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Point Defense & Frigate Rework #110

@CaptainX3

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@CaptainX3

From the NSC Suggestions Forum:

Stemming from the earlier discussion about Harpoon and Frigate’s lack of defined role, I have some ideas for making frigates meaningful throughout the game. Dovetailing with this, I have some ideas for fleshing out PD weapons.

First, PD. We have several levels of Kinetic, several levels of Energy, and then kablammo, Harrington Missile Pods. I would expand the HMP into an equivalent tiered series of explosive/missile PD weapons (ie, slot three techs under the HMP), and balance HMP against Web Slingers and Nanite Flak. To differentiate the types more, I suggest the following:

Energy: average range, average accuracy, poor tracking, good reload
Kinetic: shorter range, good accuracy, average tracking, average reload
Missile: longer range, average accuracy, good tracking, poor reload

…reflecting the pros and cons of directed energy, short range gun/flak, and powered interceptor weapons. I would also reign in the ranges slightly (20/25/30 rather than 30/30/40), to reduce PD’s ability to outstrip S weapons.

Dovetailing this with the Frigate - add a ship-unique module that buffs PD stats, particularly range (bonus points if it can reduce the energy cost of PD). Add an improved version of this as part of the Escort Frigate tech. This should make them much more valuable for protecting capital ships against missile and fighter swarms as the game progresses. Escort Frigate ship sections have enough flexibility to let players do this while keeping a G mount, if desired.

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