Idea for Caps

I don't think capital ships have this, but I think they should get that starbase thing where turrents can have multiple targets.  I was thinking this should help capital ships be better later in the game.  It could work in two ways:

1. Every level after level 6 (7, 8, 9, 10) the capital ship gets 1/4 of its turrents able to fire at two targets instead of one so once it reaches level 10 all its weapons can targer two instead of just one.

2. A very high up research that has to be researched a few times allows all caps to fire at multiple targets.

I think this is a decent idea but no idea if its possible.

 

Also, since everyone is talking about it, carrier caps...maybe they should have an increase to strike craft but it should come out later, not earlier, like 2 extra strike craft per cap, I don't really know, just nothing too big...maybe even allow them to start out with one squad and have a new one each level, who knows.

32,072 views 17 replies
Reply #1 Top

As far as aiming goes, you do realize that things like the Kol can aim at more than four targets at once right?  Just saying...

 

And yes, the vasari and TEC carriers need a SC buff...  Most likely though it would be best to have a researchable that increases numbers...

Reply #2 Top

I'm not talking about aiming, I guess that could be confusing.  I am talking about something that the starbases have, they can have like one bank attack more than one target at the same time and then can even have that upgraded so that one bank can target and attack even more ships at the same time.  So, I know a capital ship can have multiple targets but I am suggesting that its banks can eventually have two targets each.  So, for example, the Kol's bean can only attack one ship at a time, one it reached like level 10, that weapon is part of the last 1/4 group to be able to attack two ship so it will now be able to attack two ships at the same time.

Reply #3 Top

Uhhh... no.  That would look fine with projectile weapons and maybe a pulse beam, but not on beams... Beams would just look strange...

Reply #4 Top

You have seen the TEC starbase fire a ton of beams, right? lol

Reply #5 Top

Actually, no...  I don't have entrenchment...  Besides I think its weird when the Kol is firing forward guns at something that is 89.9 degrees to its right... it just looks stupid...

Reply #6 Top

I see what JDoe is talking about. this would bring down dps per target and you could keep it within fire arc but it would be a neat feature that you can turn off and on (say split beams between to LF in front of you versus concentrate on cap)

Reply #7 Top

Ehh.. I'd say stick with the current system...

Reply #8 Top

then keep the feature off

Reply #9 Top

I am kinda thinking of it being added so Caps can have a bigger role, personally, I love to use caps but against an actually player, having tons of caps is not a good idea.

Pictures of starbases in action!

https://forums.sinsofasolarempire.com/338204

Reply #10 Top

good idea, but each of those starbase beams is coming from one emitter (if you zoom right down to it, it looks like a 4 pronged, box like fork right?)

so each prong of that fork is an emitter, which is why each of those beams can attack a different target.

im not sure if this is what you mean or not, but i dont think the Kols beams should be able to target more than 4 targets at a time, i mean, how exactly are you splitting the beam to target each ship? its like splitting a bullet in half so it kills 2 people a few meters apart...

then again, im not sure if you mean that or not, if not fine, forget i said anything =P

im not sure about this... Starbases have alot more damage potential than capital ships, so splitting their firepower between targets is more viable. with a cap ship, you may need 2 or more banks to take down a target with any effeciency... idn, i have another thread going else where that talks about buffing the crap out of caps in general so their firepower is more befitting of a capital ship, so if that was implemented, then sure, splitting firepower between targets could be viable

Reply #11 Top

That is what I meant... I was just really tired and didn't feel like typing that much last night...

Reply #12 Top

Quoting TheRezonator, reply 10
good idea, but each of those starbase beams is coming from one emitter (if you zoom right down to it, it looks like a 4 pronged, box like fork right?)

so each prong of that fork is an emitter, which is why each of those beams can attack a different target.

im not sure if this is what you mean or not, but i dont think the Kols beams should be able to target more than 4 targets at a time, i mean, how exactly are you splitting the beam to target each ship? its like splitting a bullet in half so it kills 2 people a few meters apart...

then again, im not sure if you mean that or not, if not fine, forget i said anything =P

im not sure about this... Starbases have alot more damage potential than capital ships, so splitting their firepower between targets is more viable. with a cap ship, you may need 2 or more banks to take down a target with any effeciency... idn, i have another thread going else where that talks about buffing the crap out of caps in general so their firepower is more befitting of a capital ship, so if that was implemented, then sure, splitting firepower between targets could be viable
End of TheRezonator's quote

I am not just talking about the Kol but rather allowing all ships to do this...but on the Kol there are actually four beams, not just one big one, they are 4 linked beams and if you want it could be changed so that they attack in pairs, like the bottom pair attack one ship and the top attack another so not exactly like splitting a bullet...more like upgrading from one barrel shotgun to a double barrel shotgun.

Also, I was just suggesting allowing the beam attack from the kol to attack 2 separate ships, not each individual beam attacking two...thats why I said the pairs just now.

I am just thinking of a way to improving caps since they seem too weak at the higher levels.  So like this would allow the one autocannon at the back of a kol to act like two of them, having separate targets.

 

 

Reply #13 Top

I understand your logic here, and for the Kortul it would look fine (though would make it far weaker because its pulse beams would be just barely above 12.5 DPS), but for the Radiance which has two parallel beams, it would look weird as you have to face your opponent to fire them.  The same applies to the linked beams on the Kol.  The beams focus on one single target and each one does about 4 DPS at level 1 and only about 12 at level 10...  They are best together.  If you link the top two and the bottom two, you just made it weaker... Sure, it won't affect mitigation, but it only barely does anyways.  

If you made each cannon individual and split into two beams, I would change the code myself to undo what you just did.  The Kol is suffering as it is with the nerf of SC's.  If you made beams split, you would kill the thing.  Sure it still has health, but so what?  If you can't do anything, it is only good against soaking damage from illums.  

As far as making it toggleable, don't do it!  Sure it would add some "strategy" or "customization" to the game or "would allow for better microing" but frankly, I don't care.  I micro constantly and this would do very little if anything.  As is, the linked beams barely scratch anything.  They are at the 12.5 mitigation break.  They are best as they are.

Yes I read your second paragraph, but it still applies.  You don't want to split the weak damage of a weak [offensive] ship.  It doesn't work that way.  I understand that you want to make caps better, but this is not the way to do it.  The rear autocannon on the Kol is good as it is.  Sure, the effect of seeing all those laser and autocannons firing would be awesome, but the reduced damage would do more harm than good...  For this reason, I do not like the idea.

 

(for the record, i am done venting...)

 

If they seem weak at high levels, go to the thread about making them researchable...  That includes ideas for buffing existing ones and creating new weaker ones to fill the gaps.

Reply #14 Top

I don't know how this was so messed up because i never talked about reducing damage, perhaps I wasn't clear enough.  I will read this whole thread after I post this but this is going to be my attempt to show you what I'm talking about and hopefully its understandable because the Kol example was only for visual purposes.  I was suggesting this sort of change as being some sort of high level research upgrade or only happens to capital ships at higher levels.

So, the change, for example, would work like this:  Up to level 6, all capital ships work just as they do now.  When a capital ship, lets say the Sova, goes to level seven, 1/4 of its turrents get a sort of upgrade so now they can attack two ships at the same time at FULL power.  So they are NOT splitting the damage they do, but its like you added another laser gun to the ship.  The Sova has 10 laser batteries, 25% of them get the upgrade at level 7 so 25% acts like you added an extra 2.5 laser guns to the ship so it seems to have 12.5 laser batteries but actually 2.5 (sorry about decimals) of them are able to attack two things at once at full power.  Each level upgrades the other 25% until all of the weapons on the ship is upgraded.  So now, it acts like it has 20 separate laser batteries, but visually, you will probably still just see 10, but each one will act like two separate ones.  This was the whole original idea.  Hopefully, it is understood this time.  And yes, it would look a bit weird on the advent, but whatever, lol.  One big thing I would want is that the extra turrents don't focus fire on ships...like, they just fire at something that isn't being fired on from the same ship.

 

So, there was an idea that someone thought I was saying which I sort of do like...being able to toggle the capital ship so that its guns fire all over the place, I sort of like this idea so it can take on even more ships at the same time, sort of interesting, even though that was not my idea.

Reply #15 Top

OH!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Okay... that does make a difference...  Perhaps with the beam weapons though, you could just make it so that they get a buff of 130% damage.  This would negate the ability of everything else to target twice.  This way you could make it look correct and still give a buff.  This would work wonders on the Kol though...  Its combination of beams and batteries would help.  In short, I now like this idea...

:grin:  

As far its guns being toggleable for firing, you could either have weapons fire at 230% or with two targets.  Beams would always be at 230, but projectiles/pulse beams would have the option.  If in small fleets, you could use the focused option and against large fleets could deal massive damage.

 

I'm happy

:grin:  

Reply #16 Top

Now that I've had a bit of time to think more about the idea instead of explaining it, lol, I thought of a different way to change things.  Of course all these changes are only for capital ships but I've thought how each weapon can act differently or how it could work for race.

For Weapons:

Missiles: Either fire double the missles or does double damage.(I like double the amount fired)

Beams: Either fires at double the rate or does double damage. (probably double damage)

Autocannon: Acts like two separate autocannons.

Other energy weapons (lasers, plasma, wave, pulse): Acts like two separate guns.

 

For Race:

TEC: All capital weapons act like two separate cannons.

Advent: Rate of fire doubles.

Vasari: Amount fired OR Strength doubles.

 

 

 

Reply #17 Top

I like the weapons more... the races are far too general...