New Ship Role - Companion (Parasite)

New Ship Role - Companion

Revised

 

Story Line

Jericho Intel

After discovering a Precursor ship factory, all factions rushed to the sector.

We have recovered a blueprint to a new ship. We do not know if other factions have blueprints themselves.

Using this new information we have created a new experimental ship.

After testing we find out that it’s purpose is to attach to other ships. We still need to figure out what sort of modules 

we can fit on too even make it remotely useful. 

 

Ship Tree Location

The Companion ship will be located in the Jericho Ship Tree. It is only found in Tier 5, only reserved for the most skill players.

It will be next to the gold premium ships on the bottom but it will be paid with artifacts, since it is experimental and based off 

Precursor technology.*

 

Description

This new type of Jericho ship will have the same statistics of a Jericho interceptor. That means a stronger than average shield.

 

Special Module

The Companion’s special module allows it to attach to an ally within 100 meters. Only an ally. It does this so it can use it’s active modules to significantly boost

the ally’s performance. It is not able to detach without the later mentioned “detach” active module.

 

Active Modules

I will try to stay away from specific numbers and percentages. That is for the developers to implement for balancing.

 

Offensive

Weapon Assistor - Increases host main weapon firing rate and damage while decreasing cooldown time. // Has a cooldown.

Missiles Shrapnel - Puts shrapnel within the missile dealing extra kinetic damage. // Has a cooldown.

 

Defensive

Second Shield - Adds a second layer of shield that is half the strength of ally’s shield. It is not affected by resistances.

It does not regenerate. To activate it again the shield must be depleted and it should be cooled down.

 

Other

Speed Assistor - top speed and acceleration increased // Constant

Active Module Recharger - The amount of time to recharge active modules is decreased. // Constant

Detach - Removes yourself from the ally ship. It removes half shield from both ships but it cannot be used while the ship is under attack.

Upgrades with reduce the amount of shield removed. This module is questionable to me though.

 

Modules will still be available to the Companion ship by itself but less effective.

 

Role

Boost a single ally’s performance more efficiently than a command could. While on the ally it is still possible to get kills with it’s own turrets.

It is still able to function like a regular Interceptor.

 

 

*Other factions will have discovered their own blueprints with their own new technology.

So every faction gets it’s own parasite? What do you propose to make them different from one another ?

I admire your dedication, but this ship type just doesn’t fit into the existing game mechanics/methodology/philosophy in my view. You might have more luck if you came with several different ideas, but that are more thought out in accordance with the existing meta; then ask a question on witch ones seem good from the community’s point of view. Then continue working on those picked by the community. 

I like the idea. Especially making it T5 only. You lose 1 pilot but boost another. Requiring constant communication between host and parasite for effective activation should be the goal with parasite’s module. So simply flying parasite without proper coordination = fail.

 

Or even better. Host loses ability to shoot. And parasite must work as gunner. So abusable hahahaa. So planetside 2

 

So every faction gets it’s own parasite? What do you propose to make them different from one another ?

 

Not every faction gets it’s own parasite or companion ship. They will get their own type of Precursor technology. For example Empire will have an interceptor that behaves similarly to a recon ship, which they specialize in. Instead of the warp-drive on a recon it will be able to teleport. upon teleporting it’s active modules will work in such a way as to boost it’s special mods performance. kind of like how lrf mods boost it’s spec mod. that is for another topic though. For federation i took the idea from:

 

Julopabene, on 19 Apr 2014 - 10:40 AM, said:

 

Laurin/Hologram: This module will create a hologram of your ship, which can be spotted and targeted. If you fire at the hologram, your shots/missiles will go trough it, make no damage and the hologram  

will still be there. While your hologram distracts your enemies, your ship will have the same effects, which occur when you use an adaptive camo with a Covert Ops ship. This means, that you can’t be

spotted, but remain visible. The hologram will fly just like you, only mirrored. It will fly through anything (asteroids, ships, etc.) and last for 18 seconds.

 

 

it will be slightly tweaked.

I like the idea. Especially making it T5 only. You lose 1 pilot but boost another. Requiring constant communication between host and parasite for effective activation should be the goal with parasite’s module. So simply flying parasite without proper coordination = fail.

 

Or even better. Host loses ability to shoot. And parasite must work as gunner. So abusable hahahaa. So planetside 2

 

 

In the my previous topic i suggested a “Total System Takeover” active module. but some people in the community thought it was too much. It would worked like this:

Companion takes control of entire ship for 10 or 20 seconds. super long cooldown. that means only used once in an entire match. upgrades increase time controlled

 

Offensive modules would obv be used during combat. simple as that. other modules are constant. i dont believe communication should be a problem because constant mods would always be on and offensive modules would be activated when the companion would see that it is being attacked.

I like the idea. Especially making it T5 only. You lose 1 pilot but boost another. Requiring constant communication between host and parasite for effective activation should be the goal with parasite’s module. So simply flying parasite without proper coordination = fail.

 

Or even better. Host loses ability to shoot. And parasite must work as gunner. So abusable hahahaa. So planetside 2

 

That is not libbing.

now THIS is libbing!

http://youtu.be/ChMQOEWWtso

=)

Look how excited and stupid I was. Now my excitement is gone and I am slightly less stupid but still having fun.

Notice - T5 is for skilled player only. Lol

But seriously. Craftable ship? Maybe

Main weapons: (not changable) Thermal blaster. Same weapon as the common drone.

Main module: “Latch” attaches to nearest friendly ship within 500m and applies module benefits, while actively protecting this ship with its guns. Or attaches to nearest enemy ship within 250m and siphons shields to nearest friendly ship within 5km. Once shields are gone, it starts ripping apart hull but no no self or friendly advantage. May cause defects such as engine efficiency lessening or module failure or longer cooldowns. Attached enemy ship can be locked on to by any distance and cannot cloak. If the host takes excessive damage, you will be removed from it. (Ramming for over 2k damage or a missile or other explosive removes instantly.)

Role: “Drone” is the alternative to launching a ship in battle. Done only when all available ships have been destroyed at least once. Meant for low-level suppourt.

Idk. I would love to see something similar to the second version you made. It would put use to artifacts again! And the “detach” module is crap. Main module will just be one of those “it’s either on, or off” modules where on is attached and off is not.

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