This post is the application of frigate abilities, and sniper weapons (long range weapons) and the solution of making them unique (may require numbers refinement)
Abilities
All Frigate’s abilities will now have a charge-up time, that is every 2 seconds, they gain an effect.
Empire
Incinerator has been vastly redesigned, now covers a 500 X 500 meter square area for 8.5 km
Every two seconds, a laser is charged gaining 50 impact damage. stacks up to 5 times (1000 DPS)
Federation
Every two seconds, the Frigate manufactures a new fighter, Each frigate can store up to 5 fighters at a time, and can control up to 10 . Stats may need to be slightly changed, but i would like to see higher RoF, lower healing
it should be possible to put them on an ally or enemy (either damaging or healing). each drone will have 500hull /800 shield hp. if 5 drones or less, you would gain
Drone Stats
500 Hull
800 Shield
165 All Resistance
450 meter/s movement
50 Impact
200 RoF
Jericho
Guided-Missile has been vastly redesigned, now covers a 500 X 500 meter square area for 8.5 km
Every three seconds, three missiles is loaded into the missile bay. Loads up to 9 missiles, over 9 seconds
When activating the ability, the missiles lock onto a target into range. Missiles will divide among people in range. these missiles are highly accurate, at the cost of damage.
Jericho Missile Spec’s
120 Rotation speed
2500 meters a second
7500 Flight range
750 damage impact (Kinetic Damage)
250 m aoe explosion radius
Sniper - Weapon Changes
ideally i was looking for a way to resolve two major problems
Interceptor/fighter survivability when approaching a frigate, and one shots.
i also wanted to make the sniper weapons unique, but still deadly, the simply truth is
(as learned in the past) one shot weapons don’t work in space games (specifically this one). In general
one shots are bad, unless you play high re spawn games like counter-strike. So this force me to evaluate
the way damage was dealt when it came to sniper weapons.
Hailstorm
Each hit applies 25% damage every second over 6 seconds. stacking up to three times.
Each hit applies a 4% reduced shield regeneration per stack
Stabilizer
Each hit applies 25% damage every second over 6 seconds. stacking up to three times.
Each hit applies a -4% critical strike change per stack. lasts 10 seconds.
Long Range Laser
Each hit applies 25% damage every second over 6 seconds. stacking up to three times.
Each hit applies a -4% Max Afterburner speed. lasts 10 seconds.