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What could be the "Fear me" Technology or ability for the Advent Loyalists?

What could be the "Fear me" Technology or ability for the Advent Loyalists?

All factions except the Advent Loyalists have one or more things that make them feared by the other races.Something that you dont want to face if you can avoid it.

 

TEC Rebel: Ragnarov.... Pirate allies

TEC Loyalist: Twin Fortresses... not to frightening

Advent Rebel: Wail of the Sacrificed

Vasari Loyalists: Strip to the core, The Maw, phase stabilizers in general

Vasari Rebel: Jumping starbase... even when hopefully later balanced, armor and shield upgrade, phase stabilizers in general

 

What could be the Advent Loyalist thing of terror? And dont come me with reposession, currently it is a better version of colonize and only really useful against an digged in TEC Loyalist because it will remove the own gravity wells bonus.

22,153 views 32 replies
Reply #26 Top

TR simply want to wipe out all xenos so I don't think that they could be paid off.

Reply #27 Top

Well, they'd take their money and then wipe them out..

Reply #28 Top

Well I certainly like the idea of tying Fury of the Unity to deliveance shots rather then culture- It gives at least one subfaction a buff to an underutilized superweapon and makes the bonus more reliably applies- two proverbial birds with one stone.

 

That said, while stealing income sounds very cool, I worry it will make the deliverance engine's niche(at least for the loyalists) a bit too similar to the Novalith(economic damage first and fomost) only with an eco boost that sort of steps on the toes on embargo.

 

What about adding secondary effects that either allow the DE to better serve it's existing function or add secondary effects consistant with Advent perks.

 

Perhaps something like:

 

Fury of the Unity(requires Deliverance Signal):  Increases the projectile speed of Deliverance Engine's shot by 100%.  Additionally increases the damage provided by deliverance engine by an additional 15%(up to 40%) and all enemy culture produced at the target planet is reduced by 100%(divided in two as per sins math) for 5 minutes.

[comments:  This is the "vanilla" version- it simply focuses on improving what the deliverance engine already does(+dmg & culture) and allows the deliverance engine to better fufill those roles.  Cutting enemy culture production in half is worth more then any reasonable static boost to culture produced since culture is defensively worth more per point then it's offensive worth(as we all know 1 culture center can often prevent 2 enemy centers from causing allegiance loss).]

 

Fury of the Unity(requires Deliverance Signal):  Increases the projectile speed of Deliverance Engine's shot by 50%.  Additionally your deliverance shots convert unbelievers to the unity's cause: each enemy frigate in the gravity well targeted has a 7.5% chance of being permanently mind-controlled.

[comments:  This is probably the most radical option.  it also certainly fits well into the Adevtn rebel's penchant for stealing ships.  Also it would have two immediate uses: dirstruption by causing part of an unengaged fleet to turn on it's self to waste time, or use in combat to diminish the enemy ranks while bolstering your own.]

 

Fury of the Unity(requires Deliverance Signal):  Increases the projectile speed of Deliverance Engine's shot by 100%.  Additionally enemy ships in the targeted gravity well suffer -15% Accuracy and -300% phase jump charge speed.

[comments:  With how hard to scratch they already are, adding a defensive boost would certainly be a very large boost to the advent fleet's combat potency.  And -300% jump speed ,while not nearly as potent as a phase jump inhibitor(which give -700%), would make the opponent a lot more hesitant to turn tale and flee the buffed gravity well- meaning they are more likely to actually fight, allowing the advent fleet to enjoy its' buff.

Note the Accuracy debuff could just as easily be replaced with an enhanced damage buff as was presented in the first idea, I mostly threw in the accuracy debuff here to display a different mechanic for consideration(nott o mention it was easier to word if both effects are debuffs).]

 

Fury of the Unity(requires Deliverance Signal):  Increases the projectile speed of Deliverance Engine's shot by 100%.  Additionally all culture buildings in the gravity well the Deliverance Engine occupies spread culture as though they were also present in the planet targeted by the deliverance shot for 6 minutes.

 

[comments:  Sounds complicated I know, but I rather like it as it would encourage advent loyal players to build deliverance engines at their major culture centers rather then just "Where-ever happens to have spare tactical points and isn't in danger of immediate assault" as is currently the case for ALL superweapons.  Not to mention this would create the potential for SCALING culture spread from the Deliverance engine.  Have a well that has 4 temples?  Shoot an enemy well and produce culture as though you had 4 temples there too for 6 minutes.  it also makes massing temples in one location a slightly better proposition as those temples can be made to suddenly be anywhere else with a deliverance shot]

 


 


Of course all numbers are meant chiefly as proof of concept rather then as definitive numbers. And there are many many other ways in which deliverance engine could be upgraded tot he same effect-t hose were just the first few to pop into my head.  

Heck something with extra Phase-missile-block could also be good- in terms of combat meta-strategy the advent loyals are much more defensive and consequently even more reliant on their shield mitigation then the rebels. 

 

As you may have noticed though, all of my ideas increase the DE's projectile speed.  The delievrance engine, due to it's combat boosts has always been the superweapon with the most temperamental timing.  unlike the novalith and Kostura where the travel time is mostly just "a warning" before a powerful standalone effect hits  a planet, the DE signal needs to be timed to arrive at a battle as the battle begins- a faster travel speed would certainly make the buff more reliable when it's needed most.  And frankly IMO a T8 tech combat steroid should be reliable.

 

anyhow I'm starting to ramble a bit- specific ideas aside, I certainly think there's a ton of potential in changing Fury of the Unity into a Deliverance Engine upgrade.

 

 

One last separate point I'd like to make: I'd like to note Fury isn't our only real option to be the advent loyal's "fear me" mechanisms.  Alternatively suped up witht he kinks worked out I think both Planet-for-a-Planet And Cowards submissions have the personality and circumstantial activation conditions to fill this role.  The message would of course be respectively "be wary of the consequences of taking advent loyal worlds without a definitive fleet/econ advantage" or "Be wary of retreating too often from the advent loyal fleet lest your fleet gradually desserts you".

Despite all my discussion of Revamping Fury of the Unity, these two techs definitely have more built in clought at changing the way opponents have to play against the advent loyals.

 

Reply #29 Top

Those ideas are all very interesting. Good point about signal travel speed.

However, the reason why I suggested an economic bonus is because the AL already have a powerful fleet so don't need help in that area.

Increasing phase jump charge speed sounds like a very good way to compel the enemy to fight the AL on the ALs own terms. Along with having a small chance to convert enemy ships, these 2 suggestions sound like good ways to improve the DE without giving a bland and unnecessary buff to the AL fleet.

As for your last suggestion, I think that the vanilla DE should be reworked to act just like that instead of it being an upgrade.

Good point about hurting the opponent's eco being too similar to the novalith. This could be avoided though if the DE didn't actually steal money, it just generated it upon use. Embargo's niche is completely different, I don't think that any comparison can be made there.

 

On the topic of Planet for a Planet, I had mentioned turning it into a Wail like ability but in reverse. In other words, once you lost a planet it does severe damage over time to enemy planet(s) themselves and orbital structures in adjacent grav-well(s) but possibly not fleets.

I think that this has more potential as a "fear me" tech than Coward's Submission.

Reply #30 Top

What I dont get is that Advent Loyalist seem to favor defense gameplay when according to the Lore they should be more like the TEC Rebels when it comes to agressivity.

 

I mean, it is stated "they are eager to continue their revenge". That does not sound like an race focusing on defense!

And so I think they should be changed in such a way that allows them to be more agressive.

Reply #31 Top

@ OP

The best "fear me" ability of the advent loyalists would be to reduce their costs to field capital ships.

This can be done in a multitude of ways, and would allow the advent loyalists the ability to use their capital ship synergies earlier.

This may seem like it isn't that strong at first glance, yet any pro player will know that this is in fact a big +.  I personally prefer a reduction in the capital ship crew training costs, as methinks advent telepathy would ensure that their crews learn faster.  Somewhere along the lines of 25-50% cost reduction.  It would also allow them to field a titan slightly sooner, yet we are talking about 1000 credits of difference, this isn't a huge advantage, probably only about 20-30 seconds in game.

Reply #32 Top

Forget the could be or should be suggestions Sareth and friends. Thats for another post.


I'm not claiming i know anything about the AL but i wanted to add my following thoughts.

 

The fear me ability for the advent is completely a question phrased in the wrong way. Unity, synergy, combo and collective technologies are what makes the AL so strong.

 

==The first set of Technologies are Culture== "Here the AL are immune to hostile Culture which is very important to understand-not that they can win through culture"

"No Prerequisite techs are required except the temple itself"

 

T4 Acclimatization of will: 25%-->50%

Enemy allegiance rate change

T5 Global Unity: 50%-->100%

Culture Spreads automatically from worlds

 

==The second Set of Technologies are Damage Negation== "Here is the ship defense abilities working together to more than half incoming damage without the use of Shield Projection from Guardians-It is important to understand that the survival of corvettes can be greatly enhanced then allowing them to be deployed late game"

" Corvette and Titan"

 

T1 Disable Targeting

Stacks with vertigo

T4 Suppression

Works with Vertigo and Disable Targeting

 

 

==The Third Set are Mitigation Bonuses with Damage Bonus==" Here is the damage and defense tech bonuses. Its important to understand that these techs stack in damage bonus-how far that goes can be up to 50% or more without the Halcyons Energy Aura"

 

T6 Ancient Retribution

Damage, shield Mitigation , weapon range

T8 Fury of the Unity:

Damage bonus in Culture

T5 Planet for Planet:

Weapon damage bonus and fire rate increase if you loose a planet

 

==Capturing planets==" Its a horrible situation when the coranata jumps in your gravity well, captures your planet, starts to cool down its ability, jumps to the next world and leaves turrets behind to clear all the enemy buildings. Within 15 mins its able to capture a big chunk of the map and those worlds start to automatically spread culture :omg: ."

 

T4-Level 6 Repossession

Instantly capture planets

 

Conclusion:

The AL have what it takes to kill all the races in the game and their total damage output and damage negation levels make them an unstoppable force. Say what you will about them because when your all talking about late game tech bonuses being better for other races- well i've just highlighted your dps upgrades dont mean squat.