A Solution to the VR Orky problem.

How it will be fixed:

The research now provides a star base upgrade: "Prototype Orkulus Phase Engine", This upgrade consumes a single upgrade slot , X fleet supply, and X capital slots, in addition only 1 Orkulus phase engine may be active at any single moment.

 

What this change does:

 

1.  Fixes issues with unlimited trade orkys for insane resources.

2. Reduces the effectiveness of the orky when mobile by consuming an additional upgrade slot

3. Is an expensive investment as it's essentially a second titan.

 

What do you think

16,460 views 19 replies
Reply #1 Top

I posted something like this in a different thread, but I think it would be more relevant here.

 

Instead of being able to phase jump directly, I think the Vasari Rebel Orky should be able to collapse itself into a frigate-sized ship which is capable of moving between grav wells.  This "frigate" would have no weapons and fairly low health.  When it gets to the new territory, it could reassemble itself.  This reassembly process would take time, which would increase with the number of upgrades it has received (though it would be faster than building a new SB and buying the same number of upgrades).  During the reassembly process, the Orky would be vulnerable, and would need a certain level of support to ensure its safety. You could have multiple disassembled Orkies in a system, but only one would be able to revert to a SB.

The model for the frigate could be just the sphere part of the current Orky design, so developing the art assets shouldn't be difficult.

Reply #2 Top

"The final and best solution to the VR Orky"

That's not pretentious..  <_<

 

Aside from your title, I have seen other options that I like more.

Reply #3 Top


How it will be fixed:

The research now provides a star base upgrade: "Prototype Orkulus Phase Engine", This upgrade consumes a single upgrade slot , 150 fleet supply, and 2 capital slots, in addition only 1 Orkulus phase engine may be active at any single moment.

 

What this change does:

 

1.  Fixes issues with unlimited trade orkys for insane resources.

2. Reduces the effectiveness of the orky when mobile by consuming an additional upgrade slot

3. Is an expensive investment as it's essentially a second titan.

 

What do you think

End of quote

 

Why dont remove jumping ability at all.  part with sb upgrade is ok but part with fleet supply is bad idea

Your final solution finaly blows

Reply #4 Top

I think it could be simpler (aka the lazy route), as those animations could potentially take time: The Orky would have a long post-jump aftereffect where it wouldn't move or attack. The practical effect would be the same.

The tech could have a second level this way, where it would be invulnerable in phase space until the i-am-useless-after-jump-cooldown expires. 

Reply #5 Top

nope.

It ruins VR's unique one.  It needs some countermeasures or nerf others for nerfing orky.

 

 

Reply #6 Top

How about just make it so the Starbase can only jump to friendly gravity wells.

Reply #7 Top

Asking for that fleet supply is indeed going over the top, if you got to give up on 2 more capships to field the SB, its just a trade-off, not racial specific advantage like Dual Starbases, Global Unity, Shipboard Labs or TAR...

I think the idea of Starbase Engines as the upgrade for Orkulus instead of one of the existing upgrades, or as second level of one of them, is the one, which are the devs going to choose.

Alternatively, they could make the SB capable only to jumping to your own or allied gravwells, not enemy ones, while the current functionality would be kept as it is. EDIT> Boxbot, you beat me to it

 

Reply #8 Top

When they first alluded to phase jumping starbases for the rebels, I assumed it would only be to friendly gravity wells.  It makes more sense with their theme of working together and such.

It's a good idea.

Reply #9 Top

Maybe Orkys can only jump using phase stabilizers?  This way they could still be used offensively with a Kostra Cannon or the right capital ship abilities.

I think this is slightly better than the "only jump to friendly planets" suggestion.

Reply #10 Top

Sorry for the pretentious sounding title i edited it, the fleet supply idea may be a little much but it's the idea of the upgrade that i was looking for feedback.

The other issue is if the starbase upgrade is not unique you can mass trade orkies on your planets and accumulate insane amounts of resources. The other issue is the lack of drawback on the VR orky (No fleet supply/Capital Supply usuage)

It adresses alot of the complaints as well as delaying the Mobile Orky.

Reply #11 Top

Quoting Buttons6, reply 9
Maybe Orkys can only jump using phase stabilizers?  This way they could still be used offensively with a Kostra Cannon or the right capital ship abilities.

I think this is slightly better than the "only jump to friendly planets" suggestion.
End of Buttons6's quote

Yeah, that would be viable alternative too,  but it would mean that you can jump (without using Kostura) only to your own gravwells (wuth phasegate)... that kinda ignores the whole cooperation theme of the Rebels, which possibilty of jumping to FRIENDLY wells - meant as those controlled directly by not only you, but your allies as well - encompasses.

on other hand, i like the idea, that you would be able to jump to enemy gravwell as well, but it would require Kostura - i like this kind of things, when you have to combine some of your stuff to get new possibilities...this would give the player incentive to build Kostura as well....

Reply #12 Top

Im in favour of the orkys only being able to jump to friendly or neutral gravity wells, this would mean it couldn't be used as a second titan but would allow it to play a useful role as support for allies.

Reply #13 Top

There isn't enough space in the menu of the SB's upgrades for that.

Reply #14 Top

What about making its research twice instead of one.  First = jump to friendly & neutral gravity wells, Second (cost: high and research time: long) = jump to enemy gravity wells + 5% faster phase jump charge time

It is balanced.

 

 

Reply #15 Top

Make it the second upgrade for the Phase Stabilizer node or make it a new upgrade that replaces colony pods.  Either way, you're sucking up precious spaces on your Orky.

Reply #16 Top

If it replaces colony pods, then it should gain 2 spaces for weapons and armors via the research without nerfing it.

 

Reply #17 Top

The idea that a specific module is replacing the tech upgrade is worse than the problem as it makes all VR orkulus inferior. Personally, I consider making the tech higher level and requiring offensive deployement the best solution, as it avoids rushes keeping the specific advantage. If VR survives the early stages, it can thus deploy its speciality against other players.

Which besides is a hefty activity, and reduces fleet availability: thus already balanced outside rush situations.

Reply #18 Top

Quoting 137, reply 17
The idea that a specific module is replacing the tech upgrade is worse than the problem as it makes all VR orkulus inferior. Personally, I consider making the tech higher level and requiring offensive deployement the best solution, as it avoids rushes keeping the specific advantage. If VR survives the early stages, it can thus deploy its speciality against other players.

Which besides is a hefty activity, and reduces fleet availability: thus already balanced outside rush situations.
End of 137's quote

 

It can move, its the whole point to make it inferior, as a counterbalance to its ability to move. Obviously, if you dont plan moving it, you can forget the movement upgrade and go for standard weapon|hull|debris vortex|fighter bays|whatever you use upgrades to not have it "inferior"

 

 

 

Reply #19 Top

Agreed.  Right now, the Orky is basically a second titan.  At least this way would make it a sub-titan.