Author Topic: Command station modules, a bad idea. [Retracted]  (Read 975 times)

Offline Buttons840

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Command station modules, a bad idea. [Retracted]
« on: May 22, 2010, 08:40:45 pm »
At first I thought the idea of modules on ships was really cool.  I still like the idea for mobile ships, but as far as stationary ships go I got to thinking...

What if you have a command station with a turret module on it.  The turret module can be destroyed separately from the command station I presume?  The turret modules shoots at nearby ships obviously.

Now consider the a plain old command station with a turret blob near by.  The turrets can be destroyed separately, and the turrets shoot nearby ships.

How is this any different?  What the difference between building something ON the command station rather than near it?

You might say "well, the command station turret module could be extra powerful," but so could the regular old turrets sitting right next to it.


I don't know if there are big plans in the works for modules on stationary buildings or not, but I wanted to suggest that development efforts be spent elsewhere since, from what I can conceive, there isn't anything special about modules.
« Last Edit: May 22, 2010, 09:49:30 pm by Buttons840 »

rubikscube

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Re: Command station modules.
« Reply #1 on: May 22, 2010, 08:42:15 pm »
Wow, this hasn't been discussed more than twice before, great idea ;) I would love special features on my mk2 command station that nobody ever thought of.

Offline keith.lamothe

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Re: Command station modules.
« Reply #2 on: May 22, 2010, 08:43:50 pm »
Well, modular command stations won a DLC poll and is planned.  So are modular fortresses, for that matter.

But for command stations, while I might indulge in some honkin' huge beam cannon or something as one option, mainly I would be looking for things that performed special roles otherwise unavailable, and would be balanced by the fact that you'd only have X slots per planet, and even moreso for mk II and mk III stations (potentially some specials for the jammer station, too).
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rubikscube

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Re: Command station modules.
« Reply #3 on: May 22, 2010, 08:48:23 pm »
yup, though a heavy beam cannon on a command station is op, meaning no defenders needed for the constant wandering enemy ships

Offline Lancefighter

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Re: Command station modules.
« Reply #4 on: May 22, 2010, 08:55:33 pm »
things that performed special roles otherwise unavailable, and would be balanced by the fact that you'd only have X slots per planet, and even moreso for mk II and mk III stations (potentially some specials for the jammer station, too).
well most importantly, in my mind, would be a forcefield of comprable strength to a a mk2. Any 'frontline' world has at least a mk2 at it for me, as well as any important worlds.. Lesser forcefields are distributed to near-frontline worlds in order of importance.

If the action of putting a forcefield on a planet could be a command station module (hell, id be willing to pay knowledge for mk3 stations if i could put a mk2 ff on every planet..)

Basically I am talking stuff other than simple turrets. Heavy beam cannons is an idea, but command stations are VERY fragile - a small bomber wave kills them oh so quickly, and at that point, why waste shots on a turret?

perhaps a large grav field (slows stuff in a large radius, as in, very large..), an localized attrition field? a repulsor gun (like the the experimental displacer, with shorter displacement range?) an 'engineering field' to repair/build in a small radius?

anyway, those are some of my ideas. :p
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Offline Buttons840

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Re: Command station modules.
« Reply #5 on: May 22, 2010, 09:44:33 pm »
Well, modular command stations won a DLC poll and is planned.  So are modular fortresses, for that matter.

But for command stations, while I might indulge in some honkin' huge beam cannon or something as one option, mainly I would be looking for things that performed special roles otherwise unavailable, and would be balanced by the fact that you'd only have X slots per planet, and even moreso for mk II and mk III stations (potentially some specials for the jammer station, too).

End thread I guess.  I didn't think about this.

Wow, this hasn't been discussed more than twice before, great idea ;) I would love special features on my mk2 command station that nobody ever thought of.

Oh really?  I've never seen a thread saying that modular command stations are a pointless idea*, like I was saying in my original post.  Perhaps you'd care to link to one?

What is your native language and how old are you?

*As you see, I've change my mind about the command stations modules being pointless with after keiths post.
« Last Edit: May 22, 2010, 09:48:24 pm by Buttons840 »

Offline Lancefighter

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Re: Command station modules.
« Reply #6 on: May 22, 2010, 10:14:08 pm »
*As you see, I've change my mind about the command stations modules being pointless with after keiths post.
wat?

This is srs business.

how DARE you retract this?!
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rubikscube

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Re: Command station modules, a bad idea. [Retracted]
« Reply #7 on: May 22, 2010, 11:23:35 pm »
bad idea now? first, modules don't affect ship cap, second it saves space ( as in a energy reactor 1 so your force field can cover more things. 3rd looks more neat since it's grouped up and easier to defend, 4th you can have special items that arent' turrets or much more powerful than regular turrets. it's the best idea ever for any of the ships and it already won the poll