- Introduce a pair of T2 dreadnought variants aimed at stealing some of the Titan's thunder but not being able to do both in 1 ship:
- A T2 dreadnought hull able to fit the dreaded doomsday device previously only fielded by Titans, likely lacking a little bit of it's punch since the dreadnought would naturally not have the power reserves of a Titan to produce as much damage. Here I'm imagining the engineers stripping out all the guts to cram in a super weapon, so it would lose all it's ability to use siege bonuses of course.
- A separate variant able to squeeze on the jump portal generator allowing the slinging of fleets across space to a cyno beacon. This already has the natural disadvantage that the dreadnought is way down on available cargo space compared to the Titan so it seems a pretty fair ship.
- Add a T2 carrier removing all remote repair or energy transfer bonuses (just the bonus, not the ability to use the capital mods) and swapping them for racial leadership bonuses. Replace the triage ability with the ability to deploy these capital command ships into a "command base" greatly increasing their leadership bonuses (sort of like the Rorqual). Also, improve their ship maintenance bay size giving them more room to bring friendly pilots reinforcements right into the fight.
- Using the tier 3 battleship hulls create a T2 ship built specifically to handle the tackling of capital and super capital ships. Give it bonuses per level to cyno generator cycle time and to the range of scripted warp disruption field generators (note that it should only be able to use them with scripts). Make sure it has plenty of tanking power and perhaps even a role bonus to signature radius to make it a nightmare for a an unsupported super capital.
-Meatay
No comments:
Post a Comment