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better abilities for wraith titans

Open jhuddle1 opened this issue 5 years ago • 6 comments

something feels off about the wraith titans, the super hive should have zpm overload, slug fire were you launch higher yield plasma at a opponent like in the show, and subjugation like on the sokar titan, and culling ability along w the siren call and suicide darts. THE quicksilver hive should have expanded hangers , a targeting system trait, and maybe shield overload or a absolute defense ability ? just my thoughts on the hive titans, the other hives are done so well that the titans feel rushed

jhuddle1 avatar Dec 30 '19 20:12 jhuddle1

You are correct - they are not done. The Wraith have a bit to go before they're release ready - balance and abilities being the main things to work on now. Appreciate the thoughts and I'll see about adding some of those additional abilities. Not sure about the shield one as I don't think the wraith have shields, but a similar one that works on hull regen would be cool.

eljeffeg avatar Dec 30 '19 22:12 eljeffeg

Pushed up some changes for additional Titan abilities. Also removed all Wraith shields. Tried to adjust some of the armor and hull, but it will take a bit of feedback to help balance out what ships are relatively too weak or too powerful.

eljeffeg avatar Dec 31 '19 05:12 eljeffeg

More than happy to provide feedback, I'll treat it it when I get home tonight. Shouldn't Todd and Michael have zpm abilities ? Todd used zpms way more and helped develop the superhive

jhuddle1 avatar Dec 31 '19 06:12 jhuddle1

after playing a round in both the super hive and the quicksilver, I think they both need dart upgrades, like have the super spawn 20, and quicksilver 30, remember the hives depend on darts as both defense and offense and as well as culling the planets ? so they would need massive amounts of darts. ingame at least increase the titans dart capacity especially if they got suicide darts. Second the super hive needs not only the zpm overload capability, but the ability to do something like a heavy salvo, the snipe ability is a good start, however this is supposed to be the most advanced hive to date, so it should incorporate some new and interesting weapons. The super also was gonna go colonize earth on its own without the aid of any other vessels, so it not only should have the culling wave ability but some ability to take over a planet instantly. I can forgive the quicksilver since this is a ingame model, but the lore behind the super should make it the most deadly ship next to the euphus titan and the anubis titan.

On Mon, Dec 30, 2019 at 10:13 PM jhuddle.09 [email protected] wrote:

More than happy to provide feedback, I'll treat it it when I get home tonight. Shouldn't Todd and Micheal have zpm ablities ? Todd used zpms way more and helped develop the superhive

Sent from my Sprint Samsung Galaxy Note10.

-------- Original message -------- From: ElJeffe [email protected] Date: 12/30/19 9:06 PM (GMT-08:00) To: StargateInvasion/SGI [email protected] Cc: jhuddle1 [email protected], Author [email protected] Subject: Re: [StargateInvasion/SGI] better abilities for wraith titans (#119)

Pushed up some changes for additional Titan abilities. Also removed all Wraith shields. Tried to adjust some of the armor and hull, but it will take a bit of feedback to help balance out what ships are relatively too weak or too powerful.

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jhuddle1 avatar Dec 31 '19 09:12 jhuddle1

We currently don't have the Wraith having a ZPM natively. They have to find one on a planet (artifact) to gain the research. So I've avoided using language that suggests a ZPM is powering an ability unless you want that ability dependent on an artifact.

I've maxed out the number of abilities that I think we can put on a Titan, so changes would require we swap it for an existing ability or somehow combine abilities if possible. Will adjust the darts.

eljeffeg avatar Dec 31 '19 13:12 eljeffeg

Currently the Sokar Titan has the Repossession ability that can take over a planet.

eljeffeg avatar Dec 31 '19 13:12 eljeffeg