Corvette class (Escort role)

Overview

Corvettes would be a size between Fighters and Frigates, but their flight operation would be closer to that of a Destroyer. Weapon coverage would be equally balanced, with 3 cannons available for all directions. Secondary weaponry would be of light missile batteries and deployable inhibitors. The primary module would be automated turrets which can switch between 3 modes for each damage class, but the projectile being different for each mode.

These ships would lack long range heavy-hitting firepower, and instead focus on repelling swarmers, orbiters, and lone solo ambushes on a valued ally (Such as an Engineer, Destroyer, or Captain)

Example Primary Weapons

EM - Fires a slow moving sphere of energy that discharges up to 3 times on a nearby target, once every second, before depleting.

Kinetic - Flak cannon, fires a wide burst of several projectiles in rapid succession which can be manually detonated when surrounding the desired targets.

Thermal - Sequentially fires beams that linger and cause AoE damage for several ticks (Much like a mini pyro emitter)

Example Active Modules

Shield Linkage - Makes a temporary connection to an ally, directing 50% of all damage towards yourself. Cancels after several seconds, or when your shields fail. Damage surpassing your shields is not redirected.

Weapon Barrier - Deploys a small directional shield onto the enemy target for a short time, blocking all missiles and gunfire shot in that direction, but not most abilities. Direction is fixed and does not follow ship rotation. Initial direction is determined by the angle between you and the enemy target. This forces direct “yolo” attackers to approach and fire from a different angle.

Servo Disruptor - Greatly increases the weapon spread of the targeted enemy for several seconds, making it difficult to hit smaller targets such as interceptors and fighters.

Special Module

The Escort role special module is an automated turret system, geared towards attrition damage on medium to short range attackers, comparable to a pulsar of lesser magnitude but greater persistence. The module helps make up for the lack of heavy-hitting manual gunnery, and would be an invaluable source of damage output in chaotic situations.

This module can be cycled through 3 modes:

EM - Fires bolts of plasma at medium range. High damage but easy to avoid. Turret tracking rate is greatly reduced as power is shunted towards heavier firepower.

Kinetic - Fires wide blasts of shrapnel at moderate velocity. Can damage at moderate ranges, but only potent at close range. Moderate tracking speed.

Thermal - Rapid fire pulses of thermal energy, short range and very high velocity, but damage isn’t heavy. Turrets track extremely quickly, able to strike agile targets at close range.

 

It would be good to be able to construct additional Destroyer ships - corvette class. I agree with this if it’s bidden.

16 minutes ago, Shotan said:

It would be good to be able to construct additional Destroyer ships - corvette class. I agree with this if it’s bidden.

I like the concept of the Destroyers and their method of flight and autoturrets, but dislike the extremes they impose… Limited availability, fire power being well beyond everything else, highly disruptive modules, and extreme tankiness at range (But I do like these traits for PvE content where you are outnumbered by lesser ships, or facing bosses)

The corvette class would be played similarly, but at close range and with much more agility. Flying forward at full speed and firing broadside, while offering effective support for allied frigates who get bumrushed and hugged by interceptors.

10 hours ago, Weylin29651 said:

Overview

Corvettes would be a size between Fighters and Frigates, but their flight operation would be closer to that of a Destroyer. Weapon coverage would be equally balanced, with 3 cannons available for all directions. Secondary weaponry would be of light missile batteries and deployable inhibitors. The primary module would be automated turrets which can switch between 3 modes for each damage class, but the projectile being different for each mode.

These ships would lack long range heavy-hitting firepower, and instead focus on repelling swarmers, orbiters, and lone solo ambushes on a valued ally (Such as an Engineer, Destroyer, or Captain)

Example Primary Weapons

EM - Fires a slow moving sphere of energy that discharges up to 3 times on a nearby target, once every second, before depleting.

Kinetic - Flak cannon, fires a wide burst of several projectiles in rapid succession which can be manually detonated when surrounding the desired targets.

Thermal - Sequentially fires beams that linger and cause AoE damage for several ticks (Much like a mini pyro emitter)

Example Active Modules

Shield Linkage - Makes a temporary connection to an ally, directing 50% of all damage towards yourself. Cancels after several seconds, or when your shields fail. Damage surpassing your shields is not redirected.

Weapon Barrier - Deploys a small directional shield onto the enemy target for a short time, blocking all missiles and gunfire shot in that direction, but not most abilities. Direction is fixed and does not follow ship rotation. Initial direction is determined by the angle between you and the enemy target. This forces direct “yolo” attackers to approach and fire from a different angle.

Servo Disruptor - Greatly increases the weapon spread of the targeted enemy for several seconds, making it difficult to hit smaller targets such as interceptors and fighters.

Special Module

The Escort role special module is an automated turret system, geared towards attrition damage on medium to short range attackers, comparable to a pulsar of lesser magnitude but greater persistence. The module helps make up for the lack of heavy-hitting manual gunnery, and would be an invaluable source of damage output in chaotic situations.

This module can be cycled through 3 modes:

EM - Fires bolts of plasma at medium range. High damage but easy to avoid. Turret tracking rate is greatly reduced as power is shunted towards heavier firepower.

Kinetic - Fires wide blasts of shrapnel at moderate velocity. Can damage at moderate ranges, but only potent at close range. Moderate tracking speed.

Thermal - Rapid fire pulses of thermal energy, short range and very high velocity, but damage isn’t heavy. Turrets track extremely quickly, able to strike agile targets at close range.

 

I love all of this. Make it happen!

[Weylin29651](< base_url >/index.php?/profile/256912-weylin29651/ “Go to Weylin29651’s profile”) is a genius! Excellent suggestion.

I agree! Time to make standard factions great again!

They should also be given the destroyer’s wormhole and it be taken from the destroyers. It would make more sense to have more mobility modules on something that needs to keep up with and protect a certain ship/object.

This new class is very good idea.

14 hours ago, Weylin29651 said:

Corvettes would be a size between Fighters and Frigates

I think it would make more sense if the current “frigates” were reclassified as corvettes and a new frigate class ships were introduced. Of course with size a bit larger than the current frigates.

I think your otherwise very interesting suggestion would fit such a ship size a bit more. And I must say it again, I desperately need an oversized Anaconda because it’s probably the best ship model in the game. And it would be a shame if the new ship class didn’t get 3 different roles as other ship classes besides destroyers have.

11 minutes ago, FilthHound said:

I think it would make more sense if the current “frigates” were reclassified as corvettes and a new frigate class ships were introduced. Of course with size a bit larger than the current frigates.

I think your otherwise very interesting suggestion would fit such a ship size a bit more. And I must say it again, I desperately need an oversized Anaconda because it’s probably the best ship model in the game. And it would be a shame if the new ship class didn’t get 3 different roles as other ship classes besides destroyers have.

I think you’re right, but I was concerned about reclassifying current ships, and didn’t know what could go between the two besides “light destroyer” which didnt seem to fit the role. It would make more sense to have a ship between current frigate and destroyer because its a very large difference.

I’m a simple man, i see ships, i fly them.

Added for review.

I’m afraid the idea would be thrown out since it strays from the current path of more and more alien ships, but I really do want to see more classic-styled designs with substantially different mechanics.

Personally I’m fond of ships that are based on foresight and positioning, and less on twitch reflexes and mouse stabilty, and I’m sure there’s some who would take well to that style of play as well.

Thing is, I can get better with learning where to be and what to do, but the older I get, the worse my reflexes are becoming. Anything that diverges from the fast pacing of interceptor and fighter combat would be welcome. Frigates would count, but it’s a lost fight the moment someone sits on your rear with vastly superior mobility.

Well it’s not gonna happen tmrw but in near future perhaps, it takes time.

4 minutes ago, ORCA1911 said:

Well it’s not gonna happen tmrw but in near future perhaps, it takes time.

Oh I know it. Absolutely.

I’m familiar with game design since I’ve done several team and solo projects, so I am well aware that this wouldn’t be done overnight by any means.

I do know, however, that the game supports everything I mentioned, since they exist in some variation already. It would be a lot of work in terms of concept art, 3D modeling, creating textures and icons, rigging effects, finding or making sound effects, changing the ship tree to support new classifications, and making sure the end result is fun, balanced, worth pursuing, and fits a niche that isn’t covered already.

If I had the assets and game config files etc I could have one fully functional in a week. Custom ships/modules/weapons aren’t that hard to make. It’s just the model that takes forever, as well as balancing.

But seeing as balancing isn’t done any more yeah, I could have one fully functional in a week tops.

3 hours ago, TheDarkRedFox said:

If I had the assets and game config files etc I could have one fully functional in a week. Custom ships/modules/weapons aren’t that hard to make. It’s just the model that takes forever, as well as balancing.

But seeing as balancing isn’t done any more yeah, I could have one fully functional in a week tops.

I wish those were accessible as Steam Workshop tools. I can imagine a lot of great content being made by the community.

For one, I’d love to make total conversion mods. Unofficial modifications for things like star trek, star wars, battlestar galactica, homeworld, halo, or something totally made up. The Star Conflict engine, whatever it may be, seems perfectly suited for just about any space game that exists out there.

So basically an actual ‘‘Guard’’ frigate? that actually guards people? yes please.

 

the new guard frigate gun is basically a flakk cannon that explodes when within 200m of a target, which is suuuper good agaisnt interceptors,

but yea something super defensive is a great idea for a ship class.

would love if it was an actual ship with a branch in the ship tree without being a premium ship exclusive with painful grinds or pay-to-get-now type of deal…

(im looking at you Dart and gargoyle… they’re both great concepts but locked behind pay-to-get junk…)