Ideas for improving the Command Cruiser

I just want to start by saying i love the idea of the Command Cruiser. I want it to be a ship that demands intimidation... not because of its size or gun compliment, but because of its ability to create a truly awesome fleet combat machine. However right now its, well kinda lame. I'm sure the devs are already working on balancing it out and i know there have already been past threads similar to this, but i had an idea.

What if frigates had a range restriction. At first I was thinking maybe they could go no farther then one or two grave wells from a colony with out either a command cruiser or a cap ship. Maybe it should be they just cant jump out of a system with out either a command cruiser or a cap ship. What ever way this idea may get implemented, I think it would solve two problems with one stone. First, it makes the command cruiser much more valuable and second it could satisfy the "supply" complaint some have had. Frigates are small and should be built from the ground up for doing the "dirty work of fighting" as the devs have already said. If this is so, then it would be logical and smart for TEC to consolidate all the frigate's long range support and navigational systems to a separate ship(s), the command cruiser.

However if this idea were to be implemented the command cruiser tech would probably need to be lowered on the tech tree to be acheaved earlier, especially if the frigates were restricted to one or two grav wells from a colony. also there would be some logistics needing thought for how a command cruiser would be considered "with" the frigates... but thats why we pay the devs the big bucks

any thoughts or other ideas? i would really like to see the command cruiser become one of the most important playing pieces of the game. I see this ship class as a crucial set of ships that should coordinate ones fleet linking all the ships together into a central hub, causing them to fight like one intelligent unit, or hive... a VERY cool concept. Anyway, let the devs know what you think! Lets help them create the coolest game they can!
4,049 views 14 replies
Reply #1 Top
i really like your idea! it makes a lot of sense and i'm all for it!
Reply #2 Top
then what would happen if you had a battle three or more grav wells away from a colony, you had lots of frigates, and your comand cruiser gets blown up?


would then your frigates be stranded?
Reply #3 Top
When you said range I thought about the command frigate extending the range of ships its around, or maybe raising damage?

I personally would find the restriction on movement kind of a hassle, especially if you lose a core world and then you would have to backtrack cause your frigates might nto be able to get there. It could easily allow an invasion fleet to strike hard a fast and try to disconnect as many planets as possible knowing that you would need to have frigates and command ships to get your planets back.
Reply #4 Top
I love the restricted movement idea, that is really good... simulates supplies but is easy to maintain, I would do it as a ship though, instead I would expand on the range via a 'military supply base' or techs.

Though a base would be better! you can move up to 1 jump away from colonized systems with frigates/cruisers, but if a base is at said system you can go 3 jumps from it. No stacking. You should be able to move farther even without said base, but your anti-matter regen, and rate of fire/dmg will be halved.

This would reduce the sledge hammer single fleet action as the enemy could go around your fleet and destroy the base, halving the effectiveness of your fleet. Thus it would have been smarter to split your fleet and attack from say two avenues to limit the enemy ability to go around you.

This would double the enjoyment of the game for me.
Reply #5 Top
I do not like the idea of restricting range based on command ship presence. At all.

And, that said, I do not think the command cruiser is in any way "weak" -- that shield restorative ability it has is powerful, as is the designate target one.
Reply #6 Top
I do not like the idea of restricting range based on command ship presence. At all.


I agree, being over expansive has its risks anyways.
Reply #7 Top
Do you like the idea of command range being limited by a building like I suggested better?

You would only need 2 for the majority of the game, what with its range giving you a 3 system umbrella of safety, by the time you might go further you really ought to have colonized some new holdings, thus making the issue less important. it wouldn't massively alter or slow the game, but it would add more depth.

The Command Cruiser's only fault is it is just too darn easy to kill and it just isn't a good weapons platform. But you cant have everything.
Reply #8 Top
The idea of a command cruiser would be better suited to the improvement of command and control elements of the game, like the ship AI. Perhaps when grouped with a command cruiser, ships might show greater coordination in attacking the enemy, distributing just enough firepower to take out ships relatively quickly, instead having the entire fleet on one target.

Or to save processing power and increase the appeal of command cruisers, you could strip ships of its current AI and have that AI restored in presence of command cruisers. Its an ability which should have the greatest effect in large scale engagements and play a negligible role in small engagements, which place command cruisers in the proper role as a fleet/armada support ship. Meaning, don't expect intelligent behavior from your ships without a command cruiser. Expect more micromanagement.
Reply #9 Top


Or to save processing power and increase the appeal of command cruisers, you could strip ships of its current AI and have that AI restored in presence of command cruisers.


No.
Reply #10 Top
No.


Some things are like salt. You cans always add, but never take away.
Reply #11 Top
BTW, just to double check -- does anyone need for me to explain why that would be a horrible idea?
Reply #12 Top
BTW, just to double check -- does anyone need for me to explain why that would be a horrible idea?


No, I think this topic is quite clear. But lets talk about 3d movement...
Reply #13 Top
Yeah no need Ron,

the salt analogy was great
Reply #14 Top
so what if rather then limiting range, they made the command cruiser (or cap ship) increase the speed of a jump. so that frigates jump really slowly with out a bigger ship with bigger nav computers. this would fit in with the idea that to save room TEC skimped out on bulky computers and nav equipment in favor of armor and guns.

Just for the record im not retracting my ideas of limiting rang. i still like that idea, i just realize that it would take some thinking through logistics and such to make it work in game. Thus im trying to come up with ideas that would work better