Advent Change Speculations

"What If's?"

Regarding Advent.  What ideas do you have for Advent balance/abilities and what do you think of others given here?  I played the first six months as Advent only and stopped due to the abuses possible with them at the time.  I'm ready to see them returned to balanced glory darn it!

Here's some of mine.

Turret Martyrdom--let's Advent turrets fire a single very long range and high damage beam at single target and then self-destruct.

Adjudicator Focus--let's the Solanus Adjudicator focus fire for increased damage versus a single target for a short amount of time.

Turret Ranging--let's turrets fire a weaker beam at longer ranges for a short period of time.

Fighter Martyrdom--let's Advent strikecraft suicide strike and do damage as phase type weapons for a single suicidal attack (imagine the cool graphics here).

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Reply #1 Top


Turret Martyrdom--let's Advent turrets fire a single very long range and high damage beam at single target and then self-destruct.
End of quote

I wouldn't make it destroy the turret, just have a really long reload time / use a LOT of anti-matter. This could be a 'loyalist'/'rebel' ability? Loyalist or Rebel would have stat effects.

Adjudicator Focus--let's the Solanus Adjudicator focus fire for increased damage versus a single target for a short amount of time.
End of quote

Yes, an ability 'ish' that would be similar to what is on the Kanraks for Vasari. (Again, a Loyalist/Rebel ability?) Loyalist or Rebel would have stat effects.

Long Turret Ranging--let's turrets fire a weaker beam at longer ranges for a short period of time.
End of quote

This again should be an ability upgrade that is available. Perhaps the other choice for an ability could be 'short turret ranging'.

Fighter Martyrdom--let's Advent strikecraft suicide strike and do damage as phase type weapons for a single suicidal attack (imagine the cool graphics here).
End of quote

While this is cool ... I think it needs to be tweaked. Rather than suicide as an actual ability (since they are re-working strikecraft anyways) why not make it a 'if below x health' it detonates it's systems / soul / whatever-juice next to an enemy craft. The resulting phasic radiation bypasses shields?

Reply #2 Top

I just want to see a strikecraft kamikaze into a titan and explode in a little nuclear explosion.

No idea on who/what of the new factions will get what.  Have to wait and see on that.

The idea isn't to make the Advent unassailable and all powerful.  Their turrets can often be massacred by stand off fire and if you are going to lose a turret, might as well take something with you.  In fact, letting turrets have a single, suicidal "cleansing brilliance" would work nicely.

Reply #3 Top

 

Quoting Sinperium, reply 2
I just want to see a strikecraft kamikaze into a titan and explode in a little nuclear explosion.

No idea on who/what of the new factions will get what. Have to wait and see on that.
End of Sinperium's quote

Mod in an upgrade for Advent SC that have been converted into mines that gives them a lot more explosive power and looks like a mushroom cloud on impact.  They already fly around and get all kamikaze on you.

 

Reply #4 Top

We should concentrate more on enhancing the synergy between culture, military, economy and fleets.

 

.They should put the culture temple at tier 1 to make it and its research cheaper.

.Culture spread rate bonuses to shield mitigation shud be 4% by tier 4. not 2%.

.The three beam range upgrades at the end of the beam upgrades should be broken down into 3 and put in the beam dps upgrades starting at tier 3.

.All advent worlds shud also get a 10% reduction in the unit production time within culture.

.Each trade port should increase the  population by 1% for its planet.

.The capital ship speed boost shouldn't be a trade pact but a tier 5 research.

.Each adjudicator should reduce the enemies phase jump inhibitor effect by subtracting 200% "3 adjudicators as artillery can also be your escape plan."

 



Reply #5 Top

Those are good suggestions RiddleKing.

I'd love to see the strengths and weaknesses played out more "in character".  The TEC relies on commerce and it would be great to entwine that directly with their military strategy.  Embargo does that but I have considered things like TEC trade/refinery craft being able to "see" like scouts do.

I'd like to see the Vasari ability to project culture be totally reliant on the presence of their capital ships in a system but to make them very resistant to culture attacks.

Tying Advent specialties to "within culture" is a great idea for lots of things.

Reply #6 Top

Thanks.

 

1.vasari will loose there ability to colonize fast enough and loose games if culture spread is dependent on capital ships. (more than 1 to overcome 1 planet -if they can survive long enough).

2.We shouldnt give other race culture spread bonuses because it nerfs the advent advantage in that field. 

 

Reply #7 Top

I'd like to see the Vasari have the ability to resist Advent culture but need their caps to overcome the Advent's maximum culture at a world. They could still be competitive in the earlier game in culture if they chose to develop it before the Advent focused on it and I still would want them to broadcast their culture--just not at a level without caps that could overcome Advent culture.

It would be interesting to balance culture like this and then allow the TEC to lower enemy culture when their trade ships/ports are present though this probably would not be as easy for TEC to strategize for conquest.  It would make the TEC reliant on their trade ports for security which is pretty realistic for them.  Without trade, where would TEC culture be?

So Advent would broadcast strong culture, the Vasari would need to broadcast and add capitals to overcome that and the TEC would need trade ports in-system to secure them from maximum Advent culture.  TEC trade ships would slightly decrease enemy culture in any system they were in.

 

Reply #8 Top


Regarding Advent.  What ideas do you have for Advent balance/abilities and what do you think of others given here?  I played the first six months as Advent only and stopped due to the abuses possible with them at the time.  I'm ready to see them returned to balanced glory darn it!

Here's some of mine.

Turret Martyrdom--let's Advent turrets fire a single very long range and high damage beam at single target and then self-destruct.

Adjudicator Focus--let's the Solanus Adjudicator focus fire for increased damage versus a single target for a short amount of time.

Turret Ranging--let's turrets fire a weaker beam at longer ranges for a short period of time.

Fighter Martyrdom--let's Advent strikecraft suicide strike and do damage as phase type weapons for a single suicidal attack (imagine the cool graphics here).

End of quote

Doesn't one advent ship already have the "I KILL U!" ability, why depress it more by giving it to fighters.

Turret Ranges for all races need 1.5x base range buff.

 

Reply #9 Top

Quoting SemazRalan, reply 8

Doesn't one advent ship already have the "I KILL U!" ability, why depress it more by giving it to fighter?
End of SemazRalan's quote

It's the allure of the suicidal fireball...we want's it.  *_*

I think being able to research turret range and damage for all races would be good.

Reply #10 Top

I think the kamikaze turret ability should be more of a "overload weapons" that disables the turret for some time after firing, instead of blowing it up. You could argue that it completely overheats and needs time to cool down.