Thanks again for all the support on the Kickstarter. Most of my writing-online time is absorbed by the updates over there, but I hope to shift more back this direction so I can do some actual discussion of potential design changes.
First, I'd like to go over some ideas for the always-available human starship roles in adapting them to the new situation and keeping them interesting.
So here are the types in classic, and some notes relating to the sequel:
In ClassicFlagshipClassic: Primarily there for munitions boosting your fleet.
Sequel: Area-limited munitions boosting is going away in the sequel (in favor of rarer but planet-wide boosting) and so these would be going away. In fact we're using the Flagship name for a different, more prominent unit (your "secondary" Arks, basically).
Zenith StarshipClassic: Short/medium-range brawler.
Sequel: I'd like to move away from having the humans always start with non-human ship names, but we want to keep the role.
Spire StarshipClassic: Medium/long-range lancer.
Sequel: Ditto on the names.
Raid StarshipClassic: Fast, sneaky, shoots through forcefields.
Sequel: That last mechanic is something I want to eliminate from the game (in favor of stuff that's good against shields) but the rest of the role is good.
Leech StarshipClassic: Reclaims enemy ships.
Sequel: Reclamation is on the fence in the design, so this isn't in the initial set of units for the sequel.
Plasma Siege StarshipClassic: Medium/long-range aoe super-bomber that's good against forcefields.
Sequel: In general this is good, though it has a checkered past (Dreadnought, then there were the useless antimatter bombs, etc).
Bomber StarshipClassic: Fast, short-range kicking-down-the-door sort of starship.
Sequel: Good role.
Riot Control StarshipClassic: Modular, lots of engine-damage weaponry, can mount forcefields, tractors, and (at mk 2) tazers.
Sequel: Awesome and fun utility role, though modular stuff is not in the core budget (mainly due to needing lots of UI work to not be so fiddly as before) so this wouldn't be in there. But the Spire goal has the budget to bring back modular stuff, and it looks like we're hitting that goal so I'm planning on bringing this role over.
Cloaker StarshipClassic: Cloaked ship that cloaks other nearby ships. Very useful for operating behind enemy lines.
Sequel: Cloaking is changing a lot, and operating cloaked stuff behind enemy lines will be a much more time-limited thing, but this role can be adapted to provide longer-than-usual protection from enemy detection.
Neinzul Enclave StarshipClassic: Carrier-like unit that produces its own drones that function as an excellent "buffer" against enemy forces (clogging targeting queues and generally raising chaos) while doing some damage.
Sequel: Ditto on the names; more to the point these are pretty OP (though less so after all the revisions). I'd rather counterbalance them than nerf them more, so I'd like to take them out of the core set and into an option-in-the-lobby thing kind of like the plan for the Spire (you start with an extra thing that lets you plant the other thing that makes these things, etc).
Scout StarshipClassic: Really big scout.
Sequel: Scouting is changing a lot (partly because cloaking is changing a lot, and partly because scouting has long had some very fiddly bits) so a lot of this one's roles are no longer relevant. You won't need them along with your fleets per se for in-system intel, and picketing is being replaced with something else for long-term intel.
In the SequelAfter several days thinking through the above roles, nomenclature, and modularity making it back in, I came up with this harebrained scheme
There are three main points:
1) Combine the above roles into a smaller set of more evocative themes
2) Have the names reflect the higher-tech levels being significantly larger, as opposed to fleet ships that basically just get higher-power and/or better-minituarized components with maybe a slight size increase
3) Make use of modularity to make these more flexible than fleet ships, and to have more trade-off decisions than "just have full caps of all available starships"
Lines:
AssaultDefense: Armor
Speed: Fast
Main weapon slot(s) can hold:Needler Battery. Short range, high rate of fire, anti-armor
Fusion Rocket Battery. Medium range, high rate of fire, anti-structure
Fusion Bombs. Short range, medium rate of fire, anti-structure
(Note: generally speaking, dps is higher for weapons with shorter range and/or lower rate of fire)
SiegeDefense: None (Structure)
Speed: Medium
Main weapon slot(s) can hold:Siege-Plasma Torpedoes. Long range, low rate of fire, small aoe, anti-shield
Heavy Beam Cannon. Medium range, medium rate of fire, can blast through targets to others, anti-structure
Siege-Plasma Cannon. Short range, low rate of fire, medium aoe, anti-shield
SniperDefense: None (Structure)
Speed: Medium
Main weapon slot(s) can hold:Railgun. Infinite range, low rate of fire, anti-structure
Guided Missile Launcher. Long range, low rate of fire, anti-evasion
Gamma-Ray Laser. Medium range, medium rate of fire, anti-evasion
ShieldDefense: Shields
Speed: Medium
Main weapon slot(s) can hold:Spider Laser. Medium range, medium rate of fire, engine damage
Spider Shotgun. Short range, high rate of fire, engine damage
Additional equipment slot(s) can hold:Auxiliary Shield Generator. Boosts shield strength.
Tractor Beams. Short range, no damage, immobilizes targets (which makes evasion ships take full damage, among other things)
Tazer. Point-blank range, large aoe, low damage, paralyzes targets (ditto on evasion)
StealthDefense: Evasion
Speed: Fast
Main weapon slot(s) can hold:Railcluster. Short range, medium rate of fire, knocks targets back
Paralyzer. Short range, medium rate of fire, low damage, paralyzes targets
Plasma Bolts. Short range, high rate of fire, anti-shield
Additional equipment slot(s) can hold:Cloak Booster. Cloaks nearby allies, slows down tachyon detection of self and cloak-boosted allies
Tachyon Array. Detects cloaked enemies.
Sizes:
Frigate,
Destroyer,
Cruiser,
BattleshipThese would be instead of Mark levels, since unlike fleet ships the more advanced versions of these are much larger than the less advanced. So instead of a Mk3 Assault Starship you'd have an Assault Cruiser.
We might wind up doing the mark level thing anyway since it's more universally recognizeable than the hull sizes, but I find the hull sizes more interesting than the mark numbers, so running it by y'all.
Generally speaking, the three "offensive" lines (Assault/Siege/Sniper) would have 1 weapon slot per size level, so Frigates would have 1 weapon slot and Battleships 4.
The two "utility" lines (Shield/Stealth) would have 1 weapon slot and 1 equipment slot at Frigate, up to 2 weapons slots and 3 equipment slots at Battleship.
We could add small secondary guns that are always the same, just for moar dakka, but that would probably just clutter things up
For handling the modularity itself, I'm thinking:
On the UI:
- the build menu is a vertical sidebar on the left, with one item per "Line" (so 5, for these starships)
- mousing over one of the lines would expand four smaller buttons to the right, one for each of the size classes
- mousing over one of the size classes would expand a row under that, with one item for each template
- those templates would be a lot like classic's, with a certain number of predefined ones for the obvious roles
- and there'd be a "+" button on the end of that list of templates, and clicking that would open up something to let you pick what goes in each slot for that new template, as well as (optionally) let you name that template
-- a similar process would work for editing an existing template
- other than that, clicking a template would work like clicking a non-modular ship in terms of queuing it for construction
- when you have one of these ships selected, the action menu will include a list of applicable templates and you can click one to reconfigure the ship to that template
And mechanically:
- these modules wouldn't be "other ships bolted onto the parent ship" like they were in classic, but they'll be EntitySystem objects like the weapons in Starward or Bionic
- so these won't be "built" after the parent ship, but rather will already be fully operational when the ship comes out. Also, the ship itself won't need to have a "base" gun as in classic
- shield generators (i.e. forcefield generators) will need to work differently: the ships will need a "shield" health that is separate from the "structure" health that all ships have, and the modules will just increase the max shield health rather than being their own generator
- switching templates needs to have some kind of cost to avoid excessive cheese; right now this seems reasonable:
-- For weapons, they start with a full reload timer
-- For auxiliary shield generators, they start not providing any shield health
-- For tractors/cloak-boosters/tachyon-arrays, they don't function for 5 seconds
Anyway, thoughts?