SeniorDonde

Give Suggestion here!!! Ironclad will read them

Give Suggestion here!!! Ironclad will read them

Hi guys give suggest and only sugest!!!! I would like that.....or that..
that is all and if there are manny great guys from Ironclad will have no choice but to read here becus every company know tha you have succes when you listen you clients and that they could find genius ideas that they would not have concidered by themselves we are all human after all ....Lets go!

P.s my english is bad i know lol
75,674 views 255 replies
Reply #101 Top
a worthy reason
And the game is going to be in beta soon, so if it were a practical idea this would be the time to test and balance such a ship. I'm sure by raising or lowering its firepower, shielding, and size of fighter/complement it could be made useful but not the game-killer you and I are afraid of.

its just the concept of it being generalized. means that it can be brought into anything and still be uber powerful. the points of these ships are that they are supposed to be powerful in one sense, and weak in many others.
Reply #102 Top

a worthy reason
And the game is going to be in beta soon, so if it were a practical idea this would be the time to test and balance such a ship. I'm sure by raising or lowering its firepower, shielding, and size of fighter/complement it could be made useful but not the game-killer you and I are afraid of.

its just the concept of it being generalized. means that it can be brought into anything and still be uber powerful. the points of these ships are that they are supposed to be powerful in one sense, and weak in many others.


Hmm, I can see what you mean there, but at the other extreme it's better to not have everything be a game of rocks, paper, scissors, shoot right?

And the general purpose capital ship would still share the weaknesses of other capital ships; namely bombers, anti-capital ship ships, long ranged artillery weapons and over all low acceleration and maneuverability.

Versus Bombers / Versus Frigates / Versus Capital Ships / Versus Artillery
Capital Ship: Weak Strong Strong Weak
General Ship:Weak-Medium Medium-Strong Medium Weak

(I tried to set up a little table but couldn't figure out how to indent the text, went with color instead.)
Reply #103 Top
then how is that general again?
Reply #104 Top

then how is that general again?


Ok, perhaps I shouldn't have used the word "General" without defining what I meant by it. A capital ship with less of a vulnerability to bombers. Which really isn't a "General purpose ship" so I'll drop that now.

A ship that is both carrier and capital ship combined. Albeit one that operates less efficiently in either role than a dedicated carrier or a dedicated capital ship.

Alternatively, just a capital ship with enough anti-bomber weaponry that it isn't hung out to dry if its fighter escort is stripped away.

Again, I'd much rather see the concept of a player flagship investigated than this capital/carrier ship.
Reply #105 Top
Hes saying its not good at anything, and it isnt bad. Kind of like the backbone, all purpose cruiser of a navy.
Reply #106 Top

Hes saying its not good at anything, and it isnt bad. Kind of like the backbone, all purpose cruiser of a navy.


^What he said is spot on for what I meant.
Reply #107 Top
still, by just being good at everthing (but king at nothing) its still unbalanced. what would you attack it with???
Reply #108 Top

still, by just being good at everthing (but king at nothing) its still unbalanced. what would you attack it with???


Well since it's still a capital ship it's vulnerable to other capital ships and of course, bombers.

Either just sidle your capital ship up to it one-on-one and pound it to bits (taking damage yourself, but winning since it's one-on-one and its not a specialized capital ship) or strip its fighters away with your fighters (or a flak-frigate) and use bombers to neutralize it. Really they aren't that hard to take down individually.

The value of these ships is twofold:
1. They are effective when used en-mass

2. They ease the logistics night mare and micro-managing of forming and maintaining a number of fleets. Instead of building a fleet of anti-fighter, frigate and capital ship units in the most effective ratio, you can take whatever specialized units you have on hand and back them up with these. Hence the term "backbone" of the fleet.

Of course by being "decent" at most fleet functions they are obviously not as powerful as the specialized units. In my opinion this is balanced by the aforementioned logistics problem it solves.

And I do feel it fits in well with the TEC doctrine of strength through numbers. Though not so much the cobbled-together-out-of-merchant-ships theme. Though it does say they are building capital ships specifically for battle so maybe it does fit in.

Reply #109 Top
A purchase-ships-and-fight mode might be interesting for players wanting quick pickup multiplayer games with a little more micro and strict attention to fleets.

You could vary costs by XP levels of ships and maybe put in multiple cash infusion phases where gameplay pauses and players can purchase another set of ships. This would also be a good place for the serious clanners to really iron out what ships are best for a given situation and how best to make a balanced fleet when you don't know what the other guy is going to throw at you.
Reply #110 Top
Having nebula that cancel out shields in the occasional rare star system would be a great addition to the game. It would force players to mix it up with fleet composition and upgrading paths in order to deal with battles that occur inside those systems.

Other possible effects that Nebula could have on ships might include; continuously drain AM, halt AM recharge, limit sight range on the tactical map, reduce weapon accuracy and damage, and so on)

*I know the orbiting planets are out, but it would have been cool if there were shield canceling nebula clouds in a few systems that planetary orbits would cross occasionally. Shields would be disabled during those periods of time when orbiting planets moved through the nebula. Attacks could be planned for when planets enter these clouds.

I still am unsure how battles are going to work out without sensors. Us military fanatics might have difficulty accepting tactical maps and battles using the 'Everything is seen' concept . By doing away with sensors on the tactical level, there will be a lot of maneuvering potential taken out of this game

The only other thing that worries me from the screen shots is that the tactical maps might be too small. I really, really hope the tactical maps don't force head on battles because of size constraint (I love tactical maneuvering). Small maps would also limit the usefulness of carriers and strike craft.

I can think of a few games that have outright sucked because of small maps. Please let this one be different.
Reply #111 Top
Nebulas would be interesting. But according to given data, the game is in 3-D space, meaning there arent just a one plane the ships fly in, they can move freely just dodging the nebula.
Reply #112 Top
Nebulas can be BIG emp.

Sounds interesting except, in the case of shields, this would create an imbalance. Losing shields would be disastrous for the Advent since their ships have much weaker hulls and rely heavily on shields for protection. Meanwhile the TEC wouldn't be at much of a disadvantage without their relatively weak shields.
Reply #113 Top
That would make the game interesting, imbalance based on terrain. That would let an almost impossible to win fight, winnable.
Reply #114 Top
to be truthful, nebula aren't that thick... they really would only create issues if you're trying to take pictures of your enemy's planet
Reply #115 Top
Ehem, its a game. The devs can make it do anything
Reply #116 Top
psshaw

they could also make giant penguins randomly swallow your planet, but I'm quite sure thats not exactly game worthy.
Reply #117 Top
they could also make giant penguins randomly swallow your planet, but I'm quite sure thats not exactly game worthy.


Not game worthy, eh? We'll see if you still see that after having seen the true power of my planet eating penguins!

On a less insane note, "terrain" effects would be quite interesting.
Reply #118 Top

psshaw

they could also make giant penguins randomly swallow your planet, but I'm quite sure thats not exactly game worthy.


That would be pretty cool! Maybe an Advent power? They can summon the Penguins: Destroyers of Worlds

(if you didn't catch it, not entirely serious there)
Reply #119 Top
On a less insane note, "terrain" effects would be quite interesting.

agh, I've been an advocate for this idea for months now. but it got no publicity.
Reply #120 Top
Even if nebula and various effects could be included in the editor, that would rock.
Reply #121 Top
but it got no publicity.


I wonder why....
Reply #122 Top
because nobody agrees with a knowitall?
Reply #123 Top
Man, I'm so into that planet-eating penguin idea right now.   
Reply #124 Top

Man, I'm so into that planet-eating penguin idea right now.   


It would be a lot of fun! And probably quite impressive to watch
Reply #125 Top
Hi Buddys Im glad to see that this forum is very popular and that every one is giving so much good suggest....very intersting....keep up and tanks to Ironclad
for paying attention to our forum...seee yaaa