Various suggestions for filling Vasari anti-structure gap.

As has been pointed out, while TEC and Advent recieved new ships dedicated to taking out enemy structures, the Vasari had their anti-structure weapons tacked on to their starbase, which leaves a gap in their assault ability.  Now sure they could just add a Vasari ship for killing bases, but I like keeping the different races unique so I want to provide some alternative suggestions.  These could all be implemented together, or seperately, or cherry pick from among them.

  1. The first possibility, and certainly the one that requires the least amount of new assets, is to buff the Vulkoras Desolator's Assault specialization ability, specifically the increase in damage against structures.  This would be easy to do, but keeping it as an upgrade on a cap ship may require some other options to go along with it.
  2. The second idea is to give an option to Jarrun Migrators for a rapid starbase construction.  This would cost significantly more than the standard construction, but allow the Orkulus to be built quickly in an enemy area, possibly even automatically upgrading its weapons a level so it come out ready to tear up enemy structures.  In order to make this only attractive for building offensive starbases, perhaps it would permanantly double the upgrade time for all other upgrades to the starbase, or maybe increase the cost of all upgrades, or some combination.
  3. The third idea is actually an idea I had a whle ago just for fun.  Certain Vasari ships would gain the ability to construct a new strike craft squadron, which would be an anti-structure cruise missile.  Each squad would only have a single missile, and when undocked they would automatically make a bee line for the nearest structure and detonate, dealing damage as appropriate.  This would require some AI tweaks probably but would be interesting, plus it would also give reason to keep strike craft docked, as you could stock up your missiles and then let a few fly at once.
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Reply #1 Top

Related to your second suggestion, how about giving Vasari Assault and Defense starbases, Defense as it is now, without moving ability, and more expensive Assault SB, with faster buiild rate, higher initial HP and weapons capability.

I like your third idea aswell, Advent scout has the Sacrifice ability, so maybe it could be applied to strikecraft too.

Reply #2 Top

How about putting the anti structure ability on a capital ship? No one said that every race needs a frigate to do the job. The siege turrets deployed by the Vasari siege ship could be modified to work against structures. One ability wouldn't really cut it though, for many reasons.

Reply #3 Top

Quoting Bobucles, reply 2
How about putting the anti structure ability on a capital ship? No one said that every race needs a frigate to do the job. The siege turrets deployed by the Vasari siege ship could be modified to work against structures. One ability wouldn't really cut it though, for many reasons.
End of Bobucles's quote

 

Actually suggestion 1 says just that.  The Vulkoras Devastator already has an upgrade that increases its damage against structures, so maybe this could be buffed.  In fact, the existence of this ability amy have already been considered by IC when designing the new antisructure abilities for each race.

 

Reply #4 Top

For the Vasari anty struture ship I would imagine somehting more like a mini mobile Kostura Cannon.

Would cause lest damage then other structure seiging ships, but would have a small area of effect to compensate.

Reply #5 Top

Well the point is I'm trying to make suggestions that don't actually include a new antistructure ship if you read the post at all.

Reply #6 Top

I was just about to post 'new anti sb squad'. but you already had that. though I was thinking less of a cruise missile, but rather of standard squad, only much more specialised, weak hp and absolutely useless against anything but structures.

other than that a squad of cruise missles could be fine, if the adjust damage to rebuild time and am cost, it could be more or less equal in dmg/ cost ratio to the other races ships.

Reply #7 Top

Well I decided a cruise missile was best because its the most different in functionality between the 3 squadrons.  Fighters and bombers have very obvious roles, but if you throw a super anti-structure bomber in, it might make it confusing on what the different roles are.  By making it function different than just a suped up bomber its more clear that it has a different role.

Obviously a regular squadron still works, that was just my own judgement

Reply #8 Top

Quoting Alluceanot, reply 7
Well I decided a cruise missile was best because its the most different in functionality between the 3 squadrons.  Fighters and bombers have very obvious roles, but if you throw a super anti-structure bomber in, it might make it confusing on what the different roles are.  By making it function different than just a suped up bomber its more clear that it has a different role.

Obviously a regular squadron still works, that was just my own judgement
End of Alluceanot's quote

yeah, thought about that too and you definately have a point here.