Having now played around a little with the first iterations of capital ships, I wanted to start a discussion on what we envision for each ship class. The idea is to iron out some of the possible implementations in order to help weapons and balancing to be added successfully.
This is a basic outline of what I think about each ship and what it needs:
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Interceptor - should be agile (a little more than it is now) with light weapons, but plenty of energy to keep firing. Good for harassment of enemy fighters.
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Bomber - Heavier weapons, perhaps chews through energy faster as a result. Should be able to equip bombs/torpedos and some kind of countermeasures to help protect itself.
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Corvette - Anti-interceptor/bomber. Smaller and faster than capital ships but with turrets, unlike fighters. Effective against ships smaller than it, not so much against larger ones.
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Destroyer - Serious hardware. The most mobile capital ship, perhaps with a more interesting variety of weaponry. Perhaps flexible about whether it equips a loadout to attack smaller ships (lighter, faster weapons) or bigger ones (heavy guns, missiles etc).
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Cruiser - Heavy hitter of the fleet. This should be a tough cookie that takes effort to destroy, but its weapons are largely focused around attacking other capital ships. Big guns, thick hull, but also a large target for bombers.
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Carrier - currently the largest ship, but should not be the most powerful in terms of firepower. Point-defence weapons should be able to defend against other fighters/corvettes and missiles, so that teammates can launch safely. However, if attacked by destroyers or cruisers, itās going to need help quick.
We need to expand on these roles. How manoeuvrable should each ship be? Should it be effective in atmosphere? Do you agree with the weapon suggestions? Is there anything we could add to make the roles more interesting?
(Keep it real, focused on the pre-alpha state itās in currently. The aim is to be useful to Flavien as more weapons are implemented and roles become clearer)