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New Ships (Suggestions)

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Rackham

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Post Wed Nov 09, 2016 7:09 pm

Re: New Ships (Suggestions)

NuclearTrinity wrote:I have some ideas for a couple of new ships:

Suicide bomber carrier: A carrier that, instead of fighters, carries small suicide boats that do enough damage to take out a battleship in ~3 hits. It would be more likely to spawn in fanatical and aggressive nations and less likely to spawn in diplomatic or defensive nations.

Station: A stationary "ship" that spawns on border worlds and adds a large defensive bonus, and is destroyed or converted if the planet is taken by the enemy. It could function like the weapons platform, but it less powerful. Perhaps there could be stations that have different purposes, such as research, economy, etc. I could contribute some images for this if you decide to introduce it to the game.

Perhaps there could also be more advanced ships for tech level 9, 15, 25 empires. For example, higher tech level nations' ships have better, more accurate weapons, move faster, have more health.


Assuming they actually hit 3 times, intercepters already kill battleships in 3 shots, bar healing.

There are already artifacts for economy and research, there's a ship for research, and I just put battleship+frigate/healer on my threatened borders.

Some of the utility ships do get better as they level, drop ships I think get faster captures as they level. And they do have a sort of pseudo accuracy change according to levels, even if the round hits they don't always do damage, the higher leveled ships have better chance to hit per hit.
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Snoddasmannen

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Post Wed Nov 09, 2016 7:12 pm

Re: New Ships (Suggestions)

NuclearTrinity wrote:I have some ideas for a couple of new ships:

Suicide bomber carrier: A carrier that, instead of fighters, carries small suicide boats that do enough damage to take out a battleship in ~3 hits. It would be more likely to spawn in fanatical and aggressive nations and less likely to spawn in diplomatic or defensive nations.

Station: A stationary "ship" that spawns on border worlds and adds a large defensive bonus, and is destroyed or converted if the planet is taken by the enemy. It could function like the weapons platform, but it less powerful. Perhaps there could be stations that have different purposes, such as research, economy, etc. I could contribute some images for this if you decide to introduce it to the game.

Perhaps there could also be more advanced ships for tech level 9, 15, 25 empires. For example, higher tech level nations' ships have better, more accurate weapons, move faster, have more health.


Hi!

The Suicide Bomber carrier I simply avoided (tm) because of the somewhat sensitive nature of such ships. Having said that, I could make a functionally equivalent ship that launches "Drones" or something, or even target seeking missiles. They wouldn't have the same thematical flare, but would still work the same way. But I guess it wouldn't quite be the same?

Now, something like a stationary ship that just adds a defensive bonus is a good idea! It would make a fair amount of sense actually. They may in fact be very effective, and maybe even trigger a small explosion when lost. Not dissimilar to a terror ship, but a bit less extreme :)

As for ships depending on tech level, I've decided not to do this even though I get requests for it rather often. There's something about it I don't like, that I was never able to explain :) Maybe because the idea of limiting ships based on tech levels will reduce some of the dynamics that may happen as a result of ship interaction etc.
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NuclearTrinity

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Joined: Sat Aug 20, 2016 2:58 am

Post Thu Nov 10, 2016 4:08 pm

Re: New Ships (Suggestions)

Snoddasmannen wrote:
NuclearTrinity wrote:I have some ideas for a couple of new ships:

Suicide bomber carrier: A carrier that, instead of fighters, carries small suicide boats that do enough damage to take out a battleship in ~3 hits. It would be more likely to spawn in fanatical and aggressive nations and less likely to spawn in diplomatic or defensive nations.

Station: A stationary "ship" that spawns on border worlds and adds a large defensive bonus, and is destroyed or converted if the planet is taken by the enemy. It could function like the weapons platform, but it less powerful. Perhaps there could be stations that have different purposes, such as research, economy, etc. I could contribute some images for this if you decide to introduce it to the game.

Perhaps there could also be more advanced ships for tech level 9, 15, 25 empires. For example, higher tech level nations' ships have better, more accurate weapons, move faster, have more health.


Hi!

The Suicide Bomber carrier I simply avoided (tm) because of the somewhat sensitive nature of such ships. Having said that, I could make a functionally equivalent ship that launches "Drones" or something, or even target seeking missiles. They wouldn't have the same thematical flare, but would still work the same way. But I guess it wouldn't quite be the same?

Now, something like a stationary ship that just adds a defensive bonus is a good idea! It would make a fair amount of sense actually. They may in fact be very effective, and maybe even trigger a small explosion when lost. Not dissimilar to a terror ship, but a bit less extreme :)

As for ships depending on tech level, I've decided not to do this even though I get requests for it rather often. There's something about it I don't like, that I was never able to explain :) Maybe because the idea of limiting ships based on tech levels will reduce some of the dynamics that may happen as a result of ship interaction etc.


I understand, it mustn't be easy to develop Galimulator on your own! I only suggested that stations could provide bonuses that artifacts do, because the artifacts seem too few and far between to me. The stations would provide similar bonuses to the artifacts, but they would be less powerful. You're the developer, so it's up to you :)
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Optometrist_Prime

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Post Wed Nov 16, 2016 8:10 am

Re: New Ships (Suggestions)

This isn't an idea for a ship, moreso an idea for a ship's combat maneuver

A ship can attempt to hijack another, basically this is how it goes down

Ship chooses hijack over shooting (due to small distance or maybe the other ship has higher health)

The hijacker moves toward the other ship at a slightly hoger speed (maybe 1.2 times the normal), and when they make contact one of two scenarios play out

1. Both ships take an immense amount of damage (ramming), any surviving crew get the "wounded" trait

2. Both ships freeze wherever they are, after a few second one of two things happen

2a. The hijacker ship is destroyed and a few of the other ship's crew dies

2b. The ship being hijacked converts to the side of the hijacker, one of the lower crew members is transferred over as the captain of the other ship (with the original crew members having a 50/50 chance of survival)
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Snoddasmannen

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Post Thu Nov 17, 2016 6:36 pm

Re: New Ships (Suggestions)

Oh I hear you on this idea with boarding / converting ships. It was originally meant to be one of the very earliest ships in the game, but for some reason I've put it off. It's still on my list :)
Very nice touch on involving the crewmembers, I would not have thought of that one!
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Optometrist_Prime

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Post Fri Nov 18, 2016 3:23 pm

Re: New Ships (Suggestions)

Snoddasmannen wrote:Oh I hear you on this idea with boarding / converting ships. It was originally meant to be one of the very earliest ships in the game, but for some reason I've put it off. It's still on my list :)
Very nice touch on involving the crewmembers, I would not have thought of that one!


Hey here's a quick idea, when someone survives an assassination attempt they become an "experienced fighter", works the same as wounded but with the side benefit of increased survival chances in the future

Invasions would be easier to survive

Assassinations would be easier to carry out and survive

Ship boarding is easier to survive (make sure surviving a boarding also grants this bonus)


Hey quick question, is the chance of promotion higher for prestiged individuals? Or even make prestige "cutoffs" so that you don't have people sitting In one ship forever and building a family of 20 people

Also makes becoming an emperor a helluva lot harder

If a job opens and nobody has enough to fill it, it simply chooses the highest prestiged individual within a radius

I just feel like it needs to be harder to rise the ranks :)


Also, can we PLEASE make flight trainer a ship trait? It's super annoying looking at 50+ flight trainers when you only want to look at the emperor or a government member
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Snoddasmannen

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Post Fri Nov 18, 2016 6:44 pm

Re: New Ships (Suggestions)

Good idea about experienced fighter! Or maybe something like "Melee specialist" ?

Prestige is definitely a key factor when you are climbing the ranks, see:
http://www.galimulator.com/dynasties.html

So people staying around on ships are almost certainly Spacers, who don't want to take other kinds of jobs. They will tend to die off though by bad luck, though some are more resistant to that than others :)

As for making it harder to climb the ranks, one way to do that is simply to have more lwo level positions, like maybe 10 level X for every X+1 level job. I certainly had more like this in mind initially, but the weight that dynasties placed on the simulation simpy made that impractical. Another is to kill off people more easily, but this takes away a lot of the fun of tracking individuals or families.

As for Flight Trainers, they are a hack because I feel so bad for fighter pilots who complete their missions and dock. It's really a workaround for creating new fighters every time they launch, rather than keeping existing ones. Not terribly easy to fix unfortunately :/ Though I suppose I could cap the flight trainer count and let some of those pilots retire early.
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Optometrist_Prime

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Post Sun Nov 20, 2016 2:14 am

Re: New Ships (Suggestions)

Ah, yeah because I noticed before that if a spacer sits on a ship in a powerful empire, it can safely serve as a foothold for a HUGE family.

That's why I notice that despite ship captains having a level 2 job, they are sometimes more prestiged than emperors of the same family, some even stick around for tens of millenia
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dobrey

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Joined: Mon Nov 28, 2016 9:52 am

Post Mon Nov 28, 2016 10:38 am

Re: New Ships (Suggestions)

Here are some of my ideas for ships:

1) Protector/Defender/Sentinel: gives a random ship in a radius an additional X HP shield. Shield would last for some time (e.g 15 seconds) or until it receives X damage. Multiple shields cannot be stacked on a single ship. Has cooldown, cannot give shield to itself, no weapons.

2) Amplifier: Increases the damage of all ships in raduis for X% for some time. Has cooldown and no weapons. Could instead increase fire rate of ships.

3) Warp Accelerator: increases the speed of all ships nearby. 4) Warp Inhibitor: decreases the speed of all hostile ships nearby.

5) Monster Hunter: Advanced frigate that deals X times more damage to monsters.

6) Antimissile defence: shoots down incoming missiles. May be able to shoot meteors as well.

7) Titan class: bigger than Mothership. Incredibly rare, gives a boost to ground combat like the Flagship, but weaker and in a smaller radius.
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Snoddasmannen

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Post Mon Nov 28, 2016 7:35 pm

Re: New Ships (Suggestions)

dobrey wrote:Here are some of my ideas for ships:

1) Protector/Defender/Sentinel: gives a random ship in a radius an additional X HP shield. Shield would last for some time (e.g 15 seconds) or until it receives X damage. Multiple shields cannot be stacked on a single ship. Has cooldown, cannot give shield to itself, no weapons.

2) Amplifier: Increases the damage of all ships in raduis for X% for some time. Has cooldown and no weapons. Could instead increase fire rate of ships.

3) Warp Accelerator: increases the speed of all ships nearby. 4) Warp Inhibitor: decreases the speed of all hostile ships nearby.

5) Monster Hunter: Advanced frigate that deals X times more damage to monsters.

6) Antimissile defence: shoots down incoming missiles. May be able to shoot meteors as well.

7) Titan class: bigger than Mothership. Incredibly rare, gives a boost to ground combat like the Flagship, but weaker and in a smaller radius.


I like these ideas! In fact I've just started writing some code for "Fleets", the idea being that ships move together in some sort of structured way, sharing a common goal. With this in place, many of the ship types above suddenly make a lot of sense. So stay tuned :)

Monster hunter is the first time I've seen somebody else mention, but I've definitely had this in mind, especially after seeing the massive Dragon infestations that show up every now and then.
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