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.
First, Tactical Lab, even sea-based, cannot hide within 85 landfills. So with a lot of researches they carry, if we got rim job everyday, when we can finish it?
Second, we have A LOT of hull already, which we never have time to build even one ship, so would we need other Tactical hulss?
Third, it is the pirate world not magic world, we do not need any aura, buff, spell, or whatever magical effects.....
Forth, we want ALL your " separate dedicated resources" focus on fixing bugs and glitches which prevent us enjoy playing BP.
Finally, when you said you will adjust after player feedback, please do it. Listen to our feedback.
WE (at least me) DO NOT WANT THE MAGIC PIRATE !!!:mad:
+1 Vote for bi-monthly raid :cool: IBOUGHTthe Barracuda, Goliath, Strike Cruiser, Destroyer, Light Cruiser, Battle Cruiser, Battle Ship, Dread-X, Spectre, Corvette, HH-B and more event-hull-prizes.
This feature sounds awesome in theory and could dramatically change the tactics used in the game especially for base hits.
My major concern with this feature is adding yet another hull to an already backlogged build list, as I'm sure you are aware many many many players are over 6 months(if they are lucky, more like over a year for most) behind building ships and adding in another hull only extends that time frame.
A few questions come to mind when thinking about this feature;
1. When you say this, "It has also been given additional light armament" what does that mean specifically? Will the hull come fitted with weaponry that remains the same for all players? or does it have weapon slots like other ships with a low total weight?
2. Will these new hulls be refittable? or will we need to build a new one every time we want to switch out the modules?
3. When using the sub hunter module will it force the subs to the surface for a specific amount of time or only when in range of the tactical hull? Furthermore will it affect a sub with nautical batteries or cat drive differently then subs without those specials?
4. Will the combat speed of the new hull be variable? What I mean is will it be one set speed similar to other hulls? or can it be changed to match the combat speed of the ships in the fleet it is put into? In other words can it keep up with the fast ships and not run away from the slower ships?
5. I have always loved the rock, paper, scissors style of weaponry, no one weapon or weapon set will give u absolute supremacy over the seas there is always something out there to counter it, Will there be countermeasures for these new modules similar to missiles vs RA or ballistic vs LA?
6. "Some of the Modules have no maximum range and can even effect entire fleets on the World Map" does this mean only your entire fleet on the map or possibly mean yours and others fleets? (would be awesome to be able to form an armada of allies and move the same speed over the map screen)
I love the constant updates and changes to the game, keeps things fresh and interesting, however i do worry that all these new things will keep putting me(and others) further and further behind, especially since its another hull to build.
It sounds cool. But I have a back log of ships/fleets I have yet to build. It's hard to get excited about new tech when I have yet to really play with the old. And what about land, would we get another land tile?
THANK YOU TO EVERYONE AT KIXEYE FOR ALL YOUR HARD WORK ... CHEERS !!!
Even with the revisions, this still feels like a "Do it or die" type of "denhancement" to the game. Much like with SFB3 came to the game and the big coiners immediately coined up to SFB3 and threw it on Wolves. Dominance was felt for weeks if not months while everyone else caught up. The difference her is that we MUST make a new hull for it. Instead of making it take two Special slots or something like that, we have to do the research and build the hulls.
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.
Yes you can make four maxed-out ships, but just like now, then the fifth support ship has to be really light or it won't launch. No heavier than a marauder at most. They haven't said what the weight is going to be for the modules.
---
They also haven't said anything about ship speed. If it isn't equal with the other four ships it's going to take more micro to drive everything, and that's difficult enough in high lag situations as it is.
Although I do remember a time when nobody knew about arrow keys, everything was done by mouse, and nobody stacked. Those were some fun fights too. Messy, especially if your screen resolution was low and you had to do a lot of panning and multitasking to keep up with what all five ships were doing.
---
If stacking won't be possible, the only way I can see how this is going to work in a base attack is if there's a module that says "the bullet lands on whichever ship has the least current damage."
---
I'm kind of slowly wrapping my mind around what the difference is between these and specials. Specials affect the ship that it's installed on. Modules will affect ships other than the one it's installed on. Could be good. Could be bad. Depends how it's done.
Overall I'm kind of "meh" about the whole idea due to change overload. I'd like to see a big announcement when Kixeye is done introducing drastic game-changing elements and can officially declare it a complete game. These last few months, I feel like I'm having slow-motion ADHD. Make the **** goalposts hold still so I can actually play.
My Opinion....I have made it a point to help newer players learn this game. For most it takes months to learn the math. The game is complicated enough right now with weapons, armor, bonus, and so on. Lets make the game as user friendly as possible without overwhelming with stats. I coin alot but this turns me off. I have a hard time keeping up with the numbers required to even build a good fleet. OLD **** NAVY GUY....
How about an "Engineering Module", that when equipped, will SLOWLY repair the fleet while at sea. I'm not talking about enough repair to just stay at sea indefinitely, but just enough to maybe postpone the trip home for a bit.
that sounds pretty cool
Plasma, sector 208, sectors visited: 123.208.209.287.372.487
favorite ship I have: Battlecruiser:)favorite ship in game: Battlecruiser:)favorite forsaken ship: SeaScorpion.
favorite special: Guidance Scramblers. (you don't take damage if you don't get hit)
favorite weapon I have: Assault Missiles:)favorite weapon in game: Siege Mortar:)favorite forsaken weapon: Thud Cannons.
Plasma, level 45, ships won; Battlecruiser, Light Cruiser, Destroyer, frigate, Corvette, Leviathan A, SeaScorpion A.
Geeze just checking back and looks like 30 pages of "please don't do this" and "we need a refit dock" were deleted. So Ki$eye only allows the positive feedback to remain? Yeah that's helpful for us.
You obviously didn't read the first post. It's in big yellow letters for a reason.
You obviously didn't read the first post. It's in big yellow letters for a reason.
Then why open a forum for feedbacks? If all you want is a pad on your back and a "way to go, we love it" then fine...
But, that's not really what's beeing said here, the tactical ships will not only change FvF (what's left of it anyways) but in particular base attacks.
Hitting bases that has goliath's and dreads IS hard, one of the only way to get in, would be a pretty fast rushfleet. With the "aura"ships beeing able to hide in a channel, giving out the area of effect to the outher channel, while hidden by walls WILL slow down the rushfleet.
Mind you, most rushfleets takes 3-4 months to compleate.
So, back the the reason i quoted you, hamster.
It's actually BECAUSE of the insane buildtimes that I hate the idea of the tactical ships.
Its NOT a seperate issue, as you claim it is, it's very much THE reason why people cry out!
Geeze just checking back and looks like 30 pages of "please don't do this" and "we need a refit dock" were deleted. So Ki$eye only allows the positive feedback to remain? Yeah that's helpful for us.
When the feedback stays on topic and is constructive, it stays.
When all a post has it "It sucks, don't do it. We want a 2nd Shipyard" and similar junk that has already been noted and will be addressed, it has no business here.
Rumseeker
Lvl 34
Sector 361
ID 1122925
Browser: Firefox
OS: WIndows 7
"Kicking the crap out of RRs wherever they Frubble"
Then why open a forum for feedbacks? If all you want is a pad on your back and a "way to go, we love it" then fine...
But, that's not really what's beeing said here, the tactical ships will not only change FvF (what's left of it anyways) but in particular base attacks.
Hitting bases that has goliath's and dreads IS hard, one of the only way to get in, would be a pretty fast rushfleet. With the "aura"ships beeing able to hide in a channel, giving out the area of effect to the outher channel, while hidden by walls WILL slow down the rushfleet.
Mind you, most rushfleets takes 3-4 months to compleate.
So, back the the reason i quoted you, hamster.
It's actually BECAUSE of the insane buildtimes that I hate the idea of the tactical ships.
Its NOT a seperate issue, as you claim it is, it's very much THE reason why people cry out!
They already know that a drydock and lower build times is heavily requested, but this is not what this thread is about. It is for constructive feedback and criticism on this idea, not others.
My biggest problem with the new proposed tactical pods is the fact that they will mimic alot of whats researched in game already. Why sacrifice the power of a fleet to do what normal ships can already mostly do??
The pod that forces subs to surface alone will make subs all but useless. Already you have Laser Targeting and Sonar pods that take away a big advantage of these boats. Now you have a pod that forces them to surface. WHY then make ships that can fire torpedoes??? Subs are glass cannons. They deal heavy damage, but they cannot take the punishment, always have. Now with this, why spend the time and resources to go for subs when you can put that much more twords a better surface ship that will definitely survive alot longer??
Also
How for the love of Davy Jones does this NOT make the higher levels more powerful and -5 levels more and more helpless against them? Its already near impossible to protect yourselves from anyone +5 levels, let alone retaliate against them. And from what your saying by being heavy, how can the mid levels even think of using them in defense when the loss of firepower from even 1 ship already hurts too much as it is??? Do you actually think that a +5 will have trouble destroying this new ship rendering the fleet helpless? Whats to stop the few with the super raid hulls from just dominating everything even easier? Why attack a base with a Goliath or 3 standing guard with an pod ship slowing you down or reducing the damage(or BOTH), when you can go to Mr.-5 and walk thru on autopilot?
Pod ships in guard fleets....yeah... Bunker buster...oh well, NEXT. Have multiple pod ships? Why have a defense fleet?
The ONLY saving grace that this FORSAKEN technology could possibly be is to make it work for FORSAKEN ships and equipment, and against Draconian technology. Those with Draconian tech already have a huge advantage. Tac pods would only give them that much more...
First, it seems the majority consensus is this in not a wanted update. Just the thought of another hull to build is heartbreaking as I and most everyone haven't had time to build the hulls we have both won in raids or fleets of ships researched in the lab. The effects of these items could be easily added to an existing ship as an 'extra' slot for certain hulls but then again this adds to an already overburdened wait time for hull construction or refits. The build time issue needs to be solved first and as for the older or long time players being upset if you added a refit dock or other similar speed up, I think you will find that is not the case I have been playing a year now and am level 33 and would welcome the ability to actually build a good fleet in a decent amount of time instead of 12-18 days a ship and yes I do spend on some things. You really need to listen to your players before you lose them, this might be an update for the far future when other issues have been resolved.
They already know that a drydock and lower build times is heavily requested, but this is not what this thread is about. It is for constructive feedback and criticism on this idea, not others.
As Swag has already said:
...that applies to other requested items as well. This isn't a thread for wishes.
And it's not what i wrote, where did I ask for a drydock? I gave my feedback, that was (yet again) dodged, and not answered.
You choose to attack the line, where I said WHY i felt that way, but the feedback itself? Not answered, at all.
And it's not what i wrote, where did I ask for a drydock? I gave my feedback, that was (yet again) dodged, and not answered.
You choose to attack the line, where I said WHY i felt that way, but the feedback itself? Not answered, at all.
You realize my original post wasn't even directed at you, right? The following post wasn't directed at your post either, but rather the response you made about my original post.
My biggest problem with the new proposed tactical pods is the fact that they will mimic alot of whats researched in game already. Why sacrifice the power of a fleet to do what normal ships can already mostly do??
The pod that forces subs to surface alone will make subs all but useless. Already you have Laser Targeting and Sonar pods that take away a big advantage of these boats. Now you have a pod that forces them to surface. WHY then make ships that can fire torpedoes??? Subs are glass cannons. They deal heavy damage, but they cannot take the punishment, always have. Now with this, why spend the time and resources to go for subs when you can put that much more twords a better surface ship that will definitely survive alot longer??
I can understand what you are saying but if you read the description of the module, for it to work it has to be in relatively close proximity to the ships for it to function. Exactly what that proximity is has not been elaborated upon yet. Subs will still be what they are and have been and this will not take away from that.
How for the love of Davy Jones does this NOT make the higher levels more powerful and -5 levels more and more helpless against them? Its already near impossible to protect yourselves from anyone +5 levels, let alone retaliate against them. And from what your saying by being heavy, how can the mid levels even think of using them in defense when the loss of firepower from even 1 ship already hurts too much as it is??? Do you actually think that a +5 will have trouble destroying this new ship rendering the fleet helpless? Whats to stop the few with the super raid hulls from just dominating everything even easier? Why attack a base with a Goliath or 3 standing guard with an pod ship slowing you down or reducing the damage(or BOTH), when you can go to Mr.-5 and walk thru on autopilot?[\QUOTE]
You can choose to look at it like that but to be honest. Since this is Forsaken Tech and not a BP or something that can only be won in a raid or event this means that ANY player can have it. [\QUOTE]
Pod ships in guard fleets....yeah... Bunker buster...oh well, NEXT. Have multiple pod ships? Why have a defense fleet?
The ONLY saving grace that this FORSAKEN technology could possibly be is to make it work for FORSAKEN ships and equipment, and against Draconian technology. Those with Draconian tech already have a huge advantage. Tac pods would only give them that much more...
Rumseeker
Lvl 34
Sector 361
ID 1122925
Browser: Firefox
OS: WIndows 7
"Kicking the crap out of RRs wherever they Frubble"
I can understand what you are saying but if you read the description of the module, for it to work it has to be in relatively close proximity to the ships for it to function. Exactly what that proximity is has not been elaborated upon yet. Subs will still be what they are and have been and this will not take away from that.
With sonar3+detection range of a stalker, you actually think those pod ships wont get in on any enemy sub? There isn't alot of room on a combat map, and herding subs is a heck of alot easier than people think. Yes we dont know exactly what "brought into close proximity with the enemy fleet" is, but for it to even be used over the normal tactic of hunting subs, its got to be nice to give up a ship in the fleet to use it!
Let's make sure we keep this thread on track. Be sure to follow up your opinion with exactly why you feel the way you do. Keep it respectful or it will not stay. Thanks.
Why do you want to create a force field when we already have bubbles? I know everyone that I talk to in sector 3 wants to Ship design and refit at the same time. They don't want something like this.
Ok for my first comment after being banned 0ver this topic in the forums I will say this. You have a fine game here.if certian problems were repaired it would be awesome. As for this proposed upgrade....Sorry don't see a need at all in any way, It reeks of things from other games....Keep Battle Pirates pure...what it has aways been a battle game...you join and fight your way up just like guys like me did. Work hard fight hard you'll get there. You already have yr eletronic warefare weapons in the form of scrambler, laser and sonar, please keep the game as realistic as possibe is all I ask
player ID 56643, start date 28 march 2011.....Lvl 103.... BLACK PIRATES FOREVER
Q: how will your foe know if you have a Module on board your fleet, will it show a color or do they just find out when in battle ??? And will the Modules be a blueprint in salvage fleets to find and then research ???? . I would like to see the 2nd ship yard just to repair and refit fleets, If you check that is One thing we are all asking you for Please look it to it ASAP.
First, Tactical Lab, even sea-based, cannot hide within 85 landfills. So with a lot of researches they carry, if we got rim job everyday, when we can finish it?
Second, we have A LOT of hull already, which we never have time to build even one ship, so would we need other Tactical hulss?
Third, it is the pirate world not magic world, we do not need any aura, buff, spell, or whatever magical effects.....
Forth, we want ALL your " separate dedicated resources" focus on fixing bugs and glitches which prevent us enjoy playing BP.
Finally, when you said you will adjust after player feedback, please do it. Listen to our feedback.
WE (at least me) DO NOT WANT THE MAGIC PIRATE !!!:mad:
I BOUGHT the Barracuda, Goliath, Strike Cruiser, Destroyer, Light Cruiser, Battle Cruiser, Battle Ship, Dread-X, Spectre, Corvette, HH-B and more event-hull-prizes.
I agree this new hull is stupid, theres no point in it
My major concern with this feature is adding yet another hull to an already backlogged build list, as I'm sure you are aware many many many players are over 6 months(if they are lucky, more like over a year for most) behind building ships and adding in another hull only extends that time frame.
A few questions come to mind when thinking about this feature;
1. When you say this, "It has also been given additional light armament" what does that mean specifically? Will the hull come fitted with weaponry that remains the same for all players? or does it have weapon slots like other ships with a low total weight?
2. Will these new hulls be refittable? or will we need to build a new one every time we want to switch out the modules?
3. When using the sub hunter module will it force the subs to the surface for a specific amount of time or only when in range of the tactical hull? Furthermore will it affect a sub with nautical batteries or cat drive differently then subs without those specials?
4. Will the combat speed of the new hull be variable? What I mean is will it be one set speed similar to other hulls? or can it be changed to match the combat speed of the ships in the fleet it is put into? In other words can it keep up with the fast ships and not run away from the slower ships?
5. I have always loved the rock, paper, scissors style of weaponry, no one weapon or weapon set will give u absolute supremacy over the seas there is always something out there to counter it, Will there be countermeasures for these new modules similar to missiles vs RA or ballistic vs LA?
6. "Some of the Modules have no maximum range and can even effect entire fleets on the World Map" does this mean only your entire fleet on the map or possibly mean yours and others fleets? (would be awesome to be able to form an armada of allies and move the same speed over the map screen)
I love the constant updates and changes to the game, keeps things fresh and interesting, however i do worry that all these new things will keep putting me(and others) further and further behind, especially since its another hull to build.
UNT_GI-JOE_NWO
Current Level: 56
Current Sector: 379
Sectors Visited: 337, 338, 145, 461, 372, 14, 260, 70, 374, 427, 245, 352, 379
no the lab will sit on the water so no land needed
Yes you can make four maxed-out ships, but just like now, then the fifth support ship has to be really light or it won't launch. No heavier than a marauder at most. They haven't said what the weight is going to be for the modules.
---
They also haven't said anything about ship speed. If it isn't equal with the other four ships it's going to take more micro to drive everything, and that's difficult enough in high lag situations as it is.
Although I do remember a time when nobody knew about arrow keys, everything was done by mouse, and nobody stacked. Those were some fun fights too. Messy, especially if your screen resolution was low and you had to do a lot of panning and multitasking to keep up with what all five ships were doing.
---
If stacking won't be possible, the only way I can see how this is going to work in a base attack is if there's a module that says "the bullet lands on whichever ship has the least current damage."
---
I'm kind of slowly wrapping my mind around what the difference is between these and specials. Specials affect the ship that it's installed on. Modules will affect ships other than the one it's installed on. Could be good. Could be bad. Depends how it's done.
Overall I'm kind of "meh" about the whole idea due to change overload. I'd like to see a big announcement when Kixeye is done introducing drastic game-changing elements and can officially declare it a complete game. These last few months, I feel like I'm having slow-motion ADHD. Make the **** goalposts hold still so I can actually play.
(o.o)
(")(")*
Will these aura's persist thru death? If the E-War ship is sunk, will the rest of the fleet still retain its aura bonuses?
If not, I don't see it being viable for a lot of FvF scenarios, specifically working in tandem with 4 submarines.
So, is it the intention of the Dev's and Powers-That-Be to allow the aura to persist thru death? Or not.
that sounds pretty cool
favorite ship I have: Battlecruiser:)favorite ship in game: Battlecruiser:)favorite forsaken ship: SeaScorpion.
favorite special: Guidance Scramblers. (you don't take damage if you don't get hit)
favorite weapon I have: Assault Missiles:)favorite weapon in game: Siege Mortar:)favorite forsaken weapon: Thud Cannons.
Plasma, level 45, ships won; Battlecruiser, Light Cruiser, Destroyer, frigate, Corvette, Leviathan A, SeaScorpion A.
favorite ship I have: Battlecruiser:)favorite ship in game: Battlecruiser:)favorite forsaken ship: SeaScorpion.
favorite special: Guidance Scramblers. (you don't take damage if you don't get hit)
favorite weapon I have: Assault Missiles:)favorite weapon in game: Siege Mortar:)favorite forsaken weapon: Thud Cannons.
Plasma, level 45, ships won; Battlecruiser, Light Cruiser, Destroyer, frigate, Corvette, Leviathan A, SeaScorpion A.
You obviously didn't read the first post. It's in big yellow letters for a reason.
Then why open a forum for feedbacks? If all you want is a pad on your back and a "way to go, we love it" then fine...
But, that's not really what's beeing said here, the tactical ships will not only change FvF (what's left of it anyways) but in particular base attacks.
Hitting bases that has goliath's and dreads IS hard, one of the only way to get in, would be a pretty fast rushfleet. With the "aura"ships beeing able to hide in a channel, giving out the area of effect to the outher channel, while hidden by walls WILL slow down the rushfleet.
Mind you, most rushfleets takes 3-4 months to compleate.
So, back the the reason i quoted you, hamster.
It's actually BECAUSE of the insane buildtimes that I hate the idea of the tactical ships.
Its NOT a seperate issue, as you claim it is, it's very much THE reason why people cry out!
When the feedback stays on topic and is constructive, it stays.
When all a post has it "It sucks, don't do it. We want a 2nd Shipyard" and similar junk that has already been noted and will be addressed, it has no business here.
Lvl 34
Sector 361
ID 1122925
Browser: Firefox
OS: WIndows 7
"Kicking the crap out of RRs wherever they Frubble"
They already know that a drydock and lower build times is heavily requested, but this is not what this thread is about. It is for constructive feedback and criticism on this idea, not others.
As Swag has already said:
...that applies to other requested items as well. This isn't a thread for wishes.
http://forums.kixeye.com/showthread.php?t=243951
The pod that forces subs to surface alone will make subs all but useless. Already you have Laser Targeting and Sonar pods that take away a big advantage of these boats. Now you have a pod that forces them to surface. WHY then make ships that can fire torpedoes??? Subs are glass cannons. They deal heavy damage, but they cannot take the punishment, always have. Now with this, why spend the time and resources to go for subs when you can put that much more twords a better surface ship that will definitely survive alot longer??
Also
How for the love of Davy Jones does this NOT make the higher levels more powerful and -5 levels more and more helpless against them? Its already near impossible to protect yourselves from anyone +5 levels, let alone retaliate against them. And from what your saying by being heavy, how can the mid levels even think of using them in defense when the loss of firepower from even 1 ship already hurts too much as it is??? Do you actually think that a +5 will have trouble destroying this new ship rendering the fleet helpless? Whats to stop the few with the super raid hulls from just dominating everything even easier? Why attack a base with a Goliath or 3 standing guard with an pod ship slowing you down or reducing the damage(or BOTH), when you can go to Mr.-5 and walk thru on autopilot?
Pod ships in guard fleets....yeah... Bunker buster...oh well, NEXT. Have multiple pod ships? Why have a defense fleet?
The ONLY saving grace that this FORSAKEN technology could possibly be is to make it work for FORSAKEN ships and equipment, and against Draconian technology. Those with Draconian tech already have a huge advantage. Tac pods would only give them that much more...
Lying isn't exactly a bannable offense
And it's not what i wrote, where did I ask for a drydock? I gave my feedback, that was (yet again) dodged, and not answered.
You choose to attack the line, where I said WHY i felt that way, but the feedback itself? Not answered, at all.
You realize my original post wasn't even directed at you, right? The following post wasn't directed at your post either, but rather the response you made about my original post.
I can understand what you are saying but if you read the description of the module, for it to work it has to be in relatively close proximity to the ships for it to function. Exactly what that proximity is has not been elaborated upon yet. Subs will still be what they are and have been and this will not take away from that.
Lvl 34
Sector 361
ID 1122925
Browser: Firefox
OS: WIndows 7
"Kicking the crap out of RRs wherever they Frubble"
With sonar3+detection range of a stalker, you actually think those pod ships wont get in on any enemy sub? There isn't alot of room on a combat map, and herding subs is a heck of alot easier than people think. Yes we dont know exactly what "brought into close proximity with the enemy fleet" is, but for it to even be used over the normal tactic of hunting subs, its got to be nice to give up a ship in the fleet to use it!
Lying isn't exactly a bannable offense
Needs answering
PS,
Swag you're awesome