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Rank: Main: Stabberz Level: 2414 Joined: Sat Mar 03, 2007 10:55 am Posts: 3696 |
Another Gunner ship that's more tank and spank than Frigate-like Capital Ships that I prefer. Blue Photon, of course, is more defense oriented than Red Photon is. So to keep in that same line of thought, the Border Keeper is a sort of command and control type Capital Ship that will shrug off blows and do heavy damage while suffering greatly in the speed department and range department. It relies more on missiles than on weapons and lore wise is used to stave off attacks from powerful enemies near the borders of Blue Photon owned space.
Blue Photon Sentinel T21 Hull: 750 Speed: 25 Weight: 6 million Augmenter Slots: 2 Weapon Slots: 1 Resists: Same as ZT Inbuilt Stats: +750% Shields and Energy, +15% Elec, +15% Shield Charge, +30% Tractor Power, -15% Range, +20% Damage Inbuilt Items: Capital Engine, Electromagnetic Missile Platforms, Coldfire Active Defense System, Hailstorm Passive Defense System Electromagnetic Missile Platforms: The EFC launches 4 Gatling Platform like missiles 750 distance away from the Sentinel in an X formation. These platforms launch high speed, high agility missiles with 1k range that do very little damage but impart a 2 second grem that completely shuts down enemy engines as well as decrease the weight, turning, and thrust of enemies stricken by 50%. Coldfire Active Defense System: The CADS makes the Sentinel a terror at close ranged combat. It has a 20 second cooldown. What it does is launch 4 Gatling Platform like missiles from each side of the Sentinel. These missiles each fire 3 Blue Photon Re-engineered MIRV missiles. These missiles have only 500 range and decay in 5 seconds, but they split immediately upon launching and move as fast as Zaphragi Cheetah Missiles. The most incredible thing about these missiles is they have a splash damage of 200 range. Pew pew. Hailstorm Passive Defense System: the HPDS is a sort of last-line-of-defense for the Sentinel. It has a 90 second cooldown and uses massive amounts of energy. It can mean the difference between life and death. The HPDS, seeing as how it is passive, cannot be used manually. When the Sentinel reaches 10% of its max shields, the HPDS will activate. What it does is activate an aura for 1 second that decreases the weight, thrust, and turning of all enemies. Immediately after, a series of concussions blasts out from the ship with 750 range. These concussions blast all enemies in the area basically at twice their max speed. Then, the Sentinel loses 50% of its current energy in order to gain 50,000 of its shields back. So yeah, any feedback for this hulk of a Capital Ship? _________________ Blue Dwarf wrote: In space, no one can hear you cha cha cha. Last edited by Griffin on Thu Apr 12, 2012 6:12 am, edited 2 times in total. |
Wed Apr 11, 2012 6:46 pm |
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Team:
Rank: Main: Cpt Mawson Level: 1011 Joined: Fri Apr 02, 2010 6:46 am Posts: 118 Location: NW UK. |
I like it. But if it isn't so range-oriented as you say, add a range - mod.
_________________ - Cpt Mawson - Sgt Mawson - Fraternal Agent - Ned Flanders - MawsonFleetCommander - Pretender Ares - Pretender Poseidon - Pretender Hermes - Pretender Zeus - Global Marketplace Rep |
Thu Apr 12, 2012 5:37 am |
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Team:
Rank: Main: Stabberz Level: 2414 Joined: Sat Mar 03, 2007 10:55 am Posts: 3696 |
Good idea. Done.
_________________ Blue Dwarf wrote: In space, no one can hear you cha cha cha. |
Wed Dec 12, 2012 6:32 pm |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
Wall of text and wayyyyyy too detailed. Next time you suggest a ship, make the idea as simple as possible, find a model to use with the ship, and find a niche for the ship to use. More than one ship can fit into the same niche, but don't make them so different that each ship is a completely different playstyle.
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Wed Dec 12, 2012 7:52 pm |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
I like the idea, weapon slots are pretty poor though.
Some things in relation to the missiles, aren't possible though. Quote: Electromagnetic Missile Platforms: The EFC launches 4 Gatling Platform like missiles 750 distance away from the Sentinel in an X formation. These platforms launch high speed, high agility missiles with 1k range that do very little damage but impart a 2 second grem that completely shuts down enemy engines as well as decrease the weight, turning, and thrust of enemies stricken by 50%. Missiles launched from a ship launch from the ship, we can't manually place them in another location, that's the sort of stuff we can only do via boss scripting. Quote: Coldfire Active Defense System: The CADS makes the Sentinel a terror at close ranged combat. It has a 20 second cooldown. What it does is launch 4 Gatling Platform like missiles from each side of the Sentinel. These missiles each fire 3 Blue Photon Re-engineered MIRV missiles. These missiles have only 500 range and decay in 5 seconds, but they split immediately upon launching and move as fast as Zaphragi Cheetah Missiles. The most incredible thing about these missiles is they have a splash damage of 200 range. Pew pew. Personally, MIRVs are a pain due to how they were made/work. We can't force missiles to launch out sideways without giving a special launcher (although, adding an angle override stat to missiles would probably be pretty easy). Quote: Hailstorm Passive Defense System: the HPDS is a sort of last-line-of-defense for the Sentinel. It has a 90 second cooldown and uses massive amounts of energy. It can mean the difference between life and death. The HPDS, seeing as how it is passive, cannot be used manually. When the Sentinel reaches 10% of its max shields, the HPDS will activate. What it does is activate an aura for 1 second that decreases the weight, thrust, and turning of all enemies. Immediately after, a series of concussions blasts out from the ship with 750 range. These concussions blast all enemies in the area basically at twice their max speed. Then, the Sentinel loses 50% of its current energy in order to gain 50,000 of its shields back. We can't force a player to be unable to use a superitem, but we can make superitems get automatically triggered at any shield or energy bank level. It probably wouldn't be hard to add a "non-manual use" flag to superitems. I'm not sure if we have anything that can just axe 50% of the current energy bank. _________________ "What you mean you killed him cha cha cha?!" Support |
Wed Dec 12, 2012 11:57 pm |
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Team:
Rank: Soldier Main: The Crazy Game Master Level: 3279 Joined: Wed Feb 11, 2009 3:15 am Posts: 3652 Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1 |
Blue Dwarf wrote: I'm not sure if we have anything that can just axe 50% of the current energy bank. Just use the Sun Damage code and run it for 2 seconds. _________________ Star Sonata is not ready for a release on Steam. See this topic for what we think should be done about it. viewtopic.php?f=107&t=59132 |
Thu Dec 13, 2012 12:59 am |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
thecrazygamemaster wrote: Blue Dwarf wrote: I'm not sure if we have anything that can just axe 50% of the current energy bank. Just use the Sun Damage code and run it for 2 seconds. We'd need to be able to use it as an item, it doesn't 'just work' like that. _________________ "What you mean you killed him cha cha cha?!" Support |
Thu Dec 13, 2012 1:07 am |
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