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Post by lockon777 on Dec 29, 2012 11:58:22 GMT -5
Oh and instead of a mini gun how about an special flak turret (incresed range?) near the rear of the ships to take out enemy projectiles. Since a mini gun is only affective against solid ships and those purple blobs would actually overpower the ship.
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Post by Clinkzbone on Dec 29, 2012 18:52:40 GMT -5
I don't think the Crius should have any turrets...it's powerful enough as is and it's meant to be easily destroyed.
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Post by lockon777 on Dec 30, 2012 2:40:12 GMT -5
Even so it shouldn't be over powered by those blobs. Their just cannon fodder it would be sad if an capital ship fell to a few of them.
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Post by lockon777 on Dec 30, 2012 2:55:11 GMT -5
Or here is other idea. We could nerf the Cerberus in trems of power and give it a slight armor boost and have the cirus cost maybe 300000 but make it a more powerful ship(so keeping it near its current stats). That way the capital ships would be more specialized for a certain role.
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Post by Clinkzbone on Dec 30, 2012 4:52:27 GMT -5
Nah. You see, the Crius is a long range support ship. It is meant to be squishy but do heavy damage.
The Crius is meant to have an escort. Just a plasma Centaur would do well enough, to be honest. That's all that's needed as long as you don't face several ships at a time.
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Post by Space Borders on Dec 31, 2012 6:09:34 GMT -5
Hmm... So we all agree that the Crius should be a long range missile cruiser. I also believe we can all agree that the cloak is not very fitting for a ship like this, however should be added to a scout ship... The unclear points: 1 - How powerful are its missiles (normal, less powerful)? 2 - What about the reload time (compared to the way it is right now)? 3 - Should it receive a turret? 4 - If it receives a turret, should missiles still be a primary weapon? Personally, I have to agree with clinkzbone on not making the Crius another powerful capital ship. Its purpose was to fill the gap between support ships and the average capital ships (Cerberus, Hydra). But I could imagine it with one special turret. The problem right now is that, this particular issue is what's preventing the release. The sooner we find a solution, the sooner v2.0.7 can be submitted to the App Store. Let's vote (see the beginning of this thread).
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Post by lockon777 on Dec 31, 2012 20:37:12 GMT -5
When you mention a turret what kind are you talking about?
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Post by lockon777 on Dec 31, 2012 20:48:12 GMT -5
Also I think the blast radius when it is destroyed should be quite large and weakening at it spreads out from the center. Since if it had a smaller blast radius it could be easily avoided by moving the ship away from the fleet when it's dieing and moving the main fleet the other way. If it had an small blast radius it would be more on then dangerous to use.
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Post by lockon777 on Jan 1, 2013 4:35:05 GMT -5
Not the place to put new ideas. And it's been suggested.
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Post by Space Borders on Jan 1, 2013 6:33:09 GMT -5
lockon777The turret would have been a special and improved version of the mini gun, designed to engage even alien creatures. @all Ok, missiles/missile volley it shall be. Questions remaining are: - How much damage per missile? - What about the reload time? Right now the Crius can take out a destroyer with a single attack. 30 seconds later, it is fully armed again, ready to take out another destroyer -OR- badly damage a battlecruiser, which is pretty extreme for a ship that is supposed to be less powerful than the Cerberus. Suggestions: - Decrease the damage of missiles fired by the Crius by 50%. A full attack would damage a destroyer so bad, a couple of support ships would be able to finish it off. - Double the reload time, such that it would take a minute for the Crius to be fully loaded with missiles. - Finally, and I think this will justify the previous two changes, when firing the volley, every missile should do more damage let's say 75% (rather than 50%) of the damage it is doing now. Also, there would be red smoke coming out of missiles to indicate the use of special missiles. Let me know what you think.
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Post by Clinkzbone on Jan 1, 2013 6:41:49 GMT -5
- Finally, and I think this will justify the previous two changes, when firing the volley, every missile should do more damage let's say 75% (rather than 50%) of the damage it is doing now. Also, there would be red smoke coming out of missiles to indicate the use of special missiles.
I don't get it...
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Post by Space Borders on Jan 1, 2013 6:47:35 GMT -5
Well, in other words, missiles fired by the special attack function will be 50% more powerful (in terms of damage and possibly speed) than missiles fired through a normal attack.
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Post by joe130794 on Jan 1, 2013 7:05:52 GMT -5
Sounds good. Is the missile a targeted attack and the volkey a special attack that target all enemy ships in range?
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Post by Space Borders on Jan 1, 2013 7:15:03 GMT -5
Yes, exactly!
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Post by Clinkzbone on Jan 1, 2013 7:35:00 GMT -5
Oh I see. Is volley the button that comes up when you tap and hold?
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