Updated combat ren.- Flagship standoff

Hi, just a small disclaimer before I start the thread. I believe this idea is original, and if I missed it while checking the threads before posting this, please link it in the comments. Sorry if it is not an original idea.

 

FLAGSHIP STANDOFF - CONCEPT

 

Flagship standoff was an I idea I got when playing the Black wood shipyard PVE mission. It would be a fresh, fun update to Combat Ren. It would consist of two enemy teams with one flagship each. When the flagship pilot is selected, he/she will only have one ship to select, the flagship (Prevents pilot from running into the battle with a stock swift and getting killed instantly). The Flagship will be responsible for calling in waves of your team (re-enforcements) who have been destroyed in battle. Each wave of re-enforcements will be deployed every 15-20 seconds automatically, and MUST be _atleast _a fourth (1/4th) of your team. [Wave system subject to change]

 

THE FLAGSHIP *FAIR BALANCE*

 

The flagship, essentially, is a tank, which is roughly 6  times the size of an empire Frigate.  who tends to sit at where it warped in. There will be 3 versions of the flagship, Empire, Fed, and Jericho. The ship the Flagship gets, varies on the starting race of the captain.To prevent complaints about one ship being to over powered, here is how the ship is different.

 

  • Implants will not work with this ship
  • Engineering modules can not work with this ship (excluding recharge station [subject to change])
  • Command modules can not work with this ship
  • Only pilots with a rating of 1k + can have access to the ship when it is being randomized to the players

 

STATS-

 

Hull - 38000, 90/s regen speed(see modules) average collision resistance

Kinetic resistance: 125

EM resistance:165

Thermal Resistance: 165

 

Shield - 18000, 60/s regen speed, absorbs collisions by default

Kinetic resistance: 100

EM resistance: 90

Thermal resistance: 90

 

SPEED-  85 m/s, Afterburners: 165 m/s, energy use: 500/s (afterburners)

 

ENERGY-  4000, regen: 350/s

 

RADAR/TARGETING-  Max sensor range- 6500 meters, target lock time: 2.5 seconds

 

 

(having trouble thinking of strafe speed, pitch, roll, etc)

 

 

MODULES (CUSTOM + VANILLA)

 

(objects marked with [C] are custom, [V] is vanilla (default) )

 

PASSIVE-   [C]Emergency maintenance shield Mk.IV, creates an invincible emergency shield for 6 seconds when the Hull is below 15% Durability(Upgraded Emergency barrier). Radiation shield Mk.IV, ship negates 75% of damage taken my nuclear weapons and death rays. 

 

MAIN MODULES- (4) [V]Aiming overcharge Mk.IV, 600 energy, 120 second cool down. [C]Shield overclock Mk.IV: Temporarily increases shield strength by 75% (10 seconds), 700 energy, 180 second cool down. [V]Missile shield Mk.IV, 120 energy/s, 15 second cool down. [C]Tactical Nano drones Mk.IV, repairs the ship’s hull by 1000 points over a period of 30 seconds, 800 energy, 360 second cool down.

 

CAPACITOR MODIFIER - NONE

 

SHIELD MODIFIER- NONE

 

HULL MODIFIER-  Integrated Nano drone Hull Mk.IV, regenerates 90 hull points/s.

 

SPECIAL MODULE-  [C]Artillery beam. User takes control of a slow moving artillery beam (slow barrel) which does 3500 thermal damage/s for 10 seconds. 900 Energy, 120 second cool down.

 

WEAPONS

 

MAIN WEAPON-  [C/V] Coil Morter Mk. IV, fires an explosive projectile with shrapnel, causing intense hull damage. 1015 DPS (kinetic), 35 rounds/min, 20% critical chance, 1250 m/s projectile speed, range of fire (MAX): 3500 meters, 200 meter radius (shrapnel).

 

MISSILES (3, NO AMMO PACKS)- [C/V] Cruise missile Mk.IV, fires a missile dealing 7000 Thermal damage, flight speed at 700 m/s, 12000 meter range, 20% critical hit chance, and a 250 meter explosion radius. 20 second cool down between each missile.

 


 

 

So, yeah, basically I thought of this because of some players, instead of helping the captain, go out as lone wolves. the game mode was getting stale,  bigger ships need to start being introduced, AND TEAMWORK NEEDS TO BE MORE OF A FOCUS.  I hope you like this idea. If not, please explain why in the comments, it will help me greatly rethink the process. 

 

And to the devs/people, if you read this, I’m sorry I couldn’t provide some sort of sketch or something to show an example of this ship- drawing isn’t my strong side. And one last thing, this gamemode will force team work, if you want to win… or respawn, of course. Thank you for your time.

 

EDIT: If you’re confused, Mk.IV is a custom series made for flagships.

I’m reading this, and I’m already imagining how much more intense SPACE TRENCH WARFARE situations in T3 Combat Recon can get with this kind of ship. Your proposed flagship looks like it can break enemy formations almost by itself.

 

And I’m pretty sure Mk.II Coil Mortar deals more damage than that.

I’m reading this, and I’m already imagining how much more intense SPACE TRENCH WARFARE situations in T3 Combat Recon can get with this kind of ship. Your proposed flagship looks like it can break enemy formations almost by itself.

 

And I’m pretty sure Mk.II Coil Mortar deals more damage than that.

Yeah, I’m pretty sure it does too. I’ll fit it tomorrow when I get on again. And, it looks like it can, but it’s shields regenerate very slowly, and it can’t be assisted by engi frigs. I’m planning on removing  charging station support.

Random suggestion from a Gratuitous Space Battles player: what if the shield exists as a visible ‘bubble’, and if you fly into the bubble you can bypass the shields? (But of course, that means the flagship needs some kind of automated point defense guns similar to the PvE flak turrets.)

Random suggestion from a Gratuitous Space Battles player: what if the shield exists as a visible ‘bubble’, and if you fly into the bubble you can bypass the shields? (But of course, that means the flagship needs some kind of automated point defense guns similar to the PvE flak turrets.)

 

It’s tricky, because some interceptor will just leech on to you on a blind spot and deploy nukes on you, while firing his/her main weapon.

 

Edit- Added a new passive module to counter nukes and deathrays

It’s tricky, because some interceptor will just leech on to you on a blind spot and deploy nukes on you, while firing his/her main weapon.

 

Well… that’s where the rest of the team comes in. 

Well… that’s where the rest of the team comes in. 

I guess. Other than that, will this proposed shield of yours be invisible, or, a light blue taint?

oh lol bro u do know that a Jericho guard ships hull and shields can be better than flagships. it should be dreadnaughts!
 

Still I support this idea all the way! Its a great one I hope they add it