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GoGo Naval suggestions?

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Date Editor Before After
2/18/2017 7:53:00 AMCArank[G0G0]Dancer before revert after revert
Before After
1 I had been working on a naval rework/suggestion a while back, but then things IRL got a little crazy. 1 I had been working on a naval rework/suggestion a while back, but then things IRL got a little crazy.
2 \n 2 \n
3 Im gonna leave out much of the notes that i wrote for this to promote clarity and expedience. 3 Im gonna leave out much of the notes that i wrote for this to promote clarity and expedience.
4 I also tossed in some unit names while i was editing the unit files and experimenting (went with a mythical god nomenclature) 4 I also tossed in some unit names while i was editing the unit files and experimenting (went with a mythical god nomenclature)
5 I think i posted somethen on the github a while back, and i hope i didnt miss out too much with some of these unit proposals/changes to the ships 5 I think i posted somethen on the github a while back, and i hope i didnt miss out too much with some of these unit proposals/changes to the ships
6 \n 6 \n
7 https://github.com/g0g0dancer/searework 7 https://github.com/g0g0dancer/searework
8 8 https://github. com/g0g0dancer/searework/commit/e421f05536649fe112e163c787870fb12d1456f9
9 I adjusted some of the ships in the above github, i hope i included them all. 9 I adjusted some of the ships in the above github, i seem to have only included 4
10 AA, Riot, Skirm, Raider,
11 rest left unchanged as was still running tests on trying to add other aircraft carrier types....
10 \n 12 \n
11 I did some tests ai vs ai, or player + ai vs ai 13 I did some tests ai vs ai, or player + ai vs ai
12 On sail away, and 3v3 and up. seemed to work well in terms of balance and use if the above github link works. 14 On sail away, and 3v3 and up. seemed to work well in terms of balance and use if the above github link works.
13 \n 15 \n
14 Ok here was what i had written it seems. 16 Ok here was what i had written it seems.
15 \n 17 \n
16 \n 18 \n
17 --------------- 19 ---------------
18 \n 20 \n
19 \n 21 \n
20 Bring back the sonar station, but have the price comparable to the radar tower, but at a bit of a reduced range. 22 Bring back the sonar station, but have the price comparable to the radar tower, but at a bit of a reduced range.
21 (radar stats) 55m/e, 2100 radar distance. 23 (radar stats) 55m/e, 2100 radar distance.
22 \n 24 \n
23 ==Sonar Station== 25 ==Sonar Station==
24 75 m/e, 1500 sonar distance. health 90 26 75 m/e, 1500 sonar distance. health 90
25 Sonar station. 27 Sonar station.
26 Have it cheep, and the range at maybe 1/3rd to 2/3rds range of standard radar. 28 Have it cheep, and the range at maybe 1/3rd to 2/3rds range of standard radar.
27 So your base can protect itself from sub attacks, but if you want to push, you either gotta build them, or get the appropriate sub counters. (corvette, etc) 29 So your base can protect itself from sub attacks, but if you want to push, you either gotta build them, or get the appropriate sub counters. (corvette, etc)
28 \n 30 \n
29 ==ship scout== 31 ==ship scout==
30 This unit pretty much does its roll, but i removed much of its sonar power (800 los) -> 200, to encourage submarine attacks. could remove the sonar aspect entirely. 32 This unit pretty much does its roll, but i removed much of its sonar power (800 los) -> 200, to encourage submarine attacks. could remove the sonar aspect entirely.
31 --Cutter-- 33 --Cutter--
32 Cheap, fast, and fragile, this Picket Ship is a good scout usefull for spotting units on the surface of the ocean. Though it has a weak attack in terms of damage, it does have some disarming potential. 34 Cheap, fast, and fragile, this Picket Ship is a good scout usefull for spotting units on the surface of the ocean. Though it has a weak attack in terms of damage, it does have some disarming potential.
33 -------------------- 35 --------------------
34 \n 36 \n
35 \n 37 \n
36 ==Ship Raider.== 38 ==Ship Raider.==
37 I felt that a raider should not be a sub counter. Since that means it will have not only torpedos, but also sonar, speed and manuevarbility, making a lot of sub usage obsolete, and a unit that should be expensive, being relatively cheep. This can see someone trying build some kind of stealthy underwater subs to ambush, and are getting killed by standard raiders while still close to port. 39 I felt that a raider should not be a sub counter. Since that means it will have not only torpedos, but also sonar, speed and manuevarbility, making a lot of sub usage obsolete, and a unit that should be expensive, being relatively cheep. This can see someone trying build some kind of stealthy underwater subs to ambush, and are getting killed by standard raiders while still close to port.
38 Instead i went traditional in terms of raider ships. 40 Instead i went traditional in terms of raider ships.
39 \n 41 \n
40 --Wadjet-- egyption serpent god of spitting fire. 42 --Wadjet-- egyption serpent god of spitting fire.
41 This boat swims through the water with great speed in hopes of getting close enough to breath deadly fire. Even in death, the waters erupt in flame and malice. 43 This boat swims through the water with great speed in hopes of getting close enough to breath deadly fire. Even in death, the waters erupt in flame and malice.
42 --------------------- 44 ---------------------
43 \n 45 \n
44 \n 46 \n
45 ==Ship Riot.== 47 ==Ship Riot.==
46 The Corvette is already our "go to" for riot control at sea. 48 The Corvette is already our "go to" for riot control at sea.
47 One of the most "riot" situations we encounter is amphib balls (duck/scallops). Modeled off the idea of the Flower Class Corvette, a highly manueverable boat, with not much of a top speed. But equiped to deal with subs and other underwater balls. 49 One of the most "riot" situations we encounter is amphib balls (duck/scallops). Modeled off the idea of the Flower Class Corvette, a highly manueverable boat, with not much of a top speed. But equiped to deal with subs and other underwater balls.
48 Found in testing. 50 Found in testing.
49 Used as an Anti Sub hunter (though can't catch subs in a full chase). It's attacking charges are great vs many Amphibs, but Hovercrafts are usually too fast for the depth charges to even make contact. 51 Used as an Anti Sub hunter (though can't catch subs in a full chase). It's attacking charges are great vs many Amphibs, but Hovercrafts are usually too fast for the depth charges to even make contact.
50 Amhpibs Bouy is an effective counter vs them from the amphib plant so they are not OP vs amphib, and the counter is really strong. But perform well vs Subs, Ducks, Scalops, and clusters of raider/scout boats. Note: the depthcharge speed is slow, so a faster unit can just outrun the anti sub attack. 52 Amhpibs Bouy is an effective counter vs them from the amphib plant so they are not OP vs amphib, and the counter is really strong. But perform well vs Subs, Ducks, Scalops, and clusters of raider/scout boats. Note: the depthcharge speed is slow, so a faster unit can just outrun the anti sub attack.
51 Also, a sub can barely outrun the corvette. 53 Also, a sub can barely outrun the corvette.
52 buildCostMetal = 620, 54 buildCostMetal = 620,
53 maxDamage = 1350, 55 maxDamage = 1350,
54 maxVelocity = 3.2, 56 maxVelocity = 3.2,
55 \n 57 \n
56 --Corvette (anti sub/riot)-- 58 --Corvette (anti sub/riot)--
57 This Corvette is great against two types of targets, swarms and subs. Equiped with a Tripple Barrage Anti Submarine Mortar on its stern for those slow undersea clusters, as well as a Sonic Blaster on the Bow. While it is not fast enough to chase down fast units, it is higly maneuvarable which can make it hard to hit, especially by subs 59 This Corvette is great against two types of targets, swarms and subs. Equiped with a Tripple Barrage Anti Submarine Mortar on its stern for those slow undersea clusters, as well as a Sonic Blaster on the Bow. While it is not fast enough to chase down fast units, it is higly maneuvarable which can make it hard to hit, especially by subs
58 -------------------- 60 --------------------
59 \n 61 \n
60 \n 62 \n
61 \n 63 \n
62 ==Ship Skirmisher.== 64 ==Ship Skirmisher.==
63 \n 65 \n
64 A bit like a Slasher that can move, but fires a barrage of 4 before reloading. Good for fighting the fast moving hovercraft and light raiders on the high seas. Can be helpfull vs amphib units that want to surface to attack your ships (bouys, Archer, Grizzley). But they are weak in the HP for the cost. Good to support your fleet, but not good to mass. Can even scare off a nervious air player. 66 A bit like a Slasher that can move, but fires a barrage of 4 before reloading. Good for fighting the fast moving hovercraft and light raiders on the high seas. Can be helpfull vs amphib units that want to surface to attack your ships (bouys, Archer, Grizzley). But they are weak in the HP for the cost. Good to support your fleet, but not good to mass. Can even scare off a nervious air player.
65 \n 67 \n
66 --Tsovinar (skirmisher)-- Armenian goddess of water, sea, and rain. She was a fierce goddess, who forced the rain and hail to fall from the heavens with her fury. 68 --Tsovinar (skirmisher)-- Armenian goddess of water, sea, and rain. She was a fierce goddess, who forced the rain and hail to fall from the heavens with her fury.
67 This Missile Ship fires a barrage of 4 missles, which home in on their target no matter how fast they are going. Great for dealing with slow Enemies, or anything that can't close the distance in time to fire back. Beware of subs or anything that gets to close 69 This Missile Ship fires a barrage of 4 missles, which home in on their target no matter how fast they are going. Great for dealing with slow Enemies, or anything that can't close the distance in time to fire back. Beware of subs or anything that gets to close
68 -------------------- 70 --------------------
69 \n 71 \n
70 \n 72 \n
71 ==Ship AA.== 73 ==Ship AA.==
72 Totally Reworked. 74 Totally Reworked.
73 Was finding that Ship AA was not even able to make cost vs ravens, and the AA laser was only really effective against gunships. 75 Was finding that Ship AA was not even able to make cost vs ravens, and the AA laser was only really effective against gunships.
74 With the changes to the aircraft carriers, I decided to give the Ship AA a classic feeling. 76 With the changes to the aircraft carriers, I decided to give the Ship AA a classic feeling.
75 Flak cannon (closer range, more aoe) and AA autocannons for further targets. 77 Flak cannon (closer range, more aoe) and AA autocannons for further targets.
76 This sees them able to hold their own vs swarms of drones and other assaulting air units. The upgrade isn't too strong, and the cost can go up a bit to make it accordingly so. 78 This sees them able to hold their own vs swarms of drones and other assaulting air units. The upgrade isn't too strong, and the cost can go up a bit to make it accordingly so.
77 \n 79 \n
78 --Zephyr-- 80 --Zephyr--
79 Equiped with powerful Anti Air auto cannons that open up on air at range, as well as a powerful AOE Flak cannon that tears small ships to ribons if they get to close. 81 Equiped with powerful Anti Air auto cannons that open up on air at range, as well as a powerful AOE Flak cannon that tears small ships to ribons if they get to close.
80 -------------------- 82 --------------------
81 \n 83 \n
82 ==Subs== 84 ==Subs==
83 Changed to make them a counter to heavy units and defences. With proposed changes to sonar, will see the use of subs become more of a "stealth" ambusher of slow/large unsuspecting targets. 85 Changed to make them a counter to heavy units and defences. With proposed changes to sonar, will see the use of subs become more of a "stealth" ambusher of slow/large unsuspecting targets.
84 buildCostMetal = 600, 86 buildCostMetal = 600,
85 maxDamage = 800, 87 maxDamage = 800,
86 maxVelocity = 3.3, 88 maxVelocity = 3.3,
87 --Sea Wolf-- 89 --Sea Wolf--
88 Stealthy, fast, and fragile. Fires torpedos at a range that have poor tracking which makes them less effective against moving targets, and more effective against larger slow targets. The Slow naturally increases the chance of subsequent hits. Can even outrange Urchins 90 Stealthy, fast, and fragile. Fires torpedos at a range that have poor tracking which makes them less effective against moving targets, and more effective against larger slow targets. The Slow naturally increases the chance of subsequent hits. Can even outrange Urchins
89 -------------------- 91 --------------------
90 \n 92 \n
91 ==Aircraft Carrier== 93 ==Aircraft Carrier==
92 Found that the existing carrier with its helecopters was poorly able to fight much of anything at sea. With the new Sirens they rip appart the choppers in moments. 94 Found that the existing carrier with its helecopters was poorly able to fight much of anything at sea. With the new Sirens they rip appart the choppers in moments.
93 Drones changed from Helecopters to Combat/battle drone combo (to be more in line with Funnel Drones) the helecopters seem a little outdated for such a futuristic warship, We could also try a few other models to use. Such as the Nebula Drones, etc etc 95 Drones changed from Helecopters to Combat/battle drone combo (to be more in line with Funnel Drones) the helecopters seem a little outdated for such a futuristic warship, We could also try a few other models to use. Such as the Nebula Drones, etc etc
94 The range of the Carrier has been increased from 1000 to 2000. This makes it a much stronger support unit, and performs the roll one would expect from an aircraft carrier. 96 The range of the Carrier has been increased from 1000 to 2000. This makes it a much stronger support unit, and performs the roll one would expect from an aircraft carrier.
95 It has also had its Missle Launcher removed. The Silo/Sub Leviathon does that job well as it is. 97 It has also had its Missle Launcher removed. The Silo/Sub Leviathon does that job well as it is.
96 Cost has been increased to 4.5k and its speed and manueverability has been reduced. 98 Cost has been increased to 4.5k and its speed and manueverability has been reduced.
97 In essence, a unit designed to sit at the heart of your fleet, capable of hunting down raiders, clearing the surface, and providing air cover by drawing aa fire away from bombers. 99 In essence, a unit designed to sit at the heart of your fleet, capable of hunting down raiders, clearing the surface, and providing air cover by drawing aa fire away from bombers.
98 It feels fun vs ai. 100 It feels fun vs ai.
99 \n 101 \n
100 \n 102 \n