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View Full Version : New (MOD) unit thread- Anyone have ideas for some unique and *useful* units?



POWER|NoBeta
11th Sep 03, 2:11 AM
I have already come up with two or three interesting ideas that might fit into the overall battle plan for the Hiigaran race, and fill small gaps in their ship line.

#1: The EMP mine. This little bugger is built and used just like a probe ship. It's a one shot ship, and once it arrives at it's destination, it arms after 30 seconds (takes this long to charge up the core). After which, it sits and waits. Once it comes into contact with a squadron of strike craft, it detonates when a squadron of strike craft come within 25% of its effective radius, and renders everything smaller than a frigate immobile for a short period of time, say 90 seconds or so. The arming time prevents the unit from being fired into battle without the chance of it first being destroyed, as it is primarily designed as a sit and wait type weapon. Additionally, this would affect the drives of the ships, to immobilize them, so gun platforms wouldn't be affected by the EMP pulse, as they don't move.

#2: Interceptor craft with booster module. This would be a very manouverable dogfighter, with great anti-fighter weaponry (dual rapid-fire mass drivers for instance), with decent speed, but the main advantage that puts it out in front (literally) of other interceptors is the one-use booster attached to the rear of the craft. Again, similar to probes, the interceptors would have very limited manouverability, able to move into formation, or cruise at about the speed of a battle cruiser, but when called upon, you designate a movement coordinate like you would a probe, and then they fly out to the location at extremely high speed (like 1.5 times as fast as a probe, maybe twice as fast). During the booster burn, the interceptor can not do anything until it arrives at its destination. At which point, the booster is jettisoned and the interceptor gains full use of all of its manouverability. After it's finished fighting, it can cruise back to a carrier at regular max speed and dock, after which it is re-armed with another booster, at a small RU cost.

So what do you think? Suggestions? New unit ideas of your own?

theBlind
11th Sep 03, 2:54 AM
Originally posted by POWER|NoBeta
So what do you think? Suggestions? New unit ideas of your own?

I kinda like #1, but you should make it affect your own units as well and reduce the arming time. SO you could use it in a battle, but render your own units useless as well(or hyperjump them out the right time... but once we get to tactics like this, I think the concept is fun already.)

#2 Would be interesting as well, but I´m not to sure I would use them - I like my fleets condensed and able to support each other. Maybe for Vagyr?

What I would like to see (and am going to mod once I get the chance) is a submarine type torpedo frigate. Higher cost, slower, able to stay cloaked at all times (including fireing) capable of firing salvos of maybe 6-8 torpedos at one time, then long reload delay. Torps are taregetable and strong enough to destroy a resourcer with a single hit, a frigate in maybe 2. Watch out for your resource patches ;) Oh, and no MIRV capabilities. This of course is for longer games or suprise attacks.
Hunt 'em with scouts(ping) and strike-craft, or something that can shoot down the torps. Adv. scout sensors should be able to detect them at close range so the other player does not have to spend 1k RU every few minutes. Needs balancing to be neither useless, a super weapon for main combat or a constant annoyance. Maybe it should de-cloak while firing.

Missiles and torpedos on fighters as main dogfight weapons, but limited numbers (4, maybe 6) untill re-docking. After that, the fighters must rely on their gun, which is about the same as right now, but less efficient than missiles. Maybe long and short-range missiles.
Torps stronger but only 3-4 per bomber, then they have to re-dock or use the weaker gun. Torps are again targetable and default every ship close by to attaking them, so it´s not the player who needs to franatically re-target his squads every half second.
The missiles need to be balanced so they are no super-weapons.

Also a "fleet defender" interceptor, slower than Hiigaran Interceptor, but with a rear-facing turret and more short-range missiles.

Langy
11th Sep 03, 3:31 AM
I tried to get a ship a lot like your idea #2 into the Turanic vs. Kadeshi Mod, so that shows that I'd be interested in it;) Unfortunately, I can't model worth anything, so it never came to pass:/

SajuukCor
11th Sep 03, 5:52 AM
My Sniper ship design from my fiction. It's kinda like the Pulsar, but a little slower, but just a tad slower. On it it holds a micro-ion cannon, very small, but very focused and powerful enough to damage corvettes and, in groups, frigates and subsystems (adding to HW2 gameplay, some of the stuff isn't in my fiction). Onboard hold a sensor inhibitor, so it can stay off the sensor manager of the enemy, and a possible upgrade to a stand still cloak device, cause moving while cloaked with an ion cannon takes up a lot of juice. Used in precision strikes and too soften up enemy forces.

I have more, but will post later :cylon:

Ammon Ra
11th Sep 03, 8:15 AM
hehe...i have the feeling that the HW2 modding will be like TA, where you can add as many units untill you have 256 units loaded.... ;)

imagine being able to build 10 sorts of fighters, 12 vette styles 8 frigate styles..ect..ect ;)

Not sure if possible, or usefull for that matter, but it might be nice to watch :p
1) a mine that can be layed by mine layer, (special function) or a second minelayer, that deploys Ion mines. :flamer: when enemy units enter a certain radius the mine activates, fireing several dozen ion beams that last up to 30 seconds, litraly denying acces to a specific areas. most efficient against capitals. Now use the rainbow pack and that's a beutifull sight ;)

2) again with mines: mines that auto-cloak, and can be detected by prox sensors, and upgraded scouts. That would be interesting..heheh...cloaked mine fields ;) it would have more tactical usefullness, although it could be abused.

3) if missiles can be given the order to cloak, or to Hyperspace, that could create One hell of a weapon delivery system or ship...heheh...

now about your "submarine" i can take that idea a bit further. its a destroyer class ship with perma-cloak, unless firing or detected by scout prox. but it fires 1 missile every 20 seconds, and the later is cloaked, giving the "real submarine experience". the torpedoe can be detected, can be targeted, and hase 10-50 armour.

4) Fake nebulae mine (Yap, thats what it is :P if doable...)
its another mine that creates a decent sized gas cloud/mini nebulae...but when enemy units enter it, the mine activates a small ion cannon, energizing the mini-gas cloud/nebulae.

5)Destroyer (navy style) the flack cannon's weapons are literaly, depth charges. and as such you can easily create a navy styl e destroyer. could be efective against "Submarines" :p

6)Burst cannon: there is a ebg for homeworld on svk's effects website that creates multiple ion cannons... now i haven't tried that for bullet effects, but if it does work for "normal" cannon fire, then it should be implementable in hw2. technicly creating a "shotgun" effect. not usefull but should be interesting :p

Alex Drake
11th Sep 03, 8:54 AM
This is mildly related, but I too hope that there is no limit (or atleast more than in the original) to the number of craft you can construct. One thing I'd love to be able to include in my mod are all the various derivations of ships in each class. I plan to design 2-4 ships for each of the 14 classes that I plan to include. The ability to add ships is a must, rather than just replace. If they make modding HW as easy as modding TA, I think I'll try to include every variant I've drawn up (balanced as well). Mainly because I'd like to make a mod that makes the "rock-paper-scissors" a bit more complex, and to that end I need many variants.

As for a ship submission, I've always wanted my idea for the Loki class destroyer (properly balanced fo course) to make its way in-game. I'll commit a sin and copy soemthing from my other thread; http://forums.relicnews.com/showthread.php?s=&threadid=15701



Loki Class
Type: Attacker/Escort
Dimensions: Wide, circular nose, body tapers in ward than out ward again (to encompass the engines)// (Length) 625m, (Height) 145m, (Width nose + body) 156m (Width engine) 260m
Weight: 72,000 tons
Generator(s): Generator(s): 2 (primary - behind drive mount, secondary - along midline, center of vessel)
Engine(s): 6 Jitrol Plasma Drive(s)
Sublight-Speed: 615 KPH
Crew: 287 (16+271)
Marine Complement: 31 (1+30)
Pilot Compliment: 10
Parasite Compliment:
Rapier class Fighter-Interceptor - 6 craft
V1a "Venom" class Combat Mecha - 2 craft
Rokkasa class Shuttle - 1 craft
Parasite Bays:
1 Strike craft bay(s) (mid-starboard side)
1 Shuttle bay (Along the central ridge, underside)
Armament:
Missile
4 Firestar-mod3 Burst Missile bays (1+1, port + starboard broadside, 1 fore, 1 aft)
7 Gelver-X Counter-Missile bays (2+2, port + starboard, 2 fore, 1
aft)
Torpedo
8 Ackerson-22 Torpedo bays (2x4, along center-ventral surface)
Energy
2 Plasma Cannons (1x1 turret, top ventral surface, behind torpedo banks + 1x1 turret, underside)
12 Ion beam arrays (5+5, port + starboard broadside, 1 front, 1 rear)
Kinetic
5 Flac Cannons (2 upper, 1 lower, 1 starboard-flange, 1 port-flange)

Description:

The Loki class destroyer is possibly the most common vessel in the USN's naval armada. Small but exceptionally well armed, it provides the perfect blend of speed and firepower. Mounting a total of 8 seperate torpedo bays, the Loki is capable delivering deadly barages then nimbly escaping any counterattack.
The Loki pays for its speed and heavy armament by sacrificing a good deal of armor. As a result, the vessel is often found to be unable to sustain long term fleet action unsupported. It is not uncommon to see Lokis operating in loose, "wolf-pack" squadrons of 9 or more. In battle, using their fighters and assault ship escorts as a screen, they excel at fast, slashing attacks to confuse their opponents while maximizing their chances to evade counterattack.
These destroyers are often assigned to officers fresh out of the naval academy as a stepping-stone to command of larger vessels.


That pretty much encapsulates my idea ( sans the missiles as point defense isn't important in context of HW as it exists at this moment). For inclusion in the homeworld universe, I'd drop the torps to two and reduce the number the ion arrays (which in turn would be changed to fixed mass-drivers), reduce the numer of flac cannons to one (located on the ventral surface) as for the parasite bays, I'd prolly want to put something like the repair platform on the resource controller.

Note: I designed these ships for my own fictional writing and never intended to port them to any game (save for the one I plan on producing in the far future), so much of the description is only relevant to the AFF mod and whatever additional fiction gets produced. However, the general description of the craft is still valid, if I can't recruit a modeler I'll try to make whip something up soon.

Retroboy
11th Sep 03, 10:00 AM
Just out of curiosity, are you going to try to build these weapons, or is this just sort of a speculation/idea-for-anyone thread?

-- Retro

Durandel
11th Sep 03, 10:53 AM
I've got some ideas that I'll likley be looking at. These are:

Artillery Frigate
Huge range, big damage, weak armour, targets capital ships only. Fires three massive projectile charges in quick sucession followed by a long pause before firing again. Maybe cloaked, maybe not.

Advanced Drone Frigate
Operation based on the HWC Hive frigate. I hope the Marine Frigate will be a good starting point for making this.

Contamination Platform
All ships that come within range of this platform become contaminated and begin to steadily lose health. Once begun the health drain will continue even if the ship moves out of range. It will not stop until it docks (or dies). Effect only becomes active once the platform is in position, after which it will affect frigates, fighters & corvettes (including your own). Will need a "contaminated" effect to show on the affected ships. Bit ambitious.

Interference Drone
Fast, cheap, tough, unarmed drones that simply fly around the target, distracting enemy fire.

Cloaked Bomb
Expensive cloaked "one-trip" ship that explodes when it reaches its destination, doing substantial damage in a wide blast radius.

Alex Drake
11th Sep 03, 10:55 AM
Heh, I'm certainly comitting to modelling and tweaking HW for my designs, dunno about the rest tho.

:kami:

Ammon Ra
11th Sep 03, 11:51 AM
already am making a mod :p Darkmatter ;)

how about clustar frigates? a frigate that breakes up into 4 corvette class ships when a certan even occurs? That would be possible as that's what the torpedoe frigate missile does. and i found the script code to prove it (uncompiled lua file).

now the problem is if we can "undo" the breaking up ;) essentially linking :)

thrawn
11th Sep 03, 12:12 PM
Originally posted by Ammon Ra
now the problem is if we can "undo" the breaking up ;) essentially linking :)

Not sure if these corvettes would be a single squadron, but you could just set the squadron's formation so that they seem to be one larger ship. For fighting they could just split up. (I think mecha mentioned that "splitting up" is already in the code, but disabled due to better playability. Might be wrong on this one, though.)

Aeq
11th Sep 03, 1:07 PM
Didn't they have linking ships in Cata?

thrawn
11th Sep 03, 2:15 PM
I didn't play Cata that much, but I think 2 fighters could dock with the big ship (don't remember its name) and you got 1 corvette coming out on the other side, not really a linking feature. But, as I said before, I am not sure about Cata-related things.

Pavonis
11th Sep 03, 3:02 PM
I don't know how likely it is to work, but I'd like a wavefront bomb in the game. Something nice and expensive and about the size of a frigate with just some tiny turrets and low speed. The idea of course being that you would escort it into battle, maybe hyperspace it in, and then if things get too ugly (or if you hyperspaced it into the middle of someone's fleet) you set it off. Setting it off would result in a hyperspace shockwave spreading out from its [now] ruined hulk that hyperspaces any ship it comes into contact with to a random point on the map.

Imagine how easy it could potentially be to take down someone with this followed by your fleet. Provided they don't have hyperspace inhibitors, that is.

verybad
11th Sep 03, 6:59 PM
Strategic Missiles (Like Torpedos, only bigger and nastier) Make 'em so fast that only Scouts can catch them to shoot them down...

Clokeprobes...(but they only cloke AFTER they stop moving)

Stealth Units- Reduce the range at which they can be detected...

Radar Ship- A ship dedicated to radar- Expensive, and with twice the radar rande of an improved Mothership's radar. Takes a Destroyer Slot, no weapons at all

ECM- Causes false radar images in different parts of the map.

Hyperspace missile- Like a strategic missile, only capable of hyperspacing. Very long build time, low max limit.

Goatthrower- Accelerates Goats to hyperrelativistic velocities- forming weapons deadliear than any other in the galaxy.

TyrealMathias
11th Sep 03, 7:09 PM
Toaster - launches Hevy Missile launching cinnamon raisen bagels, each equipped with a central ion gimble...

Rowboat of DOOOOOOOOOM!!!! - derr....

TyrealMathias
11th Sep 03, 7:11 PM
one more.. the good ole Drone frigates.. MWUAHAAHAHAH!!!!!

CQD
11th Sep 03, 10:29 PM
A Stuner ship equiped with a EM hook. When EM hook fires upon a ship that ship is stunned(like being EMPed) or holded by it. This weapon has long fire time(10-60 seconds) and long charge time(maybe 4 minutes).

It will be sweet when used with Marine Frigate.

Ammon Ra
12th Sep 03, 8:46 AM
Emp flack frigate: basicly it's a flack frigate, but the "depthcharge" explosions are emp explosions so it can easily disable large squadrons of bombers quickly :D :flamer:

Ammon Ra
12th Sep 03, 11:43 AM
A real drone frigate: it has build options, and comes built with a drone sharbour/bay. you can set the amount of drones that it will build and maintain. each drone costs 29 Rus, and come in grouds of 3.

problem 1: docking, if the drones are controllable then you "could" tell them to dock with any building ship. there "should" be a line/script in the ship file that lets you define this. that OE you can create a special "*.events" file in which you can tell the ship do do X at fter x time.

Kadreal
12th Sep 03, 2:16 PM
Frigate packed with Anti matter. moves slower then normal frigates (say 150 instead of 180) and has the same amount of armor as the torpedo frigate. When it dies, it does enough damage in a good size area to destroy other frigates ( high armor frigates with armor upgrade near the end of blast range would survive.) Also don't allow it to hyperspace. Sounds abit powerful but if you blew up one before it left his frigate formation .... =D

TyrealMathias
12th Sep 03, 8:53 PM
KAd, thats evil and i love it... would definately require someone to pay attention to their home fleet and use EMP stuff.. heheeh....

then again.. i would like it.. i LOVE suicide tactics like that... mwuaahahahahaha.......

Ammon Ra
13th Sep 03, 10:13 AM
yeah, that can easily be done :) too bad that ships' explosions dont have area damage by default :(

The Kamikaze frigate would be a deadly tactic, but would have to do friendly damage to be more evenly balanced.

SajuukCor
13th Sep 03, 11:05 AM
The "Sphere" Ship Design:

I did sketches on this one a looong time ago. It's basicly on the outside a simple sphere with designs on it. When you issue an order the back half would spilt into eight subsections and fold out from a skeletal system to bring it's engines out. The same is for the front half and weapons, the front would spilt and fold to bring to bear four rail guns and two plasma bomb launchers. The look of the ship would change dramaticly based on the tatics you give it: defensive (normal) and the panels would give the inner-base breathing room, bring out the engines nicely and open all weapon panels; passive and the space between the panels would close distance, adding a bit more protection at the expense of speed and a lower firing arch. Aggresive and the front panels would be nice and wide, giving the highest firing arch while be very subseptible to incoming fire.

...I know the visuals I gave aren't the best, so I'll diagram it later.

Kadreal
13th Sep 03, 1:15 PM
I'm not sure if you can dynamicaly change a ship's firing arc ingame...

verybad
13th Sep 03, 9:46 PM
Cloaked "Smart" Torpedo Destroyer (submarine)

4 Torpedo racks (same as torpedo frigate), 1 flak turret, and a cloak device.

The smart part comes into effect in that you can tell it to only attack specific types of targets, and remain cloaked otherwise.

Then you send a few of these towards some enemy harvesters. :)

Kadreal
13th Sep 03, 11:30 PM
Got this idea when i saw a freak probe accident ( randomly fired probe rammed a ship!)
It's called the ballasta cruise missle, Equiped with a big warhead and a probe single burn drive. Basicly you spot a nice juicy target, tell the ballasta cruise missle to attack. And it uses single burn to attempt to hit the target, it can be shot down but is as fast as the probe, Also it's unguided so if you move or change course ( it leads moving targets, i hope) it misses.

Ammon Ra
14th Sep 03, 6:45 AM
you can creat units with the "missile" behaviour and logic applied to this. i assume. thus creating your "cruise" missile.

also not that if its a one time shot, the ship would behave more like a platform, (it sits and waits for the enemy to come into range) but i haven't been able to(haven't bothered actually :p) to read into the ion/gun platform lua file.

dunkmaster4000
14th Sep 03, 6:51 AM
How about a re-creation of the defence field frigate from HW? Having that in combination with a suicide frigate could create some interesting strategies... I think the original DF frigate went unappreciated. Or, I just thought of this, how about a ship that latches on to the turret of a cap ship and pours all it's energy into creating and maintaining a defence shield around itself, so the turret was effectively blocked. Basically, you could send a couple at a destroyer, and once they latched on, the destroyer would basically be useless until it blasted through the ships or something else blasted them off. Also, they could be equipped with lots of explosives so when they were destroyed they heavily damaged the ship they were attached to (or maybe they've just got powerful, volatile reactors, something like that).

TyrealMathias
14th Sep 03, 9:35 AM
on the topic of missiles... use Delphy's Archive Extractor to extract the sounds from the demo... then look for a sound about a PLANET KILLER MISSILE... yes... scary.... i want one :)

my interpretation: LONG build time, frigate sized missile, NOT single burn.. and hella hurting... hehehehehe...

Ammon Ra
14th Sep 03, 2:01 PM
erm...that would be the Vaygr Heavy missile i assume. which would be the BC's missile launcher silo's.

frigate sized cruise missile, frigate build time. corvette class armour, 2 armour upgrades, 2 speed upgrades, 1 fusion to anti-fusion warhead upgrade. can destroy a carrier in 2 shots, now the problem i see would be the *.events file for such a ship. Are damaging weapons are alowed so when the "kill" line is called, the ship/events [file] calls an explosion that deals X damage. the ship will have it's own death explosions. the question is weather the weapon_explosiom should be called whan the ship is destroyed by bombers for example. the same applies for Scutteling.

edit: *usefull* unit would be a flack destroyer, it has 4 flack turrets and 2 pulse beam turrets with upgrades. That would be more usefull imo, than the mibf(cata) inspired flack frigate. :p

Ziedrich
15th Sep 03, 5:25 AM
I envision something like a ""self-sustaining explosions"" </name can be changed>

Basically, the explosions from this type of torpedoes is sustained for a few seconds (probably 1 or 2).

A torpedo / grenade-like bomb gets launched, then it detonates after reaching a certain range away from the launcher. The detonation creates a sphere of <insert-cool-name-here> that does not collapse (self-sustained) after x seconds.

Fighters / objects entering this sphere while it's sustained incurs damage unless they get out of this sphere. Obviously, the sphere size have to be balanced.

---------

The idea is similar to flak effects, with a flak, a fighter entering the area after the flak shell explodes doesn't cause damage. But with this, the fighter will incur damage, unless he/she evades out of the damage sphere.

Imagine 10 squadrons carrying this weapon creating a "no-go" zones in space. I'm guessing these would be a very strong weapon for denying access or simply........intimidating those fighter class by constricting their safe space.

theBlind
15th Sep 03, 6:11 AM
Interesting one, Ziedrich:
A burning type torpedo (damn, what was this magnesium iron-oxide mix called again arrrgh, getting old) slowly damaging a capships hull while giving a nice effect.

Folcan
21st Sep 03, 5:54 AM
you know what would be cool. if you had a ship that can cause a gravity field to like grab an astroid or rock what ever and then push it along and then when you see an enemy you can like push it at them with some speed... not really fast or move NOT that far like more a quater way cross the map.. you could like lauch astroids at the enemies mothership and if they don't destroy em or move out the way... BOOOM... well it shall do quite some damage. and maybe an upgrade could be to put loads of explosives on the astroid aswell

dunkmaster4000
21st Sep 03, 6:54 AM
How about a ship that grabs enemy ships (like frigates and below) and asteroids and space junk and can use then as shields, then plough them into other enermy ships?

Miguel
21st Sep 03, 6:56 PM
Uber-resourcer: Grabs an asteroid, and pushes it into another ship. I think I'd add it to the Progenitor side, maybe make it sort of like a giant mover?

A REAL T-mat megaship, what is up with those pussy missiles? I want Keeper-style ion cannons AND a phased cannon and I want it to be blue/white and I want a pony and a race car and chocolate for breakfast and a tiger and spam spam spam spam spam spam spam spam.

Leviath
22nd Sep 03, 5:49 AM
-Multibeam frigate

-Ion cannon Relay frigate/station/whatever
You fire your ion cannon on this relay and this relay relays the ion beam to another relay, and so and on till the beam hits it's target.
Multiple ion beams can be combined to create a very strong ion beam. Offcourse these relay frigates/stations are inexpensive.

-Anti-sensor torpedo/missile

-A defense station, the size of a battlecruiser, packed with weapons but no engines, so it has to be towed in place by supporting ships that can be easily desroyed, and while it is being towed it cannot fight

hazygin
22nd Sep 03, 9:02 AM
You know what will be good? A vamp. A utility ship that has good armor that quickly latches on caps/frigs to slow them down and semi disables them. Then starts to deconstruct them. IE: like a nano eating machine. The health of the enermy ship slowly drains into ore, which can be dumped at a resource drop off. This provides a very tactical way to fight, as you get cash for killing a enermy, assuming you get away in time.

R-Force
22nd Sep 03, 3:29 PM
I don't know why so many modders think of fancy, weird units with even stranger pro and cons that would add a lot of pain in the management departement. Think of game ballance, and just how hard it would be to use thoses units in an heated battle. Also think how annoying to other players thoses units could get when you need to fend off thoses units.

Special units are cool up to a point.

Miguel
22nd Sep 03, 5:20 PM
you want vamps, play catatclysm.

Spark
22nd Sep 03, 6:21 PM
I thought of a new MS and some new units- they would fit into this one storyline i would make, but have no time or programming skills to:

The Descender: A military-class mining vessel. Can go into high atmosphere and unleash a volley of absorbtion lasers, harvesting the rus of planets. Has 4 slots for resource collectors to dock. Also can support a fighter, corvette, frigate, platform, and other modules, in case the Descender has to defend itself. It can produce any normal Homeworld 2 hiigaran unit, plus these new units it made from relics found in deep space:

The hyperspace frigate- Designed to get fighters and corvettes to the frontline. Can hyperspace up to 8 fighter or corvette squadrons with it.

Bomb Corvette- A single corvette that can dock with an enemy capital ship and place a bomb in it that will destroy the ship. The bad thing is that it is fairly slow, and can be picked off by a squadron of interceptors easily.

Multi Corvette- a Corvette that harbors both an anti-fighter gun and an anti-corvette laser.

Anti-cap ion Frigate: An ion frigate that has 4 forward ion cannons designed to tear frigates and capital ships to pieces. 4 of these can tear a battlecruiser to shreads, but are quite vulnerable to bombers.

Zathius
23rd Sep 03, 8:25 AM
How about a disposable frigate? It would be unmanned and armed only with a very large bomb. You could build a few of these and then send them to crash into capital ships to do some serious damage. It would have to be about as expensive and take as long to build as a frigate so that it wouldn't become a super weapon, but it would concentrate all the damage potential of an Ion Frigate over perhaps one minute into a single burst. It would be an inefficient use of RUs most of the time but a great weapon when one's back is against the wall.

Alternatively it might be cool to be able to hyperspace some sort of drone into a capship, destroying itself in the proccess but doing some sort of collision damage to the target.

Alex Drake
23rd Sep 03, 10:01 AM
IMO, most of these units are definately unique but, for the most part, not useful. Thinking more along the lines of battle, when you propose an idea, think about what sort of use-gap you're filling rather than "oh, this might be cool". Not hating on any of the ideas, but I was perusing this thread for new ideas and didn't really see much of interest. (Also, I think someone above mentioned balance, think about how the units you conceive might affect the balance of the game, since they are not part of a huge mod, they have to work in conjunction with the original units). Aesthetically speaking, you also might want to think in terms of the hw universe itself, does your ship use pre-existing or feasable technology? Is it an expansion on an idea (someone mentioned multi-role corvettes, correct me if I'm mistaken, but the corvettes in-game have only one turret, if you want to slap another one on it so they can dish out pain to all unit-types, how will it be balanced so it doesn't take over he game?).

Anyway, not trying to be a bitch, just throwing that out for consideration so some of these ideas can be refined to the point where they are actually use-able rather than just be curiosities. :devil:

Uncle Joe
23rd Sep 03, 8:13 PM
Not a new ship per se, but IMO it would be great to be able to attach a name to your frigates and capital ships....

i.e. the battlecruiser Reliant would show up as the Reliant in your buildlist and in-game....

nameplates on the hull would be cool too....

Amur_Tiger
23rd Sep 03, 9:04 PM
A DD worth calling a Destroyer.
Yeah a destroyer is half the cost of a Battle-cruiser make it show. 3 destroyers should just lose to a battle cruiser not get slaughtered with hp to spare. Heavier armour, ions instead of missiles, you get the picture. Make it only available after the first destroyer and more $$$. Also make the first destroyer more effective vs. corvs because nothing really has much capability there. meh have a modle that might work, needs tweaking.... yeah

R-Force
24th Sep 03, 5:32 AM
Anyway, not trying to be a bitch, just throwing that out for consideration so some of these ideas can be refined to the point where they are actually use-able rather than just be curiosities. :devil:

You just said it better than i did earlier :). I think too many players here played too much Total Annihilation or Command and Conquer, they are used to "funky units" that are just curiosities with discutable ballance...

Tholith
24th Sep 03, 1:12 PM
Got some ideas:

Dagger Frigate:
Race: Vaygr
Disc: Fast light, light armored vessel that is equiped with 2 Side melee weapons that shot point black energy beams buring through a hull. Was made for hit and run missions thanks to its built in cloak generator.
Good vs: Frigates, Capital ships, crowded squads
Weak vs: Anything that can catch up to it.

Tug Vessel:
Race: All
Disc: A small unmaned utility unit that attachs to capital ships and increases the capital ships speed thanks to its powerful engines. Can have 2 at a time.
Weak vs: All

Spider Gun:
Race: Hig
Disc: Platform that has a one shot attachment to a Capital ship, protecting it with its long range low damage weapon. Can be destoryed like a module.
Good vs: Fighters/Bombers if it kills it before they drop.
Bad vs: Bombers

More to come.

Aeq
24th Sep 03, 1:17 PM
Vaygr Long range tactical missiles.

Think probe-bombing. . . except intentionally put in.

could have small blast radius, or a more expensive larger one, or even a 1500ru tactical nuclear weapon that behaves like a cata Siege Blast. However, they can be shot down by a scout squadron / EMP'd.

Alex Drake
24th Sep 03, 2:11 PM
Originally posted by R-Force


I think too many players here played too much Total Annihilation or Command and Conquer, they are used to "funky units" that are just curiosities with discutable ballance...

FYI; I love TA and to a lesser degree C&C, but the difference with TA was that by volume, you can get enough units on either side to maintain a balance. I mean, I love huge mechs, so even if they take an hour to build, I'm certainly gonna use'em as base-busters. But that said, there are so many useless units I'd ahte to see the same thign happen to HW2.

Sandalpocalypse
24th Sep 03, 3:23 PM
Fleas are not useless!!!!! :p

ArchonXVI
24th Sep 03, 4:37 PM
Mines that work as HS inhibitors, so as something going though HS goes throgh the minefield, it drops out into the field.

A ship that uses an EMP charge as its default weapon. Each shot would act similarly to a single scout EMP- it would take several shots to down anything larger than a corvette, but it would allow for boarding.

Boarding corvettes. You would need a minimum number for each ship class, but at least they could get in without exploding in transit.

FallGuy
24th Sep 03, 6:34 PM
Torpedo or missile-armed fighters. A true heavy fighter or a heavy bomber would be really cool. Still be vulnerable to all anti-fighter stuff.

Cruise missiles, but with a maximum range- might make you think harder about what was within a certain radius of your fleets. I loved Cata's cruise missiles.

Different destroyers and cruisers- optimized classes for long, medium, and short-range combat.

Personally I want to see more missiles.

CIWS would be cool to see, too- negates or steps down the power of some of the longer-ranged missiles/torpedoes. What about a CIWS platform?

theBlind, what you're thinking of, BTW, is thermite. It's powdered aluminum+iron oxide and burns very, very hot.

Dyam
24th Sep 03, 7:01 PM
I want an unit like the size of an probe but it attaches to ships and turns on emp until its energy runs out then it explodes.

Swiftiee
24th Sep 03, 8:49 PM
I'd like to see a big rotating gun frigate. Basically a single rotating gun from a destroyer placed on a frigate.

Reminds me of Thomas Jefferson's "mosquito fleet." Small gun boats with a single cannon that posed more danger to the crew than to the enemy. :dyn:

Amur_Tiger
25th Sep 03, 1:39 AM
Another Destroyer Idea
Pulsar destroyer:
All the kinetic burst canons replaced with pulsars missiles retained. Note pulsars are short range. speed set to 196. Basically the idea is to do close into a group of hostiles and cause havoc with 4 double barreled pulsar turrets. However it's short range is a weakness as is its lack of effective anti-fighter weapon and hp.