First ideas for FULLY PILOTABLE DREADNOUGHTS

 

 

I’ not sure if this is the right section for this but I’ve just red this:

 

In the near future you can expect:

  • Battles for location control expanded to all known locations.
  • New weapons and upgrades for dreadnoughts.
  • Improvements in dreadnought battles and location capture based on feedback from players.
  • New locations for PvP and PvE battles.
  • New ships.

 

First of all, dockable dreadnoghts would be a great addon!

 

Now let’s start. The dread battle really have loads of potential, this should be the most strategic part of the game, so i think that fully pilotable dreadnoughts is the way to go, so you can also give more sense to the dreads stats, ie mobility, shield, energy etc.

 

  1. Hopefully 3-4 pilots in the corp should be devoted to specializing in piloting the dreadnought

 

  1. This would give them access to a special piloting interface during the battle. This could be a cockpèit view or better a freeview mode set right on the dread control tower

 

  1. From this point of view you can pilot the dreadnought, set the speed, perform the manouvres, flying (super slowly obviously) beehind objects, towards the other dread etc.

 

  1. You can access some special menus where you can set the turrets behaviour (all of them) by choosing for each of them different tasks, (kind of: attack nearest enemy targets, cover the team mates, attack who’s attacking who, protect the drones, attack the other dread and so on) and even better save and load in real time full preset profile for the turrets (in tis case must be choosen carefully the number of profiles you can store to load in different moments of the battle)

 

  1. Another menu should be devoted to control the drones behaviour in the same way (protect a target, attack etc) for each respawn

 

  1. Another set of parameters should be devoted to to manage the energy moving it form the shields, to the engines, to perform faster manouvres, or to the turrets or some of them and so on, during the different moments of the battles

 

  1. Last but not least (for now) is giving the dread pilot the chance to manually control each one of the turrets, whenever he wants and  if needed, to have some fun and perform strategic tasks during different moments of the battle, supporting team, attacking some of the enemies best pilots etc…

Kind of the stuff you see in this video from the min 1.30 on :wink:

 

These to me are the first essential changes to make the dread battles really epic and add some strategy, managerial content to the dread battle and to the game. I’m sure this will bring a lot of competition among the dread players and some of them will reach fame I’m sure playing one of the most important roles in the game :slight_smile:

 

Feel free to comment and add ideas :wink:

Federation Dread + Adaptives + Immunity to slows/stuns = A very bad day for everybody else

Federation Dread + Adaptives + Immunity to slows/stuns = A very bad day for everybody else

Why would a dreadnought have adaptive shields?

And I like the idea, but I doubt it would happen. There are too many parts on a dreadnought, and the game would lag. Plus, the maps would need to be much larger instead of their current style, which actually works well. But again, I like the idea. I just don’t think it can be implemented.

Federation Dread + Adaptives + Immunity to slows/stuns = A very bad day for everybody else

i am just saying, the capital engines of dreads have to be isochronic with the warp field the dread creates; creating ordinary thrustered ships of that size, even being warp capable would eliminate the harvesting of deGrasse forces from the afterburner stream, which would not allow adaptive shield modulation changes to work on a ship in the mass category of a dread;

besides of the different types of shields used, but i am not an expert in advanced shield harmonics, and still have no clearance to enter the engine room of my own corporations’ dread;

feds and their bureaucracy…

i mean i am no expert, i mostly tinker with crafts lower to the frigate class, but i think we cannot simply weld our adaptive modules to that thing and hope it works, if you catch my microwarp…

 

Why would a dreadnought have adaptive shields?

yeah, my words exactly

I think being able to dock on and off your dreadnaught could be a nice addition

I think being able to dock on and off your dreadnaught could be a nice addition

Totally agree. Then you can have access to your 4 ships midgame and change if you need to. Ofc there would be the usual docking time so you can’t just change to avoid DMG.

Or to refill missiles more quickly… Change out ammo…

Why would a dreadnought have adaptive shields?

And I like the idea, but I doubt it would happen. There are too many parts on a dreadnought, and the game would lag. Plus, the maps would need to be much larger instead of their current style, which actually works well. But again, I like the idea. I just don’t think it can be implemented.

 

I hope you are wrong. We already got got some huge maps and those giant dread are supposed to move very slowly, I would say not more 80-90 :wink:

Something like this is already known, but at the moment I cannot say if we will do it or not.

Or to refill missiles more quickly… Change out ammo…

Have something like this, where the faster and more accurately you click, the better your dreadnought does!

 

Of course, that’s nothing like the rest of Star Conflict, so that’s a bit of a stretch…

Something like this is already known, but at the moment I cannot say if we will do it or not.

 

Can you give us a hint, then? :smiley:

Can you give us a hint, then? :smiley:

+1

Error it would be nice knowing if these ideas are getting taken in consideration by devs. Game still has an arcade feeling and that’s why I think that the ideas described in the op would really add some strategic/managerial content to the dreads battle which has great potential for sure :wink:

I also got many ideas to implement this managerial aspect of dreads for the future apart from the battles. Dread should give the corp a set of economical parameters like mining res to farm bp avaible for the corp, selling surplus of materials (just random ideas). I’d like to link to dreads some economical stuff which this game still misses :wink:

But first of all make them dockable

+1

Error it would be nice knowing if these ideas are getting taken in consideration by devs. Game still has an arcade feeling and that’s why I think that the ideas described in the op would really add some strategic/managerial content to the dreads battle which has great potential for sure :wink:

I also got many ideas to implement this managerial aspect of dreads for the future apart from the battles. Dread should give the corp a set of economical parameters like mining res to farm bp avaible for the corp, selling surplus of materials (just random ideas). I’d like to link to dreads some economical stuff which this game still misses :wink:

But first of all make them dockable

As mentioned above, currently I cannot tell if this will happen or not.