I don't know if the game really needs more cruisers!

Reply #7 Top

I am glad you all like the capital ships.

 

I am not a 100% fan on the cruisers either, but I did want to add a more non-combat oriented unit you could build.  That was the best I could think up.

 

Also, it's Level 6 Ability, Jammer, not Level 6, Ability Jammer.  I should have added in a comma.  My bad.