[HELP/Ideas] Boarding Ship Advice
Posted: Wed Feb 11, 2015 4:30 pm
Hey all.
So I've been working on a boarding ship (because everyone makes a boarding ship eventually). I've got a spiffy hull image for it, but recently I've been feeling very burnt out on it. I don't know why; I guess I just don't really want to work on it...like I just don't feel the drive or passion to see the idea through.

The hull image
In this case, there's actually several ideas at work on this ship.
The first is "flying blind", in a sense. Boarding operations are greatly helped by sensors, which most of the boarding ships start without. I wanted to do a variation on this, where sensors are unpurchaseable, and you're stuck with 'faulty sensors' instead--an artillery system that fires 3 0-damage bombs with long fuse times, giving vision of the enemy ship (but nothing else). But I'm not sure having faulty sensors is a setback at all. Maybe the useless system is a hindrance, but I'm not sure how much of a hindrance it could be.
(I'm choosing to disregard slugs in this equation, and attaching a small note to immediately dismiss any slugs, since that would break the point of the flying-blind challenge.)
The second is having a level four teleporter. I've always liked the level 4 teleporter in CE Infinite and its 0-second cooldown for teleportation. This, obviously, is a very strong upgrade, but I'm not sure how to nerf the ship accordingly to balance this upgrade out.
The third is a lightning gun of sorts. To be specific, a focus beam with 5 shield pierce that only stuns crew. Again, it would be a great compliment to boarding strategies. But I'm not really sure whether to even include it on this ship or not...it kind of imbalances an already very tricky balance, and I'm not sure if it fits the theme, either.
Really, I'm just not really sure how to make a boarding ship interesting. I've got too many ideas for this thing and they're not really getting along with each other, but none of them are really good enough to build an entire separate ship around.
So I've been working on a boarding ship (because everyone makes a boarding ship eventually). I've got a spiffy hull image for it, but recently I've been feeling very burnt out on it. I don't know why; I guess I just don't really want to work on it...like I just don't feel the drive or passion to see the idea through.

The hull image
In this case, there's actually several ideas at work on this ship.
The first is "flying blind", in a sense. Boarding operations are greatly helped by sensors, which most of the boarding ships start without. I wanted to do a variation on this, where sensors are unpurchaseable, and you're stuck with 'faulty sensors' instead--an artillery system that fires 3 0-damage bombs with long fuse times, giving vision of the enemy ship (but nothing else). But I'm not sure having faulty sensors is a setback at all. Maybe the useless system is a hindrance, but I'm not sure how much of a hindrance it could be.
(I'm choosing to disregard slugs in this equation, and attaching a small note to immediately dismiss any slugs, since that would break the point of the flying-blind challenge.)
The second is having a level four teleporter. I've always liked the level 4 teleporter in CE Infinite and its 0-second cooldown for teleportation. This, obviously, is a very strong upgrade, but I'm not sure how to nerf the ship accordingly to balance this upgrade out.
The third is a lightning gun of sorts. To be specific, a focus beam with 5 shield pierce that only stuns crew. Again, it would be a great compliment to boarding strategies. But I'm not really sure whether to even include it on this ship or not...it kind of imbalances an already very tricky balance, and I'm not sure if it fits the theme, either.
Really, I'm just not really sure how to make a boarding ship interesting. I've got too many ideas for this thing and they're not really getting along with each other, but none of them are really good enough to build an entire separate ship around.