Capital Ship Research

A few thoughts on capitals

I like the fact you get a flagship when you start, I'd argue almost essential for clearing planets to colonise early on and great for crippling a nearby enemy if you can take out his capital without losing your own if its a crowded map.

Now I also agree that capitals should always be open for building from the start it creates alot of tactical options and adds much of the early/mid game flavour. if they were limited everyone would be forced to turle early/mid game.

At the same time it would be nice to have some endgame units that would perhaps compliment frigates and crusiers.

So I suggest Supercapitals , require 3-5 capital crews (cost 3-5x capital maybe more) , very tough but only marginally better firepower certainly not a solopwnmobile. but they would have some sweet special abilties that would make frigates and/or cruisers alot more effective in combat.
E.g. Antimatter feeder, or repair station regens rates, Coordinated firing (the more ships in the link the higher the damage bonus) etc etc

Put them round 7-9 military labs and perhaps the better special abilties to 15.

Theier weakness is that they are a single ship and thus are a major Target for enemy fleets who might suicide a couple of capitals to ensure they kill your supercaptial making killing the support fleet much easier
3,025 views 7 replies
Reply #1 Top
While it does seem odd starting with the best ships first, there are late game ownage ships in the mix. The combat cruiser on both sides really cleans clocks. A fleet with kodiaks in it instead of cobalts for the fodder line ships is much more powerful.
Reply #2 Top
dunno, i still like havin lots of captials late-game
Reply #3 Top
maybe its just me but I like the idea of having one huge ship which is much a boon as a liability
Reply #4 Top
Megaships have been brought up several times in the past. They won't be happening, AFAIK, though you're as always free to mod them if you so desire.
Reply #5 Top
the only consern i have, and i do really like the idea, is that youd need to ensure its special abilities dont conflict with already existing ablities. though i do like the antimater feeder idea.
Reply #6 Top
Megaships have been brought up several times in the past. They won't be happening, AFAIK, though you're as always free to mod them if you so desire.
End of quote


if you think about it these massive ships would really just be one GIANT target. Think the command ship off Star Wars, everyone and their cousin were having a good ol' time blasting the crap out of it.
Reply #7 Top

Megaships have been brought up several times in the past. They won't be happening, AFAIK, though you're as always free to mod them if you so desire.


if you think about it these massive ships would really just be one GIANT target. Think the command ship off Star Wars, everyone and their cousin were having a good ol' time blasting the crap out of it.
End of quote


Which is exactly why I like the idea of them being in, as they could potentially make or break your fleet. You might have the upper hand in the game and want to play cute by building one of these suckers , suddenly its like a big bullseye you lose it and quickly the tables are turned and your behind the 8 ball.

I guess you could almost consider it a status thing, winning a game is good but winning with a supercap is better/harder to pull off