First off, awesome game. Great potential and very fun as it is currently. I’ve been spending my first couple days jumping around to find which faction I prefer, and have ended up testing out all the abilities of each faction/ship.
The federation and empire ships both have excellent abilities pertaining to different roles. The empire interceptor gains an awesome tool for moving quickly to objectives or escaping combat, while the federation ship gets a good bit of additional damage via the net (Which I would think should slow the enemy as well, but doesn’t seem to describe this, but none-the-less is good).
On the other hand, the tachion cacoon is puzzling. It doesn’t play to the strengths of the interceptor, being mobility or, well intercepting. In fact you trade your strong points (Speed and small target) to become invincible for a moment and then detonate in an extremely small AOE stun.
There are a number of issues here with the tachion cocoon
- Players can quite simply ignore you
- Even if you are attempting to survive, or holding the emp, enemies can simply back off for a moment and then tear you up when it ends
- Comparative to the other abilities, it offers very little offensive of tactical utility. Purely defensive unless your enemies are utterly oblivious.
I would think this ability might be more useful on the frigate (Though torp works well enough in the damage/support role) or something more defensively oriented, but on an interceptor it’s neigh on pointless.
Some thoughts to buff
- Allow the interceptor to maintain momentum
- Any enemies within the radius are slowed as it takes effect, making them less likely to escape and at least doing something evenif they do
- Perhaps the cocoon should heal the interceptor somewhat as well
- POSSBLY allow the cocoon to run off energy rather than a timer. The longer you charge, the more healing is done and the longer the stun. So you can burst really quick for a very brief stun (.5) or hold for a longer one (4 seconds)
Some thoughts to replace
An ability that allows you to swap position with the targeted craft, and stun them for 1 second.
Shield siphon- When activated 50% of damage done to your sheild is transferred to the afflicted target. If no damage is taken during this period the interceptor instead gains X shield regen for 3 seconds.
Adaptive shielding for fighter
While I love the idea, I was tihnking about it in comparson to the other two ships. Empire ships get a nice boost to damage, and manuverability for whatever that’s worth, while the feddies get to go freakin invisible for 18 seconds. That’s a long time in a dog fight.
Both of these directly effect all hostiles in the area either by increasing your damage output against them AND ability to dodge, or simply no longer being a visibile target.
The adaptive shield ONLY works if you are being hit with the damage type you are attuned to. Excellent for dueling no doubt, but useless in a large battle where multiple damage types are being thrown around. At most you can effect a couple people with it, at worst only a single enemy. Furthermore, it’s not very fun to use, being extremely passive.
Thoughts to buff
I’m not sure what “40 pts of resistance” is but I cant imagine it being more than being 400 more effective HP. If it’s a percentile (Which I doubt considering nearly 50% would be nuts) it should be displayed clearly. If it’s not, imo it should be a percentile.
Not much else really…more ideas in regards to radical changes
Ideas for replacement
An energy based shield booster that reduces damage and regenerates the shield faster, same concept but active based and stronger effect, more interesting than passive.
Shield hardening system- increases damage resistance against frontal attacks for a period of time, but conversley makes the ship weak to attacks from the rear. Not unlike in the intro movie.
Siphon tether- establishes a link with the targeted ship that drains their shields. The closer you are the higher the drain, though the further you are from the enemy ship the more it increases your speed.