New Ship Ideas -

#1
These are just ideas.. they are meant to make people discuss them and hopefully more ideas spring up in discussion..

Supply/Support ship.
Think of (aircraft) carrier groups. they roam the world (galaxy) as they resupply all ships within their battlle group.. it would be possible to send an attack fleet to a region next to a planet you wish to attack, top up the tanks and attack. Then withdraw.. No roamer reqd... No ms needed..
Maybe the support ship would need to return home before being able to go out again and operate??

Atomic cannon
Yes, it fires atomic shells which can inflict serious damage to an attacking fleet
But as it fires it draws large amounts of power. No more killing off sats after reaching Grav Tech you need all the power you can get to fire this monster
(for fleeters this means more targets)

Sunships.
Able to travel to region 16 in each Gal (a trip to the sun) and collect large amounts of energy stored within the ship. Similar to an EC, but solely for power storage. Reqd to keep the Atomic cannon firing

Dreadnoughts
Similar to battleships but bigger

Super dreadnoughts
Again bigger.. Think battleship/dreadnought/super dreadnought/deathstar

Armed raider
A ship similar to a cargo but armed with weapons to save sending BCs or cruisers etc along to kill any small defence. But... the defence remains the same as a cargo.

Standing patrol
Sats designed to kill any approaching probes. High levels of laser and wpns etc ensures no probes live to send a report back home.

Cloaking Tech
with this tech, cloaking units become available. they can probe, they can attack, but they wont really know what’s in store for them if your units are cloaked.

Cloaking units
Sim to the above but you can buy cloaked units. they appear the same on a probe report, but that’s all. they have no attack or def value.. they only make others believe you have something that you really don’t.. and if your ships are being played by these cloaked units... then where are they really..

Re: New Ship Ideas -

#3
The supply ship won't work in this game because the purpose of roamers and moons is to try and avoid your target seeing your fleet in time to dodge the attack or setup a ninja. Moons are also important because they hide fleets from lanx. Fuel usage is not the actual reason for roamers, since cold planets can be used to mine higher amounts of deuterium.

Atomic cannon could be an interesting tool for turtles, and needing solar sats to power it enough presents a nice use for them. However the sunship idea won't work because of the existing energy mechanics.

No to the dreadnought ships, we already have Death Stars that serve that function.

No to the armed raider because current cargo ships are in fact already armed, but they are designed to require support from an actual combat fleet.

Standing patrol is useless because probes can already be killed off by defenses or differences in espionage tech.

Cloaking tech and units could be an interesting concept for the tournament universe maybe, hard to work a balance for it though.
20 GP
The Trouble Maker
As Swift as the Wind that carries the Sand comes your DEATH

Omega Class Thank You to Devola/Gale for this super amazing sig.

Re: Ok, what about..

#6
Badlands wrote:Drop ships
Full of highly trained assault troops (the hjgher the tech level the better trained - thus the higher the damage done) who drop onto a planet to destroy defence prior to an invasion/attack on the planet.
No, too much overpower. IPMs serve the same function just fine and are already balanced.
20 GP
The Trouble Maker
As Swift as the Wind that carries the Sand comes your DEATH

Omega Class Thank You to Devola/Gale for this super amazing sig.

Re: New Ship Ideas -

#9
I understand the comments and mostly agree with them. Zorg is a good game full of good people. (reading the past forum posts shows me how many good players have left, a pity)

I try to post new ideas as a possible future trial for servers like Generals. then if it works we may see something happen..
take care guys.
cron