Post by reeftrigger on Jun 25, 2011 3:10:19 GMT -5
So I was thinking about cool ways to differentiate the two sides of a battle a little more, and ended up with a new concept for faction bonuses... Ones that could be easily applied to player-made factions
The idea is this: At fleet creation each player picks 3 fleet-wide bonuses from preset lists. The bonuses will be small boosts to certain weapon types, so each fleet will end up with small differences in the way their weapons operate.
I picked the 3 weapon categories as lasers/energy weapons, missiles and torpedoes, and conventional direct fire weapons.
I also came up with a couple sample bonuses for the missile category, just to give an idea...
High-Saturation Launchers: This faction thinks missiles should be applied liberally. Very Liberally. Each launcher may fire 2 missiles per turn, but -1 max launcher per hardpoint (minimum 1).
Wormhole Ammo Storage: This faction has found a way to create a pocket dimension. What better way to utilize it than to hold missiles! +33% magazine size, rounded down. (if you by 3 missiles, your ship has 4 at its disposal)
Improved Thrust Vectoring: This faction is very impatient and hates waiting for their missile to get downrange. Consequently, they have found a way to make its missile faster and more maneuverable. Missiles move an additional 2 hexes per turn, player chooses whether before or after mid-flight turn.
Backdraft Enhancement: This faction likes pretty explosions so much, they fill their missiles with even more explosives than normal. Unfortunately,missiles are already filled with explosives in all the useful places, so the force from the added munitions mostly goes backwards. Missiles gain an additional 3 shield damage, this damage is applied in addition to any regular damage caused by the missile. (the explosion winds up hitting the INSIDE of the shield)
The idea is this: At fleet creation each player picks 3 fleet-wide bonuses from preset lists. The bonuses will be small boosts to certain weapon types, so each fleet will end up with small differences in the way their weapons operate.
I picked the 3 weapon categories as lasers/energy weapons, missiles and torpedoes, and conventional direct fire weapons.
I also came up with a couple sample bonuses for the missile category, just to give an idea...
High-Saturation Launchers: This faction thinks missiles should be applied liberally. Very Liberally. Each launcher may fire 2 missiles per turn, but -1 max launcher per hardpoint (minimum 1).
Wormhole Ammo Storage: This faction has found a way to create a pocket dimension. What better way to utilize it than to hold missiles! +33% magazine size, rounded down. (if you by 3 missiles, your ship has 4 at its disposal)
Improved Thrust Vectoring: This faction is very impatient and hates waiting for their missile to get downrange. Consequently, they have found a way to make its missile faster and more maneuverable. Missiles move an additional 2 hexes per turn, player chooses whether before or after mid-flight turn.
Backdraft Enhancement: This faction likes pretty explosions so much, they fill their missiles with even more explosives than normal. Unfortunately,missiles are already filled with explosives in all the useful places, so the force from the added munitions mostly goes backwards. Missiles gain an additional 3 shield damage, this damage is applied in addition to any regular damage caused by the missile. (the explosion winds up hitting the INSIDE of the shield)