They look fun on paper, but hey, we all know how those things turn out in game !
I agree with Kostyan…
There is nothing about this post that would enhance game experience. The host ship? What would that pilot’s job be? They just rack up points for no work? Revise and resubmit, but without pointless ship classes. The game classes are fine, they just need to be “balanced” like any developing game.
It is mainly for a tactical advantage. Imagine yourself on an enemy host. When the host is in enemy lines use the T4 mod and suddenly an enemy appears out of nowhere without being able to be damaged. Besides you still control your two turrets. You have the same attack power as an interceptor. As stated before being attached to an ally host can prove to be extremely advantageous. You are now able to defend your host frigate from interceptors from behind.
Adding two extra turrets would be like having attack drones on an Engie ship. Besides the main point of being a parasite would be to give your ally or enemy a slight boost or cripple.
The duplicator and teleporter are silly, but actually with some thought the parasite might have a chance with extensive modification.
One of the more common suggestions is 2 person controlled ships, but it’s invariably shot down because of implementation issues. Having the two players spawn as separate ships and combine voltron style might actually be a way of implementing it.
Make the Parasite only able to bond to friendly ships (gunships, commands and frigates only methinks - double firepower interceptors might be a bit OP, and cloaks would be a sticking point). The host ship retains exclusive flight control and all of its original turrets and abilities. Since none of those ships are stealthy that should take care of most of the griefing possibilities.
It’s still plagued with issues though. Balancing would be a major one, since adding a turret with unrestricted firing to the rear would neatly remove the main achilles heel of frigates and seriously help fighters against interceptors. The ability to essentially fit double the active modules on a single ship could allow you to make stupidly stacked builds unless you were very careful, like a completely unkillable guard or command or a gunship with completely insane burst damage. Making actives work slightly differently based on the host ship might work, so defensive modules are less effective on guards and engies and offensive modules less effective on LRFs and gunships. I also can’t see it being a very popular role except for novelty since people that get in to this game usually like flying around. So yeah, I still can’t see it happening.
This is very good feedback. Still negative but with plenty of reasons. Anyways the point of the parasite is to make the ALLIED host ship slightly overpowered. The trade off now is that there are no longer two moderately powered ships. I think I’ll scrap the two other ship ideas and really work on perfecting the Parasite.
It would be really funny if the whole team was parasites though. Just like if the entire team were LRFs that team would lose very quickly. Or not. We would just need to test it to find out how it deals in battle.