"Swarm" class ship

Slightly edited version of old swarm ship post because orca doesn’t like seeing the same thing twice.

 

 

 

Swarm class ships would be a moderate cross between the current classes such as interceptor/fighter/frigate/etc. They would not be a singular ship, but more like a “swarm” of very small ships all controlled by the player who resides in a “core” ship. Flight mechanics would be very different too. The “ship” would enter a sector as a singular, massive entity, then, via use of the special module (toggling on and off) the ship would split in to numerous smaller crafts all with their own radar, weapons, missiles, etc. The core “stalk” of the ship would contain the active modules that effected the swarm and the like. The singular ship would be very slow and heavy-flying. Essentially like piloting a Destroyer. Then once split, the speed and manoeverability of the crafts would be increased greatly. Individual ships would pursue and attack targets and when an enemy was close-by, the whole swarm of ships could all fire in unison for higher damage. Each individual ship would have very little firepower, but once the swarm is close enough to a target, there is no hope for them. Not even destroyers or alien ships. This would be the first ship to show damage states, as swarm units are destroyed, there would be holes in the complete ship due to missing drones.

 

Here are some example stats that can of course be freely changed depending on how they will ultimately function:

 

Class: Swarm

Name: Ambokh

Rank: 10

Faction: Precursors Jericho with Ellydium technology

Lore: “Ancient modulation technology blueprints utilised by the Precursors to make their exploratory crafts more versatile and mobile was extracted by a pirate spy aboard Miss Summer’s dreadnought and sold to the black-market. As soon as some unnamed Jericho technicians saw it, they immediately started building prototypes. The very first military modification of these blueprints, the “Ambokh” ship, was released to mercenaries for a hefty price. The ship was a thing of marvel. It was not one ship, but a squadron of drones controlled by mercenaries aboard the “Stalk” or core of the ship. Upon activation, a score of these drones would undock from the Stalk and proceed to be controlled in whichever way they were modified for. Several months after the ship was developed, several unique and powerful drone modifications were released to the public.”

 

Primary Module:

Name: Myriad Stem

Recharge: None, as long as all living units are within 800m.

Tooltip: Activation releases all available swarm units and opens their command GUI. Activate again to gather them back on your ship stalk and resume singular control.

Singular form (with drones):

Speed: 115m/s

Shield: 66,560pts

Hull: 53,970pts

Special features: Has no offensive capabilities aside from active modules and the “Swarm Pulse” weapon. Takes double damage from explosives.

 

Stalk (no drones attached):

Speed: 385m/s

Shield: 10,225pts

Hull: 12,430pts

Special features: Contains the primary module arrangement, as well as the trigger mechanism for the “Swarm Pulse” weapon. Controls all swarm units and if destroyed, the swarm will self-destruct. Is permanently cloaked until an enemy is within 5,000m. Cloak only functions when no drones are on the stalk.

 

Swarm units (x10):

Speed: 560m/s

Shield: 3,845pts

Hull: 4,220pts

Special features: Extremely agile. Each one has very little firepower, but if all 10 attack the same target, there will not be survivors after long. Takes 0.25x damage from explosives. If destroyed it explodes, dealing massive thermal damage in a 250m radius to enemies and the Stalk.

 

Example Modules/Weapons/Ammo:

Name: Swarm Pulse

Type: Swarm Main Weapon (one central turret)

Damage: 25,000 EM (5,000+2,000 per swarm unit within 450m or on the hull)

Range: 9,500m

Rate of fire: 4 shots/min

Charge: 1 second

Beam radius: 200m

Turrets: 1 (center of Stalk)

Tooltip: All attached drones dump their energy reserves in to charging up a massive beam of EM radiation. Upon charging, the beam area is highlighted for 1 second, then the beam is fired for 1 second. Affected ships lose radar functionality for 4 seconds after hit.

 

Name: Backup Drone

Type: Swarm Secondary Weapon

Recharge: 20s

Tooltip: Launches a drone to fill in for a lost one. Maximum of 10 active at any time.

 

Name: Orbiters Of Death

Type: Swarm Command

Tooltip: Commands selected drones to spin around the selected target and open fire for 5 seconds.

 

Name: File In

Type: Swarm Command

Tooltip: Tells the selected drones to kite the selected target one by one.

 

Name: Return

Type: Swarm Command

Tooltip: Tells the selected drones to gather around the Stalk.

 

Name: AI Mode

Type: Swam Command

Tooltip: Tells the selected drones to act on AI and attack nearby enemies.

 

Name: Transport Gate

Type: Swarm Active Module

Drone minimum: 5

Recharge: 60s

Energy: 60/s

Tooltip: Calls in 5 drones to open up a very large warp gate for you and your allies to travel through 7,500m in the direction of the crosshairs.

 

Name: Repair Modification

Type: Swarm Active Module

Drone minimum: 1

Recharge: 3s

Energy: 90/s

Tooltip: Switches all drones to repair mode. Drones will repair targeted allies or the Stalk for 110 hull and shield points per second per drone.

 

Name: Rogue Drone

Type: Swarm Active Module

Drone minimum: 3

Damage: 1,245 Thermal

Rate of fire: 90 shots/min

Projectile speed: 4250m/s

Drone speed: 540m/s

Recharge: 120s

Energy: 700

Tooltip: Three drones slam in to the same location and bind their hulls to form a single massive and powerful drone. This drone cannot be controlled and does not count towards your total forces. Once destroyed, explodes, dealing 10,000 Thermal damage in a 750m radius.

 

Name: The Collective

Type: Swarm Active Module

Drone minimum: 1

Recharge: 60s

Energy: 250

Tooltip: Drones warp to your location. Drones will absorb damage and protect you for 30 seconds, firing at enemies and healing your hull and shield, if damaged, for 150pts/s per drone.

 

Name: Swarm Wall

Type: Swarm Active Module

Drone minimum: 5

Recharge: 30s

Energy: 300

Durability: 45,000pts (no resists)

Tooltip: Drones project their energy reserves in to a solid barrier in the direction of your crosshairs that absorbs damage for 90s or until destroyed.

 

Name: Command Beacon

Type: Swarm Command

Tooltip: The selected drone is disabled in place and repairs the most damaged ally within a 900m radius for 125pts/s. Also increases radar range by 3,000m for all allies.

 

Name: Dagger Missiles

Type: Swarm Passive Hull Module

Tooltip: Allows drones to fire a small missile dealing 1,950 kinetic damage every 10 seconds.

 

Name: Radiation Beam

Type: Swarm Passive Hull Module

Tooltip: Fits drones with small electromagnetic laser weapons, each dealing 850 EM damage per second. The target suffers continued damage by radiation for 5 seconds after last hit.

 

Name: Thermal Blaster

Type: Swarm Hull Module

Tooltip: Fits drones with small blaster weapons that deal 975 Thermal damage per second.

 

Name: Projected Shield

Type: Swarm Passive Shield Module

Tooltip: All swarm units gain a small frontal shield that acts as a turtle shield, absorbing damage. When on the Stalk, the shield is projected to the front of the Stalk with additive radius per drone.

 

Name: Radar Mine

Type: Swarm Passive Hull Module

Tooltip: Allows drones to drop a small mine every 30 seconds. It detonates in proximity with enemies and creates an EM pulsar that disables radar systems for 10 seconds.

 

Name: Missile Takedown

Type: Swarm Passive Shield Module

Tooltip: Each drone can take down one missile every 20 seconds.

 

Name: Phasic Warp

Type: Swarm Passive Engine Module

Tooltip: Once the drone’s shields drop, they automatically teleport 750m forward.

 

Name: Phantom Emitter

Type: Swarm Passive CPU Module

Tooltip: The drones fall off of radar for 3 seconds every 18 seconds.

 

 

And many many more. The possibilities are endless!

 

 

Swarm Heads Up Display (Slightly transparent to allow the Stalk to be controlled, etc.):

post-242418-0-50948400-1461192283.png

By the way this bit of gold is still up for grabs by the devs.

 

Stiiiiill waiting.

Interesting concept, I would like to see something similar someday

19 minutes ago, EndeavSTEEL said:

Interesting concept, I would like to see something similar someday

I’m making modifications to it to repost properly later. As much as I necro posts, I still don’t approve of necroing posts.

 

Using some of the recent content and balance changes to tweak it down a little bit

This sounds a lot like a space aircraft carrier. Or a really scaled up application of engineer drones. Probably more like both. It also sounds extremely unpleasant to deal with.  Certainly a unique idea.

Like this?

 

 

22 minutes ago, aldermatias said:

Like this?

 

 

Almost exactly like that yea. And a little inspiration from Krall’s swarm ships.

I like the concept, but multiple AI system seems a big challenge to any game. How they work against pulsar? And how about tackler’s inhibitor?

I literally have ZERO objections to this suggestion.  It’s balanced, well-rounded, unique, and easy to make as we already have attack drones. Some players have been wanting more attack drones/special drones for a very long time. Even with the waz’got, we still aren’t satisfied, even with extra attack drones and missile reload. This could act as a carrier, while not being to darn big nor small. I like this suggestion and I hope it will be considered in the near future. Kudos to you.

23 hours ago, TheDarkRedFox said:

Almost exactly like that yea. And a little inspiration from Krall’s swarm ships.

We have some problems here. For example: Your dps will get very low if your entire swarm is destroyed. Massive healing effects looks like extreme overpower, healing ships at the same time. However, a plasma torpedo seems extreme dangerous for the swarm killing the entire swarm in one hit.

13 hours ago, aldermatias said:

I like the concept, but multiple AI system seems a big challenge to any game. How they work against pulsar? And how about tackler’s inhibitor?

This things have literally never affected drones ever. But the target painter will work.

3 minutes ago, aldermatias said:

We have some problems here. For example: Your dps will get very low if your entire swarm is destroyed. Massive healing effects looks like extreme overpower, healing ships at the same time. However, a plasma torpedo seems extreme dangerous for the swarm killing the entire swarm in one hit.

Yup. That’s why you need to be super tactical when using the swarm around things with heavy AoE. Also, if your entire swarm is destroyed, you can still manufacture more drones slowly. And it’s highly unlikely that the entire swarm will be at the same spot for long after you warp in to the battlefield. Once deployed, they generally scatter pretty evenly across the field. You can control them to all attack one target but it is not recommended because that means that they can be killed off faster.

 

And its usually recommended that you equip the missile defense modifier to keep them safe. But with that, they are also weaker on offense.

As i understood it, its a drone boat?

18 minutes ago, ORCA1911 said:

As i understood it, its a drone boat?

Sorta yeah. It’s one ship that breaks apart in to many, and has a different method of controlling it. (top-down allocation, like starcraft etc. One “HQ” which is the stalk, and up to 10 “soldiers” that can be controlled and can perform various tasks.)

I’ve seen firsthand what drones did in crossout and it kinda made me quit, it takes a lot to make me quit something good. No matter how good the details or designs are, drone boats, drones, drone-ish content of any kind will forever get a no from me. You did a great job tho but lets not go into giving the development ideas we want drones or anything of the sorts in the game.

5 minutes ago, ORCA1911 said:

I’ve seen firsthand what drones did in crossout and it kinda made me quit, it takes a lot to make me quit something good. No matter how good the details or designs are, drone boats, drones, drone-ish content of any kind will forever get a no from me. You did a great job tho but lets not go into giving the development ideas we want drones or anything of the sorts in the game.

Drones to one are ships to another. The only problem here is auto-aim, and with a quarter second lag, that becomes just what every pilot has.

 

These “drones” are not just some pitiful copypasta of attack drones, but are instead a copypasta of AI bots in game. They scatter on release and track their own targets until told to do something else by the command stalk. The commands are as simple as changing their current target, or changing which kind of AI they use from the already present AI allotment in game. Various PvE modes have already given us plenty of useful AI functions to chose from, now to make this work, all we need to do is let AI modes be changed in-flight which I doubt is hard to do.

 

All the drones would also need to be commanded by the player, so without incredible skill and attention to multiple objects, they would not be utilized to near their full potential by any common pilot.

People in Crossout used to deploy drones and just leave the battlefield and you get decimated in seconds no matter what you have, the same thing will happen here if we ask for drones of any kind, same developers, same approach. I do like the design but it will not be delivered as such.

3 hours ago, ORCA1911 said:

but it will not be delivered as such.

 

Then let me develop this ship.

7 minutes ago, TheDarkRedFox said:

 

Then let me develop this ship.

Start by developing a Hello World.

17 minutes ago, xKostyan said:

Start by developing a Hello World.

Isn’t that literally the first thing they taught in third grade programming or something