So I was bored, so i decided to make an idea for a new ship.
Drone Carrier Frigate
The Basic Maxims of Long Range, Engineering and Guard Frigates has long been the standard of the conflict. But new Precursor-based technologies have resulted in the creation of a new class of ships. Also, new progress in drone technology have enabled smaller ships the same drone control capability as an outpost beacon or station, as well as improvements to the drones capabilities as well.
It is unknown who among the Sides of WX first rolled out these new drone controlling ships, but it is clear that by some twist of fate, they all debuted at the same time. Soon after, Mercenaries were able to command these new innovations into the field- and the Pirates soon followed after.
Icon: Simple Solid Square.
Name Suggestions (not in tier order):
Empire: Roc, Garuda, Horus, Aello. (Basically Birds and bird-like beings of Myth)
Federation: Kangaroo, Thylacine, Koala, Bandicoot. (Basically Marsupials)
Jericho: Cardinal, Bishop, Acolyte, Paladin. (Holy Positions-ish)
Pirate: Apis, Vespa. (Colonial Insects or other colonial creatures)
Role Bonus: Increased Primary weapon tracking speed and overheat duration.
Shield: TBA, Depends on Faction properties.
Hull: TBA, Depends on Faction properties.
Maximum Velocity: TBA, Depends on Faction properties, but generally slow.
Turn Radius: TBA
Capacitor: TBA, Depends on Faction properties.
Primary Weapon Hardpoints: 4
Missile Slots: Cannot Carry Missiles. Can only carry Mines, the Anomaly Generator and Attack Drones. Amount varies by Faction/Tier/Rank.
Special Ability Module: Drone Command.
Energy Cost: None.
Spawns a [Fighter Drone] every 10-15 seconds, for a maximum of 4 drones, which have around 2500-4000 hull HP and deal about 200-500 Thermal Damage per hit. They only have a maximum range of 5000-7000m from the carrier, a control radius so to speak- any drone that passes this boundary will simply head back into it. Fighter Drones can be locked on, hence it can be shot at and affected by primary weapons, missiles, offensive/defensive ship modules (yes including the missile shield) and abilities, and they can also trigger enemy minefields and get hit by nukes. However, they cannot be jammed and you must jam their carrier to throw off their lock. The fighter drones get destroyed when their carrier also blows up, but can also be repaired.
This ability is then toggled to do the following:
Defend Carrier: The Default Setting. The fighter drones in this state will simply shoot any enemies that are within range- about the same as the Beacon Sentry / Engineering Frigate Drones. This command will also stop any attacking drones and command them to go back to the Frigate.
Attack Target: The drones will detach from the frigate and attack anything that the frigate has locked on to, as long as it is within control radius of the ship. If the Frigate has nothing locked on, it will attack randomly until commanded again.
Attack Tracker/Retaliate Attacker: The same behaviour and range radius as [Attack Target], but instead is directed to any ship that has locked on to the Frigate.
Defend Ally: This commands the drones to head towards the nearest lowest health ally and assume the [Defend Carrier] state. If the defended ship is destroyed, the drones will head towards the new lowest health ally. The ally has to be within the control radius.
Drone Synthesis Field
Tier Unlocked: 1-2 (tentative)
Module Cooldown: 10 seconds.
Range: 3000m Base. 10% base increase per Tier (+30% for T4) and 5% overall increase per Mark (+15% for experimental), up to a max of 4830m for T4 Experimental.
Energy Cost: 20-70en/s.
Stacking: Unstackable. Highest Tier/Mark overrides. In case of same highest Tier/Mark, the one who turns it on first will prevail. location of drones in the stacked field also matter, as sections of area are sometimes only covered by one ship.
When Active, any Allied Drones (Other Fighter Drones, Beacon Sentries, Engineering Drones, Turrets, Remote Hull and Shield, etc) within this field will have a 5% base stat increase (HP, velocity, damage, resistances, etc), with 1% increase per Mark and Tier, up to an 11% for T4 Experimental.
Tier Unlocked: 2-3 (tentative)
Module Cooldown: TBA, Tier and Mark Dependent.
Effect Duration: 30 seconds.
Energy Cost: 450en base. Tier and Mark will decrease this.
When activated, all drones belonging to the player will have a massive increase in attack, rate of fire, velocity and turn rate for 30 seconds, about 25-30% and drones can leave the control radius. In return, the drones have 0 resistances and take damage over time, ending up with about 10% of their base health.
Tier Unlocked: 2-3 (tentative)
Module Cooldown: 10-30 seconds (tentative).
Energy Cost: TBA, Tier and Mark Dependent.
When Activated, the fighter drone with the lowest health is sent on a one-way suicide mission towards a locked target, acting more like a cruise missile in terms of speed and turn radius in a 5000m radius from the drone’s point of activation. Deals about 4000-5000 thermal damage in a 300m radius. It cannot be activated if there are no targets locked on and in case of no drone with the lowest health, a random drone is sent instead. Drones on a suicide mission can be taken out by Anti-missile Shield, be distracted by IR Flares and can still be shot down.
4th Module Ideas:
Repulsing Influence Field
Tier Unlocked: 3-5 (tentative)
Module Cooldown: 15 seconds.
Range: 1000-2000m base. Tier/Mark increases TBA.
Energy Cost: TBA. Probably very high for a field-type ability.
Stacking: Unstackable. Highest Tier/Mark overrides. In case of same highest Tier/Mark, the one who turns it on first will prevail. Locations of the stacking frigates also matter, as sections of area are sometimes only covered by one ship.
When active, the following happens within the radius of the field:
When something enters the field in a vector TOWARDS the Frigate:
When something is in a vector AWAY from the Frigate:
If you managed to score kills to targets within and behind this field, the medals [slider], [Curveball], [Knuckle], [screwball], [slurve Server], [screwgie] and [12 to 6] can be acquired, based on the numbers of kills.
Defender Shield Array
Tier Unlocked: 3-5 (Tentative)
Type: Deployable Shield
Duration: 30-60 seconds, Tier and Mark dependent.
Module Cooldown: 360 seconds.
Energy Cost: 650en, Tier and mark will reduce this.
Stacking: Outer Edges of overlapping fields only increase the area, areas in overlaps will still have a singular effect.
Deploys a device that will emit a powerful defensive shield that basically prevents anything outside from getting in and anything inside from getting out for 30-60 seconds within a 1500m range. Any effects outside the field, may it be enemy or ally, will not be able to affect those inside and vise-versa.
There you have it:
Need Opinions, Suggestions and the like.
7/28/13: V1 Initial Released.
7/30/19: V1.1: Added new Module suggestion.