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(IDEA)shield worlds


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#41 Deathscythe1992

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Posted 16 October 2013 - 02:37 PM

Also, if you got a forerunner capital ship from capturing a specific planet, that could be game breaking (even for the forerunners if it was early game), so i would probably not suggest putting this in game.

Well, just set it up so that you have the ability to build the capital ship from there, dont just give it to them.  Maybe boost the cost of the ship by 25-50%?



#42 WarthogRacingMan3

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Posted 16 October 2013 - 02:54 PM

Well, just set it up so that you have the ability to build the capital ship from there, dont just give it to them.  Maybe boost the cost of the ship by 25-50%? 

 

 I was also thinking that the maximum number of ships you could ever build from such a planet would be one. Also, make it so the Covenant have to research first to build such a ship (since they can't use Forerunner tech without being creative). 


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#43 Dianno5741

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Posted 16 October 2013 - 07:13 PM

The idea of throwing forerunner ships around willy nilly is not logical. These ships are powerful, its hard enough to balance one faction with em, let alone the idea that any faction can have even 1.


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#44 sloosecannon

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Posted 16 October 2013 - 08:31 PM

Thoughts have been thrown around for using an ability to spawn in forerunner frigates via flood worlds (if you somehow manage to cap one)

Spawning a cap ship is kinda seriously overkill though. You haven't seen one of those boys in combat... Their diets include small planetary defense fleets, large planetary defense fleets, small planets, large planets, and small galaxies
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#45 WarthogRacingMan3

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Posted 17 October 2013 - 08:37 PM

Thoughts have been thrown around for using an ability to spawn in forerunner frigates via flood worlds (if you somehow manage to cap one)

Spawning a cap ship is kinda seriously overkill though. You haven't seen one of those boys in combat... Their diets include small planetary defense fleets, large planetary defense fleets, small planets, large planets, and small galaxies

Eh, if the Forerunners ships are that powerful... then I guess you could make a unique class of Forerunner ship that is way more powerful then the strongest UNSC cap, on par with (or slightly more powerful) then the strongest Covie cap, while being outclassed by the standard Forrunnie caps. 


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#46 Defender0

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Posted 17 October 2013 - 09:14 PM

You mean a keyship? Aka the forerunner early game/colony vessel that still outclasses most covenant capitals?

Face it kids, forerunner capitals are going to be rare, and for good reason. Quality >>> quantity in this case.
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#47 Fleet ADM. Drian

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Posted 17 October 2013 - 11:16 PM

  • I am going with the Shield world should get a defense force of sentinels that target any hostile ship in the system, if it is unowned they will attempt to destroy everything in orbit. 
  • Second by holding a shield world you should get some kind of bonus to technology, like the planet has a guaranteed artifact that can only be found there
  • The shield world should also give some kind of Forerunner ship, whether it be a cap or frigate/cruiser, or some kind of special ship only available there, also you can only have one of this ship spawned at one time per shield world, to make it fair.


#48 WarthogRacingMan3

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Posted 18 October 2013 - 11:38 AM

 

  • I am going with the Shield world should get a defense force of sentinels that target any hostile ship in the system, if it is unowned they will attempt to destroy everything in orbit. 
  • Second by holding a shield world you should get some kind of bonus to technology, like the planet has a guaranteed artifact that can only be found there
  • The shield world should also give some kind of Forerunner ship, whether it be a cap or frigate/cruiser, or some kind of special ship only available there, also you can only have one of this ship spawned at one time per shield world, to make it fair.

 

Heh, that sounds good. I also think there should be some late-game research for the Covenant, before they could use such a ship (we don't need to give them undue help).


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#49 m468

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Posted 18 October 2013 - 07:34 PM

The Forrunner Capital Idea is a huge no go. Those ships are capable of destroying entire fleets. They WILL NOT be a bonus for a shield world. Dianno has said this Defender has said this and I will say it again. IT WILL NOT HAPPEN. The sentinel idea is a maybe at the most.
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#50 Rovert10

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Posted 18 October 2013 - 07:37 PM

I'd say we put multiple Centurions as militia so I can have fun laughing as I kill the things.



#51 Defender0

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Posted 19 October 2013 - 07:46 AM

I dont even know why the idea of giving forerunner capitals out for shield worlds was even brought up. Im more in favor of having shield worlds give high population and high logistics/tactical slots. Free forerunner units, besides MAYBE the basic sentinel, would have to be captured, and the only way to capture a forerunner capital ship is with a captured flood ship (good luck pulling that off1).

 

1rovert, this is not aimed at you :P



#52 Rovert10

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Posted 19 October 2013 - 08:41 AM

I would but Flood isn't capturable. Oh well I'll just modify the ability so it can because why the hell not.


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#53 Fleet ADM. Drian

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Posted 19 October 2013 - 08:06 PM

I said Cap, Frigate or Cruiser whichever was thought to be best by the mod team.



#54 Aunt Gruntie

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Posted 19 October 2013 - 09:21 PM

I say give everybody Super Carriers (CSO Plot Device) and laugh at the horrific imbalance and then unlock old school infection research and revel in everyone's anguish for losing their free stuff to the flood.


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#55 Deathscythe1992

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Posted 19 October 2013 - 09:35 PM

I say give everybody Super Carriers (plot device Plot Device) and laugh at the horrific imbalance and then unlock old school infection research and revel in everyone's anguish for losing their free stuff to the flood.

Don't forget spam-able NOVA bombs.  Then it would be perfect.


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#56 Defender0

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Posted 20 October 2013 - 06:31 AM

my god what did this thread become...


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#57 m468

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Posted 20 October 2013 - 08:13 AM

my god what did this thread become...


This is why Rovert should not troll.........
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#58 WarthogRacingMan3

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Posted 22 October 2013 - 10:36 PM

Not to go further off-topic, but if you guys are going to add shield worlds as planets... how about having High Charity as a planet (as opposed to a station?  ;)


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#59 insaene

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Posted 23 October 2013 - 12:42 AM

Why a shipyard? Do the shield worlds. Get 'em some nice bonus. Be able to build a limited number of special defensive buildings and that's it.

 

If I want to be able to build Forerunner ships... I just play the forerunner race


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#60 haseo yashimora

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Posted 23 October 2013 - 06:57 PM

Eh, if the Forerunners ships are that powerful... then I guess you could make a unique class of Forerunner ship that is way more powerful then the strongest UNSC cap, on par with (or slightly more powerful) then the strongest Covie cap, while being outclassed by the standard Forrunnie caps. 

well u can ballance the Forerunner caps like there doing for the mod, "Dawn of the Reapers", its over kill but realistic, " 1 Reaper can take on 20 alliance ships" so say 1 Forerunner dreadnought can take on 20 Marathon class cruisers? yes its overkill and then everyone online would always play them, but what are all the nerfs the Forerunners getting, least amount of ships of all 3 factions? takes the longest to build theres ships? i could go on like another 20 ideas but lets see what u all think to this comment first ;)






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