Author Topic: Nominations for new Bonus Ships for the "Vengeance of the Machine" expansion  (Read 13962 times)

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Modular Assault Drone (MAD)
Designed to kill humans. Is deadly and adaptable thanks to the modules.

Modules
Has 2 module slots.
Titanite armor: Increases health by 20% and changes Hull Type to Medium.
Stealth Generator: Gives the Stealth ability and Cloaking Booster x1 (300 Range).
Disruptor Armor: Gives immunity to Force Fields.
Tractor Beam Turret: 1xTractor Beam.
Gravitational Turret: Gives each MAD same effect as Mark I Gravitational Turret.
Robotic Repair Arm: 1xRepair Beam with 1 repair rate.

When this ship is used by the AI the modules are chosen randomly.
(Is about the size of 50% of a rally post or 4xMissile Frigate so the 2 modules cover most of the ship.)
can the uh championships get some of this kind of stuff? I mean some sort of ship design that included more than just a collection of slots that have limited selection of guns to put on it. Maybe like actually needing to equip engines or something silly. I dont know. I think overall I want there to be more options to customize or min/max your championship.
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
can the uh championships get some of this kind of stuff? I mean some sort of ship design that included more than just a collection of slots that have limited selection of guns to put on it. Maybe like actually needing to equip engines or something silly. I dont know. I think overall I want there to be more options to customize or min/max your championship.
Some Starships or Champions could have missile launcher modules which would recharge over time. There could be EMP and Reclamation missile modules. Each module could hold up to 1 missile. The module would work like Hive Golem. When the player has the ship selected and presses U the ship launches the missile to the current target. The AoE of these missile could be something like 1/10 of a Mark I Lightning Warhead or something like that. Smaller than Electric Shuttle's AoE but bigger than Flak's.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Arcain_One

  • Jr. Member
  • **
  • Posts: 51
Quote from: keith.lamothe
In general, the level of complaining is driving Developer-Progress up and we're considering launching a wave ;)

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
can the uh championships get some of this kind of stuff? I mean some sort of ship design that included more than just a collection of slots that have limited selection of guns to put on it. Maybe like actually needing to equip engines or something silly. I dont know. I think overall I want there to be more options to customize or min/max your championship.
Some Starships or Champions could have missile launcher modules which would recharge over time. There could be EMP and Reclamation missile modules. Each module could hold up to 1 missile. The module would work like Hive Golem. When the player has the ship selected and presses U the ship launches the missile to the current target. The AoE of these missile could be something like 1/10 of a Mark I Lightning Warhead or something like that. Smaller than Electric Shuttle's AoE but bigger than Flak's.
No.. I mean.. Decidedly not-direct combat modules. Things like engine speed. Armor. I dont know, make me play a ship design minigame with reactors and running out of power supply or something. Give me something mroe to do than just throw on the highest mk of a few guns, occasionally hitting the 'update to latest' button.
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
No.. I mean.. Decidedly not-direct combat modules. Things like engine speed. Armor. I dont know, make me play a ship design minigame with reactors and running out of power supply or something. Give me something mroe to do than just throw on the highest mk of a few guns, occasionally hitting the 'update to latest' button.
I suggest playing Drox Operative :)

That sort of thing was in mind when I coded the champions, but in the end:
1) Seemed kind of copycat-ish, given how much I'd been playing Drox at the time.
2) Seemed likely to push away more players than it would attract, due to adding more micro than was necessary, literally just for the sake of adding micro.
3) A lot of the stats that we'd like to modify (health, armor, etc) would require breaking assumptions the code currently makes, and while that's possible it would slow the game down (having to check for special computation of health, armor, etc).
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
I did play a bit of drox, it seems like a decent game. Primarily though thats what I expect from a game that is based around microing a single ship.

When the champion has nothing to do in aiwar, they tend to just kinda sit there and do nothing. Certainly it only happens to a lesser extent than with normal players rebuilding fleets, but sometimes I just want a pointless minigame to play...I dont really know what I am trying to get at; I just feel like a little bit more could be added to the champion
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline KDR_11k

  • Hero Member Mark II
  • *****
  • Posts: 904
Managed to think of something:

Prismatic Gunship (cannot be multi-targeted by volleyfire weapons)

Older ideas:

Protector Starship (a modular ball of anti-projectile turrets)

Cleanser (bonus damage vs all zombies)

Powerslaver (swallows enemies to boost damage)

and of course

The Super Carrot!

Offline onyhow

  • Full Member
  • ***
  • Posts: 122
  • Nuclear powah!
Mantis for EW Starship...maybe it can do something like giving team buff too like short duration forcefield immunity and such...

Offline PokerChen

  • Hero Member Mark III
  • *****
  • Posts: 1,088
Mass Teleportation starship. The bonus ship pool with teleportation is getting diluted, plus this ship uses teleport-boost to bring bring along ships in its vicinity.

Offline Cyborg

  • Master Member Mark III
  • *****
  • Posts: 1,957
http://www.arcengames.com/mantisbt/view.php?id=11288

The Gambler
This rogue pilot flies through space "treasure hunting" for cold hard cash. Willing to create scrap metal with lasers if need be.

Stats
Cap: 1
Hull type: Light
Health: 100000
Cap health: 100000
Engine Health: 1000
Armor: 300
Speed: 68
Ammo type: Laser
Range: 8000
Damage: 2x10000
Reload: 10
Cap DPS: 2000
Damage Multipliers: 8 structural
Abilities: Every attack gives resources to the player according to its damage
Immunities: reclamation
Cost: 140/140
Energy cost: 1000
Build time: 60s


The statistics probably need some tweaking. In general, this should be a low cap, generally weak ship that you add to your fleet to give you the opportunity to earn more resources. Especially productive on planets that have lots of structural and encourages the player to destroy rather than capture. Anything that encourages strategic decision-making would be a plus for this ship.
Kahuna strategy guide:
http://www.arcengames.com/forums/index.php/topic,13369.0.html

Suggestions, bugs? Don't be lazy, give back:
http://www.arcengames.com/mantisbt/

Planetcracker. Believe it.

The stigma of hunger. http://wayw.re/Vi12BK

Offline KDR_11k

  • Hero Member Mark II
  • *****
  • Posts: 904
Cyborg, I think the Zenith Reprocessor already covers that.

Offline Cyborg

  • Master Member Mark III
  • *****
  • Posts: 1,957
Cyborg, I think the Zenith Reprocessor already covers that.

Mostly, although mine should be adding resources during the fight itself and not based on reclamation mechanics. The reprocessor suffers from "killing blow" problems.
Kahuna strategy guide:
http://www.arcengames.com/forums/index.php/topic,13369.0.html

Suggestions, bugs? Don't be lazy, give back:
http://www.arcengames.com/mantisbt/

Planetcracker. Believe it.

The stigma of hunger. http://wayw.re/Vi12BK

Offline Cyborg

  • Master Member Mark III
  • *****
  • Posts: 1,957
Evo-rocket ship - bonus ship idea
"the flash"

Stats
Cap: 100
Hull type: Artillery
Health: 80000
Engine Health: 10000
Armor: 100
Speed: 70+
Ammo type: Missile
Range: 1000
Damage: 5000
Reload: 1
Abilities: Every attack against this unit adds one to the speed. Maximum speed should be equal to the scouts starship + 1 at all marks
Immunities: none
Cost: 140/140
Energy cost: 100
Build time: 5s

http://www.arcengames.com/mantisbt/view.php?id=11291
Kahuna strategy guide:
http://www.arcengames.com/forums/index.php/topic,13369.0.html

Suggestions, bugs? Don't be lazy, give back:
http://www.arcengames.com/mantisbt/

Planetcracker. Believe it.

The stigma of hunger. http://wayw.re/Vi12BK

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
The reprocessor suffers from "killing blow" problems.
If it hits the target it doesn't matter which other ship actually kills it, if that's what you mean.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Cyborg

  • Master Member Mark III
  • *****
  • Posts: 1,957
Phase shifter
"Interdimensional Loiterer"

Stats
Cap: 125
Hull type: polycrystal
Health: 50000
Engine Health: 100
Armor: 0
Speed: 65
Ammo type: energy bomb
Range: 500
Damage: 1000
Reload: 1
Abilities: Avoids attacks during reload time. While reloading, phase shifts to avoid attacks. Reload time increases by one second per Mark.
Immunities: none
Cost: 140/140
Energy cost: 100
Build time: 3s

http://www.arcengames.com/mantisbt/view.php?id=11292
Kahuna strategy guide:
http://www.arcengames.com/forums/index.php/topic,13369.0.html

Suggestions, bugs? Don't be lazy, give back:
http://www.arcengames.com/mantisbt/

Planetcracker. Believe it.

The stigma of hunger. http://wayw.re/Vi12BK