This post is a re-explanation and clarification of the proposed Tactical Lab and its associated Modules and Hull. I sat down with Battle Pirates Creator Paul Preece to answer your questions in regards to this feature.
Born of the ongoing research project studying Zynthium, this new technology projects very powerful Zynthium powered Electro Magnetic fields that when targeted correctly, can significantly reduce the capability of enemy ships.
Tactical Lab
The Tactical Lab is a new research building. The Lab is sea based, and like all research buildings, it can perform its own research independent of other Labs. The Tactical Lab contains a new technology tree for the Forsaken called Tactical Modules.
Tactical Modules
Tactical Modules are researched in the new Tactical Lab building. There are different levels and types of Tactical Modules with more powerful versions further up the tech tree. While the Tactical Lab does share similar aspects Advanced Lab special components, these new Modules incorporate technology that enables them to project and target a powerful Electro Magnetic Field in a radius around the Hull in which they are equipped. This 'Field of Effect', or FoE for short, enables the modules to interact with the systems of nearby ships. In the case of enemy ships, negatively affecting them, while friendly ships gain boosts. This varies depending on the specific Module. Some of the Modules have no maximum range and can even effect entire fleets on the World Map. The Modules are so large that they are unable to be equipped on normal Hulls and a new Hull has been designed specifically to carry them.
Tactical Hull
The new Hull, code named “Tactical Hull”, has been designed for a singular purpose, to equip and carry Tactical Modules. The Hull itself has been fashioned from a medium sized cargo carrier and has been updated to carry Tactical Modules instead of cargo. It has also been given additional light armament. To use the Tactical Hull in a fleet requires a ship slot, so each Captain will need to weigh the advantages and disadvantages of exchanging an offensive ship for this one. Note that the Tactical Modules are designed to be effective even after accounting for the loss of an offensive ship.
Tactical Modules, Further Detail
Tactical Modules are significant pieces of hardware. They not only contain the power source and electronics to project focused and unfocused EM Fields but are also designed to enhance the Tactical Hull. Modules designed to interfere with enemy ships require that they be brought into close proximity with the enemy fleet. This can place the Tactical Hull in danger, as it will likely be the target of enemy fire. Offensive Modules are therefore especially hardened against incoming fire and enhance the Tactical Hull's engines to provide greater closing speed. Defensive Tactical Modules provide less protection for the Hull for the same reasons; they can rely on their fleet to protect them.
The Modules are highly automated and their location above the superstructure of the Tactical Hull provides 360-degree coverage. This places less of a burden on the Captain, making them more effective in combat.
Modules currently under Development
A Module that forces nearby enemy subs to the surface
A Module that slows nearby enemy ships
A Module that reduces incoming damage to nearby friendly ships
A Module that increases the map speed of an entire fleet
Q & A with Paul
Q: Will players use Tac Modules to make Omni-fleets able to handle any other fleet?
A: No. The trade off in firepower to take multiple Tac Hulls would be too great.
Q: Will players be able to 100% negate subs by adding the anti-sub Module?
A: No. Skilled Sub captains can take out the Tac Hull.
Q: Will players always have to take a Tac Hull in a fleet from now on?
A: No. The Modules are designed for specific scenarios; there are many scenarios that are not covered.
Q: Are Tac Hulls allowed in base defense fleets?
A: Yes.
Q: Are you working on bug fixes too?
A: We concurrently fix bugs every week with new releases. Releasing new features does not slow our bug fixing as there are separate dedicated resources.
Q: Are you still working on other features like Alliances?
A: Absolutely. Alliances is a huge feature and therefore takes more time to develop. We should be able to post more information on the Future Features & Feedback Forum shortly.
Q: When will this feature arrive?
A: We deliberately provide no release dates in the F3 Forum (see rules for posting in F3). This allows us to remain flexible if a feature needs to be adjusted after player feedback.
Remember Captains, anything posted in the F3 Forum is subject to change, so remember to read the Rules for Posting. We look forward to hearing your feedback.
Well after reading this post, i must say that this new feature seems pretty cool and i support this. Good job on explaning this, the last post did a poor job of explaining. I +1 this
Well after reading this post, i must say that this new feature seems pretty cool and i support this. Good job on explaning this, the last post did a poor job of explaining. I +1 this
It's a lot easier to rewrite an informative doc when you know what points in the original were in question or unclear. I'm sure the author of the original did the best he could with the information he was given to release. His choice of widely used gaming terminology was unfortunate but the reaction to it was equally unfortunate, for that I can claim some personal responcibility. For the most part other than the Q&A and terminology the meat of the doc remains the same and I remain opposed to it.
"Whoever said laughter is the best medicine never had gonorrhea."
Mel Brooks
Sectors: Too many to remember off the top of my head.
Way I see this is that it adds more options to a players playing style. If you like and can make use of it, build it and use it. If you cannot see any advantage for yourself, well don't build/use it.
Choice is good, therefor I cannot shoot it down.
I personally will build a light powerful fleet at this stage ( like destroyers/no armor wolfs with thuds ), throw in a slowing module and go out with the idea of inflicting damage, not to win a fight. Then I want to see you continue with your original purpose with a damaged fleet, while mine is instant repair.
Good lord. So much jargon dancing to avoid one single word that's used as almost an industry standard. On topic, though, I still dislike the idea of it tied to a new hull, just because it feels like an unwieldy solution and just not necessarily a 'fun' mechanism in general. But I can see that any other solution, such as making it an 'officer' upgrade and tying the field/fOE to the flagship of the fleet makes it too much a suddenly mandatory standard for all fleets. If players, and Kixeye, want it to remain an optional choice, even if it will be balanced to generally be useful even over the loss of firepower, then this is probably the only workable method. Anything else, even just making it a +200% weight to everything special risks it becoming mandatory.
Back to my exact same spot: Tower west, sector 7. coords 3631,461
OK i get it, It is a new idea, a way to add to the progression of the game. The only thing that I don't understand is why go to extreme of of making something (which I know you have now explained that it is an advancement of technology). What it really sounds like is a still a magical ship that projects a field of EM force to do, stop, slow, regress, whatever wording you wish to put here ________. It just doesn't seam to have any place in a Pirate game that as of this moment hasn't shown any shape or form of advanced technology from what is available right now it our present time setting. SO my question to you is. Why now after having a rather original and great game (in my opinion). To making a game that is making "technological advancements" to creatively make up for the "lack of skill" which you have been so hard pressed to use in you other posts about anything in general to have to do with skill in game playing.
I'm sorry for the way this is posted or worded my mind wanders and is hard for me to type more than a sentence with out going onto another subject
So if this is what is going to be forced upon us
1. Will the new T hulls have any slots for weapons, specials,and armor?
2. How will the weight of the modules effect our fleet sizes and dock capacity?
3. If the new T hulls offer other slots will added bonuses from weapons/armor effect just the new hull or add for stacked features to the fleet?
4. Will the new T hull have a required position in the fleet?
5. Will fleets be limited on the number of T hulls a single fleet may contain and if not limited would the buffs stack?
So still no answer on these questions? You have the time to redirect and deflect complaints about the future implementations that are going to be forced on us, with no feed back on the effect this proposed system will have on our fleets other than a general description?
Don't claim to speak for the masses unless you have our consent! BP LVL: 58 User ID: 1492138
1/ dont like the fact that this will be a new building, why not add them in to a buliding already about ? say the advance lab.
2/ The fact of a new building means people would there for have to cancel upgradeing other important bulidings( advance lab , hull lab, dock , turrets) to lvl this tactical lab. Slowing down there progression even further. ofc it has no effect on players that have nothing left to build. time for a rethink on the buliding queue ?
3/ 1 more new hull to the mix as if there isnt enough for people to build right now. i for one am still building ships with 12 day builds.( others have higher i guess) It would fit well i would say to add this module to ships. say a add on that you can add to one ship per fleet. instead of the new hull. just like updateing a outdated ship with modern tec. with it being like this it makes FvF battles even more of a challage as the module ship would not be so easy to notice.
Here is how I'm reading this. 1.) We putting in the Tactical Lab no matter what and we'll use word play to make it sound more realistic. 2.) In response to about half of the first 70 pages of feedback originally posted of players NEEDING a "dry dock/ second shipyard for refitting" to keep up with the ever increasing amount of hulls and long build/refit times, Kixeye has swept this under the rug. Both Paul Preece and Swag have posted saying "Adding a 2nd shipyard/ dry dock" is not feedback, but when people post about 35 pages on the forums saying it is it becomes difficult to see it as anything but feedback.
Am I wrong in this assumption?
lol
No, this is what you should be taking away from this.
The Tactical Lab update is happening. The purpose of the Future Feature discussion is to have the players put their constructive input into the process to make it the best that it can be. To make it challenging and fun and identify problems that it would cause and do the best that can be done at this time to close loopholes.
Yes, they know about the bottleneck on builds and they have already acknowledged that will be addressed later, continuing to harp on it here will only result in your post getting deleted as THIS is not the place for it right now. It has not been swept under the rug as some seem to think.
Rumseeker
Lvl 34
Sector 361
ID 1122925
Browser: Firefox
OS: WIndows 7
"Kicking the crap out of RRs wherever they Frubble"
A Module that slows nearby enemy ships makes our base become blitzproof.
A Module that reduces incoming damage to nearby friendly ships, how cn you kill Goliath inside the base with this.
A Module that forces nearby enemy subs to the surface was useless, it can be out ranged by the torps and kill it 1st.
A Module that increases the map speed of an entire fleet, good for salvaging fleet.
Bottom line Modules are just BIG BS.
No, these modules will not make bases blitzproof, but will mean that blitzfleets will not enjoy the near autonomy they do now.
You need to view the WHOLE picture. Yes it may pose a bit of a problem at first but for them to use a Moduled Tac Hull in a base defense it means they have one less base defender.
NOT if it's done correctly. Outside of the new Torps, the best range that Havocs have is 70 which is well within the range of most missiles and most HB3 Ballistics.
NOT just for a salvaging fleet. Think about a quick reaction fleet that can now shave off minutes off an arrival time once an SOS goes out.
Modules are not BS. You think so now but think back. People thought that the SW was BS, they thought the predator was BS but those 2 hulls became 2 of the most dominant, lethal and cheap FvF that the game had seen up to that point and remain viable as versatile combat platforms even today.
Rumseeker
Lvl 34
Sector 361
ID 1122925
Browser: Firefox
OS: WIndows 7
"Kicking the crap out of RRs wherever they Frubble"
I like the idea of the tactical lab, and the modules, and THE NEW HULL! i mean, the forsaken need some new hulls for gods sake, no matter what it is, i suggested a new hull and, yes i admitt it was a little overpowering - ok, ok a lot overpowering! but the point is, the forsaken need some new, and better hulls, apart from levis, sw, sk, ff, hh, the other hulls are **** so im just suggesting tht we need better ships (and maybe a point of better forsaken weapons too!) the dracs are way to verpowering in their tech so i hope tht kixeye make a pont of it! I also agree on the drydock feature, man is it annoying!
They ask for feedback.... looks as though they don't want to hear it
Yes, they asked for constructive feedback for the topic about the Tactical Lab. If you don't like it or like features about it, give a reasonable explanation.
This thread is NOT the place to continually ask for Drydocks, 2nd shipyard, decreased times etc..
Rumseeker
Lvl 34
Sector 361
ID 1122925
Browser: Firefox
OS: WIndows 7
"Kicking the crap out of RRs wherever they Frubble"
i think some fail to grasp how this will make things more interessting.....take the max weight limit of docks.....instead of 5 cut down dreads or battleships....you can have 4 super dreads or battleships with a support ship.....base defence with a basic "slow tower". this is a real good idea that would add a whole new level of tactics.
I think the Goliath is pretty call it a potty....and it will flush your little poo ship!!!!
i have no problem with new building since its sea based infact i welcome new things to research and build (as long its not ships i need to build lol)
that being said i see no possitive point of these modules yet since all they do is to make us refit our allready build fleets to have them prepped for this new feature
my thoughts on the modules:
Modules currently under Development A Module that forces nearby enemy subs to the surface
This module is IMO not good for the game, we have allready spent quite some time building fleets with sonar and LA3 to hit submerged subs. and adding this into the mix would make those fleets obsolete and it irritates me that i invested time to build fleets that i dont need anymore.
and from the sub users point its frustrating that not only more and more fleets with inbuild sonar are coming out but now a new hull that almost makes subs useless since its gonna loose the ability to stay under water also. i know you said skilled captain can sink the tac hull with subs but why bother since the whole purpose of subs is stealth attack and avoid getting hit so going after the tac hull sounds like in most cases you loose alot of the subs health just by trying to take out the tac ship...... i can go on and on about this module but ill stop here.
A Module that slows nearby enemy ships
this module IMO makes kiting missile fleets obsolete since it would make fast ballistic fleets able to get into range faster and therefore yet another fleet that i spent time building obsolete since i have to refit that fleets so its of more use
A Module that reduces incoming damage to nearby friendly ships
this is not needed since we have specials to reduce almost every type of damage and to have that also reducing damage is frankly a boring thought to me to be honest. i see this module as a good module to have but still i dont want it in the game since i feel its little OP
A Module that increases the map speed of an entire fleet
this i have no problem with but to take out a ship in my offensive fleet will never happen. only use i see for this is to have it with a gunboat so i can scout faster but that is if the tac ship dont slow the fleet down with its own map speed
i welcome change to the game but this feature i dont see how its gonna benefit the game but i see how it can easily destroy many good things in this game
a release of this nature isn't all bad. The timing (assuming it's any time in the relatively near future) is TERRIBLE.
Focus on game play, something beyond salvage pirates!
Focus on reducing bottlenecks (would be assisted greatly by NOT throwing yet *another* new hull at us).
like i said earlier,if you actually read how swag was making his statements,this idea of there is already set,there not interested in our input,this is more of a ok to let you guys know and to give ya some basic input on what we are going to do, (whether the players like it or not)
the only thing they can do to prove my statement wrong,is to meet us half way and make these modules a special and cut the weight down,because the biggest gripe is a new hull to build
so we will see if they meet us half way
ARES Level 58 Winner of the HH-A,HH-B,Cuda,Spectre,Battle Cruiser,Battleship,Strike Cruiser,Dread X,Super Fortress,Dict,MC,MCX,Mercury
Sect-to many to know or count Alliances,Bramm Dam you kixeye for being so greedy with a awesome game that i cant seem to leave
The tac lab is a great idea...it will make the game change so much more...will open up all sorts of new battles. I think the problem is players have sooo much to do already it maybe too soon..i dont think any1s problem is the tac lab itself...just the lack of being able to do what Battle Pirates is all about...and that takes us back to the problem every1 is really protesting about..........Building more ships !
Some of the Modules have no maximum range and can even effect entire fleets on the World Map.
Are we to understand from this that there will be some sort of "module" that can stop a fleet dead and allow it to be engaged, ie scroll to a moving fleet on the map that is pretty smashed up from hitting a base and has avoided getting "ninja'd" on exit? You've given back the attack button after guaranteeing you wouldn't?
Sure some people are gonna love that but it'll be a different story when it happens to them...
All this "re-explanation" has done has told us the exact same thing as the other thread but with a few fancy techno words thrown in, it's also told us this feature is going to be brought in whether we like it or not.
If you wanted this to encourage heterogeneous fleet builds it would have been far more cost effective to simply give players the things they want and have asked for, such as a 3rd special slot on FF's/HH's or better yet the Drydock thing, people will be far more likely to experiment with specials and weapons setups if it isn't going to tie up their shipyards for weeks at a time.
If you really want to allay people's concerns over this proposed magical ship feature it would be far better to put a video together and actually show us what you have so far. Pictures after all tell a thousand words.
EDIT:
Something this game changing should be beta tested by actual players, not just kixeye staff in test servers.
This post is a re-explanation and clarification of the proposed Tactical Lab and its associated Modules and Hull. I sat down with Battle Pirates Creator Paul Preece to answer your questions in regards to this feature.
Born of the ongoing research project studying Zynthium, this new technology projects very powerful Zynthium powered Electro Magnetic fields that when targeted correctly, can significantly reduce the capability of enemy ships.
Tactical Lab
The Tactical Lab is a new research building. The Lab is sea based, and like all research buildings, it can perform its own research independent of other Labs. The Tactical Lab contains a new technology tree for the Forsaken called Tactical Modules.
Tactical Modules
Tactical Modules are researched in the new Tactical Lab building. There are different levels and types of Tactical Modules with more powerful versions further up the tech tree. While the Tactical Lab does share similar aspects Advanced Lab special components, these new Modules incorporate technology that enables them to project and target a powerful Electro Magnetic Field in a radius around the Hull in which they are equipped. This 'Field of Effect', or FoE for short, enables the modules to interact with the systems of nearby ships. In the case of enemy ships, negatively affecting them, while friendly ships gain boosts. This varies depending on the specific Module. Some of the Modules have no maximum range and can even effect entire fleets on the World Map. The Modules are so large that they are unable to be equipped on normal Hulls and a new Hull has been designed specifically to carry them.
Tactical Hull
The new Hull, code named Tactical Hull, has been designed for a singular purpose, to equip and carry Tactical Modules. The Hull itself has been fashioned from a medium sized cargo carrier and has been updated to carry Tactical Modules instead of cargo. It has also been given additional light armament. To use the Tactical Hull in a fleet requires a ship slot, so each Captain will need to weigh the advantages and disadvantages of exchanging an offensive ship for this one. Note that the Tactical Modules are designed to be effective even after accounting for the loss of an offensive ship.
Tactical Modules, Further Detail
Tactical Modules are significant pieces of hardware. They not only contain the power source and electronics to project focused and unfocused EM Fields but are also designed to enhance the Tactical Hull. Modules designed to interfere with enemy ships require that they be brought into close proximity with the enemy fleet. This can place the Tactical Hull in danger, as it will likely be the target of enemy fire. Offensive Modules are therefore especially hardened against incoming fire and enhance the Tactical Hull's engines to provide greater closing speed. Defensive Tactical Modules provide less protection for the Hull for the same reasons; they can rely on their fleet to protect them.
The Modules are highly automated and their location above the superstructure of the Tactical Hull provides 360-degree coverage. This places less of a burden on the Captain, making them more effective in combat.
Modules currently under Development
A Module that forces nearby enemy subs to the surface
A Module that slows nearby enemy ships
A Module that reduces incoming damage to nearby friendly ships
A Module that increases the map speed of an entire fleet
Q & A with Paul
Q: Will players use Tac Modules to make Omni-fleets able to handle any other fleet?
A: No. The trade off in firepower to take multiple Tac Hulls would be too great.
Q: Will players be able to 100% negate subs by adding the anti-sub Module?
A: No. Skilled Sub captains can take out the Tac Hull.
Q: Will players always have to take a Tac Hull in a fleet from now on?
A: No. The Modules are designed for specific scenarios; there are many scenarios that are not covered.
Q: Are Tac Hulls allowed in base defense fleets?
A: Yes.
Q: Are you working on bug fixes too?
A: We concurrently fix bugs every week with new releases. Releasing new features does not slow our bug fixing as there are separate dedicated resources.
Q: Are you still working on other features like Alliances?
A: Absolutely. Alliances is a huge feature and therefore takes more time to develop. We should be able to post more information on the Future Features & Feedback Forum shortly.
Q: When will this feature arrive?
A: We deliberately provide no release dates in the F3 Forum (see rules for posting in F3). This allows us to remain flexible if a feature needs to be adjusted after player feedback.
Remember Captains, anything posted in the F3 Forum is subject to change, so remember to read the Rules for Posting. We look forward to hearing your feedback.
I'll use them as guard fleets inside and outside my base.
i'm not sure about the need for tac modules but i'll try them before i cuss them. Thanks for the update Swag, appreciate listening to the feedback and getting more details from Paul
Blackwater pirate, started in sec 95, been pretty much everywhere since then
These new items are a waste of time. The mods are just special weapons. Speed enhancement exists. Do we really need more ways? FvF has been nerfed. Protecting 'friendly' fleets is pointless. Forcing subs to the surface? We can kill them already. Slowing a faster opposing fleet? Get creative on piloting your slower fleet. The new hull and new lab are not needed. If these new capabilities are wanted by the masses, just make them new specials.
agree gonna ruin base hitting and its hard enough as is with patroll fleet prepping or blitz is only option gets costly and not fun just attack a base now more stuff added cause more prepping more work hit a base and fvf dont happen often any changing of ablitys u lose ur advatage of wat u built and spec //skill u put out and on fleet have another will jsut complicate it and less base hitting we happen or cost ur more and that take fun out of it imo and all the new hulss out last couple months be constanly chasing the game and being lv 34 and back log stuff been release game losing its edge either spend $$$$$ on coin latest fleet or wait 3 months build 10+ d build any half decent ship is now i just getting bored watching timers week after week
MamanG Lv 34
RR2 8th RR3 5th
RR4 4th Base Invasion 1. 4th Base Invasion 2. 2nd
Base Invasion 3. 3rd Base Invasion 4. 2nd
Base Invasion 5 1st
This idea may be the worst every. I don't want this. It takes skill out of the players hands by some crazy magical bull crap. and in the end we lose more fleets So your greeded company can get more money. This is going to far.
Changing the way the explanation is worded so it fits in more with the game has probably got a few people thinking this could be a good idea, but i'm still not convinced.
Q: what will the maximum weight of fully kitted out Tac hull be?
Q: If i switched out a combat hull weighing 5509tons from a fleet where every ship was identical and added a maxed out Tac hull would there be enough fleet weight left to bring the fleets firepower back up to at least somewhere near where it was before removing the combat hull? (probably already been answered but i gave up trying to read every post on this and the previous thread so i probably missed it)
Then there's the people who might want to add a TAC hull to a fleet that has less ships in due to the fleet weight restrictions. Like myself who has two maxed out dreads in one fleet that doesn't leave a lot of room if i ever wanted to add a TAC hull.
I don't really have a problem with a new hull being added to the game i'll just add it to the end of the long list i already have and get around to it some time next year, my issue is that the TAC hull will have to take up a slot in the fleet where one of my combat ships go effectively reducing the firepower of a fleet by up to 20%. (i say up to 20% as i don't know what the answer to my question is). I would much rather see this hull added to the game as follows.
A new hull will be added to the game with 1-3 armor slots, 1-2 special slots and 1 weapon slot other stats to be confirmed. (The weapon slot is for a TAC module only so no other weapons can be fitted and the armor and specials are there so players can customize the hull to suit the fleet it will be added to.)
A 6th ship slot will be added to each fleet allowing players if they so choose to add a TAC hull to their fleet. (the 6th slot will not count towards the maximum fleet weight but to prevent the TAC hull from becoming overpowered the ships weight limit will not allow the best armor, specials and TAC modules to be added this will force the player to choose what is more important to them for the TAC hull maximum armor, the best specials or the most powerful modules or combinations there of including equal balancing of all three.) for those who are worried that this is still an overpowered fleet the effects of each module could be reduced slightly to balance it more.
The 6th ship slot could then pave the way for other support ships to be added to the game such as the dedicated cargo ship that if sunk in combat while fully loaded the owner would lose all resources held on the ship or the fuel tanker that will allow fleets to travel further than the current limit but if the fuel tanker is sunk in combat while the fleet is out past it standard maximum range the fleet could not be recalled to base and would dead in the water until it was sunk and returns automatically (that'll make people who use these other support ships want to protect them at all costs :P ) yes i know more hulls its such a pain we all have lots backed up already waiting to be built but i did say could pave the way for other types of support ships. :P
There was more but i can't remember what it was now so i'll leave it there.
Well after reading this post, i must say that this new feature seems pretty cool and i support this. Good job on explaning this, the last post did a poor job of explaining. I +1 this
In-game name: Cyanide Sandwich
Home Sector: 21 Ship Design Discussion Group (Open to all): https://www.facebook.com/groups/118022991724717/
Lol Swag you should've put that it is sea based in caps and underlined
In-game name: Cyanide Sandwich
Home Sector: 21 Ship Design Discussion Group (Open to all): https://www.facebook.com/groups/118022991724717/
It's a lot easier to rewrite an informative doc when you know what points in the original were in question or unclear. I'm sure the author of the original did the best he could with the information he was given to release. His choice of widely used gaming terminology was unfortunate but the reaction to it was equally unfortunate, for that I can claim some personal responcibility. For the most part other than the Q&A and terminology the meat of the doc remains the same and I remain opposed to it.
Mel Brooks
Sectors: Too many to remember off the top of my head.
lvl: 33, I think.
Choice is good, therefor I cannot shoot it down.
I personally will build a light powerful fleet at this stage ( like destroyers/no armor wolfs with thuds ), throw in a slowing module and go out with the idea of inflicting damage, not to win a fight. Then I want to see you continue with your original purpose with a damaged fleet, while mine is instant repair.
I'm sorry for the way this is posted or worded my mind wanders and is hard for me to type more than a sentence with out going onto another subject
So still no answer on these questions? You have the time to redirect and deflect complaints about the future implementations that are going to be forced on us, with no feed back on the effect this proposed system will have on our fleets other than a general description?
BP LVL: 58 User ID: 1492138
2/ The fact of a new building means people would there for have to cancel upgradeing other important bulidings( advance lab , hull lab, dock , turrets) to lvl this tactical lab. Slowing down there progression even further. ofc it has no effect on players that have nothing left to build. time for a rethink on the buliding queue ?
3/ 1 more new hull to the mix as if there isnt enough for people to build right now. i for one am still building ships with 12 day builds.( others have higher i guess) It would fit well i would say to add this module to ships. say a add on that you can add to one ship per fleet. instead of the new hull. just like updateing a outdated ship with modern tec. with it being like this it makes FvF battles even more of a challage as the module ship would not be so easy to notice.
lol
No, this is what you should be taking away from this.
The Tactical Lab update is happening. The purpose of the Future Feature discussion is to have the players put their constructive input into the process to make it the best that it can be. To make it challenging and fun and identify problems that it would cause and do the best that can be done at this time to close loopholes.
Yes, they know about the bottleneck on builds and they have already acknowledged that will be addressed later, continuing to harp on it here will only result in your post getting deleted as THIS is not the place for it right now. It has not been swept under the rug as some seem to think.
Lvl 34
Sector 361
ID 1122925
Browser: Firefox
OS: WIndows 7
"Kicking the crap out of RRs wherever they Frubble"
No, these modules will not make bases blitzproof, but will mean that blitzfleets will not enjoy the near autonomy they do now.
You need to view the WHOLE picture. Yes it may pose a bit of a problem at first but for them to use a Moduled Tac Hull in a base defense it means they have one less base defender.
NOT if it's done correctly. Outside of the new Torps, the best range that Havocs have is 70 which is well within the range of most missiles and most HB3 Ballistics.
NOT just for a salvaging fleet. Think about a quick reaction fleet that can now shave off minutes off an arrival time once an SOS goes out.
Modules are not BS. You think so now but think back. People thought that the SW was BS, they thought the predator was BS but those 2 hulls became 2 of the most dominant, lethal and cheap FvF that the game had seen up to that point and remain viable as versatile combat platforms even today.
Lvl 34
Sector 361
ID 1122925
Browser: Firefox
OS: WIndows 7
"Kicking the crap out of RRs wherever they Frubble"
Yes, they asked for constructive feedback for the topic about the Tactical Lab. If you don't like it or like features about it, give a reasonable explanation.
This thread is NOT the place to continually ask for Drydocks, 2nd shipyard, decreased times etc..
Lvl 34
Sector 361
ID 1122925
Browser: Firefox
OS: WIndows 7
"Kicking the crap out of RRs wherever they Frubble"
MASS DESTROYER OF HALO INSTALLATION 4A, INSTALLATION 4B, THE ARK.
KILLER OF PROPHET OF REGRET, 343 GUILTY SPARK,
FRIENDS WITH VICE_ADMIRAL_HOOD
i have no problem with new building since its sea based infact i welcome new things to research and build (as long its not ships i need to build lol)
that being said i see no possitive point of these modules yet since all they do is to make us refit our allready build fleets to have them prepped for this new feature
my thoughts on the modules:
Modules currently under Development
A Module that forces nearby enemy subs to the surface
This module is IMO not good for the game, we have allready spent quite some time building fleets with sonar and LA3 to hit submerged subs. and adding this into the mix would make those fleets obsolete and it irritates me that i invested time to build fleets that i dont need anymore.
and from the sub users point its frustrating that not only more and more fleets with inbuild sonar are coming out but now a new hull that almost makes subs useless since its gonna loose the ability to stay under water also. i know you said skilled captain can sink the tac hull with subs but why bother since the whole purpose of subs is stealth attack and avoid getting hit so going after the tac hull sounds like in most cases you loose alot of the subs health just by trying to take out the tac ship...... i can go on and on about this module but ill stop here.
A Module that slows nearby enemy ships
this module IMO makes kiting missile fleets obsolete since it would make fast ballistic fleets able to get into range faster and therefore yet another fleet that i spent time building obsolete since i have to refit that fleets so its of more use
A Module that reduces incoming damage to nearby friendly ships
this is not needed since we have specials to reduce almost every type of damage and to have that also reducing damage is frankly a boring thought to me to be honest. i see this module as a good module to have but still i dont want it in the game since i feel its little OP
A Module that increases the map speed of an entire fleet
this i have no problem with but to take out a ship in my offensive fleet will never happen. only use i see for this is to have it with a gunboat so i can scout faster but that is if the tac ship dont slow the fleet down with its own map speed
i welcome change to the game but this feature i dont see how its gonna benefit the game but i see how it can easily destroy many good things in this game
Focus on game play, something beyond salvage pirates!
Focus on reducing bottlenecks (would be assisted greatly by NOT throwing yet *another* new hull at us).
the only thing they can do to prove my statement wrong,is to meet us half way and make these modules a special and cut the weight down,because the biggest gripe is a new hull to build
so we will see if they meet us half way
Level 58
Winner of the HH-A,HH-B,Cuda,Spectre,Battle Cruiser,Battleship,Strike Cruiser,Dread X,Super Fortress,Dict,MC,MCX,Mercury
Sect-to many to know or count
Alliances,Bramm
Dam you kixeye for being so greedy with a awesome game that i cant seem to leave
Are we to understand from this that there will be some sort of "module" that can stop a fleet dead and allow it to be engaged, ie scroll to a moving fleet on the map that is pretty smashed up from hitting a base and has avoided getting "ninja'd" on exit? You've given back the attack button after guaranteeing you wouldn't?
Sure some people are gonna love that but it'll be a different story when it happens to them...
All this "re-explanation" has done has told us the exact same thing as the other thread but with a few fancy techno words thrown in, it's also told us this feature is going to be brought in whether we like it or not.
If you wanted this to encourage heterogeneous fleet builds it would have been far more cost effective to simply give players the things they want and have asked for, such as a 3rd special slot on FF's/HH's or better yet the Drydock thing, people will be far more likely to experiment with specials and weapons setups if it isn't going to tie up their shipyards for weeks at a time.
If you really want to allay people's concerns over this proposed magical ship feature it would be far better to put a video together and actually show us what you have so far. Pictures after all tell a thousand words.
EDIT:
Something this game changing should be beta tested by actual players, not just kixeye staff in test servers.
I used ship rockets before they were cool
I'll use them as guard fleets inside and outside my base.
-KB
RR2 8th RR3 5th
RR4 4th Base Invasion 1. 4th Base Invasion 2. 2nd
Base Invasion 3. 3rd Base Invasion 4. 2nd
Base Invasion 5 1st
Q: what will the maximum weight of fully kitted out Tac hull be?
Q: If i switched out a combat hull weighing 5509tons from a fleet where every ship was identical and added a maxed out Tac hull would there be enough fleet weight left to bring the fleets firepower back up to at least somewhere near where it was before removing the combat hull? (probably already been answered but i gave up trying to read every post on this and the previous thread so i probably missed it)
Then there's the people who might want to add a TAC hull to a fleet that has less ships in due to the fleet weight restrictions. Like myself who has two maxed out dreads in one fleet that doesn't leave a lot of room if i ever wanted to add a TAC hull.
I don't really have a problem with a new hull being added to the game i'll just add it to the end of the long list i already have and get around to it some time next year, my issue is that the TAC hull will have to take up a slot in the fleet where one of my combat ships go effectively reducing the firepower of a fleet by up to 20%. (i say up to 20% as i don't know what the answer to my question is). I would much rather see this hull added to the game as follows.
A new hull will be added to the game with 1-3 armor slots, 1-2 special slots and 1 weapon slot other stats to be confirmed. (The weapon slot is for a TAC module only so no other weapons can be fitted and the armor and specials are there so players can customize the hull to suit the fleet it will be added to.)
A 6th ship slot will be added to each fleet allowing players if they so choose to add a TAC hull to their fleet. (the 6th slot will not count towards the maximum fleet weight but to prevent the TAC hull from becoming overpowered the ships weight limit will not allow the best armor, specials and TAC modules to be added this will force the player to choose what is more important to them for the TAC hull maximum armor, the best specials or the most powerful modules or combinations there of including equal balancing of all three.) for those who are worried that this is still an overpowered fleet the effects of each module could be reduced slightly to balance it more.
The 6th ship slot could then pave the way for other support ships to be added to the game such as the dedicated cargo ship that if sunk in combat while fully loaded the owner would lose all resources held on the ship or the fuel tanker that will allow fleets to travel further than the current limit but if the fuel tanker is sunk in combat while the fleet is out past it standard maximum range the fleet could not be recalled to base and would dead in the water until it was sunk and returns automatically (that'll make people who use these other support ships want to protect them at all costs :P ) yes i know more hulls its such a pain we all have lots backed up already waiting to be built but i did say could pave the way for other types of support ships. :P
There was more but i can't remember what it was now so i'll leave it there.