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Dreadnought (UPGRADE!) |
Enterprise Chief Marshal
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2003-07-30 22:22  
First and foremost this isnt one of those posts that COMPLETELY revamps the basic idea of the Admiral Class Dreadnoughts.
It just points out a few things that should be comprised of these Dreadnoughts to restore the faith they lost long, long ago.
Now, the basic concept of a Dreadnought is that it is a slow, heavy, bulky, powerful force that relys on the help of smaller craft to defend it BUT also to defend itself temporaily until you can get out, or defend.
What the Dreadnought concept in DS is , a slow, heavy, not so powerful force that is a literal walking coffin.
In past times the Dreadnought used to be one of those things where when it showed up, unless you had a few torp crusiers backing you up, your going to be fried. But do to modifications they were bumbped down so they REQUIRE smaller ships to help them around, and sometimes that isnt even remotely useful.
Now the Dreadnoughts, specifically the EAD,AD, and Gangila, are very powerful ships indeed but in order to do any dammage you need smalelr forces to defend you, but what abotu Defending yourself, what does these ships have in common that makes them so suceptiple to dieing so easily?
The answer is simple, lack of specific long range and short range weapons.
Although yse EAD, ADs torps can be modded for Missles, it makes no point when you need those torps for Mid range kick-ass.
Also, what th ehuman factions need is a type of device that resmbles the Auto Repair on K'luth ships but with a limit, such as 100 repair.
So here is what im proposing.
Elite Asault Dreadnought
4x IE Drives (This is good, stays the same)
1 Jd Drive
1 ECM
1 ECCM
1 Sensor Slot Add here.
1 Human Auto Repair System Added.
6 Torpedos (This stays(
4 Cl550s (Typo needs to be fixed on these.)
3 Cl1000s
1 CL2000 (If oyu want, subtract a Cl500 for a CL 2000)
And the Armor Yadadadayada.
Weapon Additons.
3 - 4x Fighter bays for long range support.
2 - 3x Missle bays for Medium - Long range support
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Thats about it for the EAD, for the AD its the same weapon config, same things as the EAD but...
Replace the 4 Rail Guns with 2c Missle Slots.
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For the K'luth its a little Differebtm I personally think K'luth need a new laser, as many other people, a heavy and light disruptor, should that ever happen, this would be the Config.
Take the 6 current lasers and put 3 of them as light Disruptors, and add one Heavy Disruptor for 4 Heavy Ruptors.
Also Adding 1 Torpedo . 1 Sensor Slot , and Fighter Slots wil lbe added.
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Now wit hthis config, this means that the Dreadnoughts can fend for themselves until help arives. Maybe there should be only 2 Fighter bays instead of one, you ppl can decide on that.
This way the Dreadnoguhts can fight on their own, but not forever.
-Ent
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A Troll =SSC= Cadet
Joined: August 15, 2002 Posts: 302 From: New Orleans,Louisiana
| Posted: 2003-07-30 22:30  
sounds good
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Starrest {SNM} {C?} Cadet
Joined: August 27, 2001 Posts: 119
| Posted: 2003-07-30 22:34  
Wow...i would love to see a Light Disruptor...prolly the most effective chance to add balance.
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Kaine Darkheart -SO- Grand Admiral Deicide
Joined: March 30, 2002 Posts: 458 From: Oshkosh, Wisconsin
| Posted: 2003-07-30 22:37  
wow finally somethin thats balanced!!!! WOAH!!!
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2003-07-30 22:40  
all that does is make a jack of all trades ship
there's no reason to fly anything else.
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Da Dude 1st Rear Admiral
Joined: January 31, 2003 Posts: 94
| Posted: 2003-07-30 22:42  
those dreads are short range only...
the fighters are a good addition. But if i had an AC i could still pulse the incoming fighters and pound you from a distance.. the long range "cannon" slot would come in handy here.
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Malduc{-GTN-} Cadet
Joined: January 19, 2003 Posts: 544 From: New Jersey
| Posted: 2003-07-30 22:44  
I'd like to see some revamping of the current dread. Maybe some heavier armor for the UGTO faction and a new heavy shield for ICC. Either that or more armor slots for the heavy assault type dreads, and maybe the battle/combat dreads as well. I don't think a carrier/command/bomber dread should have the same shielding/armor as a heavy combat or assault type dread. I think the lighter dreads should have the same armor and beef up the combat and assault. I don't think two kluth dessies should have an easy time killing an EAD like they sometimes do. I think there should be an extra layer of heavy armor rear, and light armor sides (upgradable to heavy). That would make these Assault ships the powers they are supposed to be.
Malduc
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4cemje Cadet
Joined: August 25, 2002 Posts: 211
| Posted: 2003-07-30 23:36  
Dreads are already quite powerful and preform very nicely with appropriate support. However both Armor and Shield tweeks would get them to fit better to the type of ship(large ass warship). More weapons would only move them into the UBER catagory and they would quickly become the only ship flown.
[ This Message was edited by: 4cemje on 2003-07-30 23:37 ]
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Enterprise Chief Marshal
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2003-07-30 23:45  
It is not necissarily a Jack - Of - Al l- Trades ship, thats what the Gnagila currently is, so no complainin'.
Its a ship that allows long and short range support for itself (for a limited time) and for others when needed.
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DOM700 [-IMO-] Fleet Admiral
Joined: July 26, 2001 Posts: 3175 From: Eckental, Germany, Sol-System
| Posted: 2003-07-31 02:50  
I don't see any reason to change dreads right now, the only thing is that their armor/shielding will be stronger because they are the larger ships
If you got torps and therefore lack in missiles, then it's your stupidity that drove you into this situation
If you cannot kill the dessie that keeps flying around you then you got escort
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2003-07-31 13:49  
It's a Jack-of-all-trades ship because it is strong at all ranges. I mean. if you did that, then you'd have to add more stuff to all dreads....for instance...a carrier dread would have to mount more fighters, some missiles, and some torps, to stay competetive
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Malduc{-GTN-} Cadet
Joined: January 19, 2003 Posts: 544 From: New Jersey
| Posted: 2003-07-31 14:39  
Yea 4c, I agree, I think the weapons on the dreads are good, maybe revamping the ICC combat dread slightly, but more armor/shielding would be very nice, especially in the rear do to the lack of a turning radius for them. Even active shields are kind of weak, so either beefing up the strength of shields/armor, adding a new type of heavier armor/shields, or adding more armor/shield slots for the heavy dreads.
Malduc
_________________ The Bond of Brotherhood Shall Never Be Undone.....Nor Shall The Legacy of the Fleet Once Known as GTN
One Creed, One Bond, One FLEET.
Honor Is All
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Pope Fleet Admiral
Joined: June 11, 2002 Posts: 2449 From: World of tomorrow
| Posted: 2003-07-31 14:58  
i think almost everyone who reflects on the topic a bit would come to the conclusion that as long as we have the absolute ship speeds and hard limits, armor and hull are what dreadnoughts are lacking.
especially armor.
and i dont have to point the dev team to the numbers they certainly know..
i strongly hope to see scaled armor/shield strenghts go into 1.4.82, because hull really shouldnt be there to absorb damage.
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Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2694 From: tsohlacoLocalhost
| Posted: 2003-07-31 15:07  
i personaly thing if you add these than a FA for station may be changed to this
stations = Admiral
heavy dreads = Fleet Admiral
just a idee becous that would make them harded for the players to gain
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Jim Starluck Marshal Templar Knights
Joined: October 22, 2001 Posts: 2232 From: Cincinnati, OH
| Posted: 2003-07-31 16:15  
Dreads don't need extra missiles or fighters to be effective against smaller ships flying circles around them. Just give them more Weapon slots, so they can mount Psi Cannons or something.
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