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Covenant Capital Ship Abilities


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#1 Antigeist

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Posted 16 December 2013 - 11:55 AM

One thing that immediately feels a little lackluster is the Covenant's capital ship abilities. I imagine they're still a work in progress, but I've been thinking about what can be used to fill in some of the gaps. As a caveat, I'm just throwing out ideas here without thinking how they'd be balanced/if they are balanced/etc.

 

I get the general sense that the Dev Team has purposely tried to avoid Fleet-wide command and control buffs, like weapon range and weapon cooldown, which to me makes sense. I don't think the Covenant need those. 

 

The assault carrier has some free slots (1? 2?) I forget. It has a handy planet bombing ability, which is probably fine, but the level 6 ability is a little wanting. Its level 6 ability is, as far as I can tell, the same or substantially similar to what the anti-strikecraft corvette has. Given that we've seen assault carriers disgorging swarms of fighters in the lore, why not give it some sort of Advent-esque Anima Tempest style ability. It would allow you to make the anti-strikecraft ability a normal ability.

 

In another thread, I mentioned some of my misgivings/concerns about the Super-Destroyer, in particular that the refire rate is so long on energy projectors that its massive damage doesn't exactly shine through in a huge battle where things die incredibly quickly. To some extent, the Super-Cruiser suffers from this same problem. It does great damage from a great distance, but it generally seems to fire once before it, in EVE-parlance, gets alpha'd and dies in a horrible fire.

 

I have two ideas for this. One, the less OP idea, I think, would be to give these ships some sort of Overload Weapons ability. Have it do something like increase the refire rate of energy projectors by X% for 20-30 seconds or something, but keep it on a very, very long cooldown. I don't intend something like what the Tector Star Destroyers have in SoaGE where it's pretty much always active. I mean something that gets used once every 5 minutes and when it does, it doesn't do anything drastic, but the SD/SC can get a couple more volleys off before it dies. As a penalty, have it draw power from engines, or if it's possible to have an ability do damage to shields (I know abilities can self-inflict hull damage).

 

The other idea is more of something along the lines of the standard AoE volley ability. Similar idea, but on a less grand scale. Have the ability fire energy projectors at random targets, but keep its scale small. Level 1, 1 target, up to level 3, 3 targets. Similarly long, non-spammable cooldown. Once-per battle type ability. Just have it do approximately the same damage that normal energy projectors do. It's entirely conceivable that the SC would need some cost/fleet supply increases if it had this ability because it would be pretty easy to spam these and AOE fleets with huge volleys of energy projector fire (especially when coupled with the damage propagation abilities).



#2 Dianno5741

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Posted 16 December 2013 - 11:57 AM

I'll talk about that in my thread I'm making tonight.

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#3 Demosthenes

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Posted 28 December 2013 - 09:43 PM

I had an idea for the Assault Carrier's abilities, though it doesn't fix the open slot issue.  Replace Drop Pods with a significantly more powerful planet bombing ability called Scarab Drop.  Nearly every time we see an Assault Carrier in Halo we also see a Scarab deployed to the surface.  Plus it would look sweet to shoot massive beetles at an enemy's homeworld.



#4 Cole Protocol

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Posted 28 December 2013 - 09:46 PM

I had an idea for the Assault Carrier's abilities, though it doesn't fix the open slot issue.  Replace Drop Pods with a significantly more powerful planet bombing ability called Scarab Drop.  Nearly every time we see an Assault Carrier in Halo we also see a Scarab deployed to the surface.  Plus it would look sweet to shoot massive beetles at an enemy's homeworld.

Did you get that from me? cause i was thinking the exact same thing  :)

 

edit: serious ally though, thought of this a while back, and kinda ignored, glad someone saw it and brought it to light.


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#5 Demosthenes

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Posted 28 December 2013 - 10:04 PM

Well it's a good idea!  I also was thinking that Phantom boarding craft could be an ability for the CAS to use in assaults instead of being the Covenant's corvette.  The corvette spot could then be filled by the Covenant Corvette as seen in Halo: Reach.  It would look and feel better for the slot to be filled by an actual corvette and not a Phantom.  Anyway, that could potentially be another CAS ability.

 

While we're on the topic, what if the CAS used antimatter charges (as seen on Cairo Station) to disable UNSC defenses?  It is occurring to me that the carrier should specialize in assaults because after all it is an assault carrier.



#6 Cole Protocol

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Posted 28 December 2013 - 10:06 PM

Well it's a good idea!  I also was thinking that Phantom boarding craft could be an ability for the CAS to use in assaults instead of being the Covenant's corvette.  The corvette spot could then be filled by the Covenant Corvette as seen in Halo: Reach.  It would look and feel better for the slot to be filled by an actual corvette and not a Phantom.  Anyway, that could potentially be another CAS ability.

 

While we're on the topic, what if the CAS used antimatter charges (as seen on Cairo Station) to disable UNSC defenses?  It is occurring to me that the carrier should specialize in assaults because after all it is an assault carrier.

The thing already carries fighters to destroy stations, thats what i use it for, so i dont see that ability working well.



#7 Demosthenes

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Posted 28 December 2013 - 10:16 PM

The thing already carries fighters to destroy stations, thats what i use it for, so i dont see that ability working well.

I suppose.  I see this ability as being a potential protective measure against a fleet just blindly charging into an assault.  Strike craft can sometimes take a while too.  I think by default they go after ships instead of structures.



#8 Dianno5741

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Posted 28 December 2013 - 10:49 PM

At this time we are not looking for abilities that will be used for defeating UNSC defensive structures due to the nature of the covenant having many tools of doing that. We have done some changes in the patch that involve the phantom and the idea of giving the CAS some sort of phantom ability that would disable or something isnt out of the question. Scarab drop is a nifty idea, although it would be teh same ability with different values and almost no particle effect change, essentially a string change. Also the CAS could use the antimatter charges against other ships like in Halo CE so thats another way to go.


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