Cruiser Command

Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.


It is currently Thu Jan 17, 2019 3:20 pm

All times are UTC - 5 hours




Post new topic Reply to topic  [ 20 posts ]  Go to page 1, 2  Next


 Post subject: Subjugator revamp
PostPosted: Sun Mar 08, 2015 11:53 pm 
User avatar
Creator
Joined: Sat Jun 16, 2012 5:00 pm
Posts: 1027
Location: In the SC2 Editor
Wiki edits: 115
Offline
I want more abilities for the subjugator, and also upgrades for it. Come with ideas!

_________________
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.


Top
 Profile  
 

 Post subject: Re: Subjugator revamp
PostPosted: Mon Mar 09, 2015 12:04 am 
User avatar
CCI
Joined: Sat Jan 25, 2014 2:56 am
Posts: 271
Wiki edits: 22
Offline
Dreadnought wrote:
Subjugators, they are weak. They only start with 200 health. increase starting health from 200 to 400 health, also increase inventory size from 6 to 9. Their shield is strong, you can hold a lot of damage off, i like it, as you have to get passed the shield to get the subjugator, where you are also vulnerable to its quantum surge, while the damage is not great, it slows your ship, which can be deadly. The auto turrets, i think they are to weak, we nerfed them to much, in the early game they are pretty decent (if you get a subjugator out that early) but in the late game they barely make a dent in even miners. Add a damage upgrade for auto turrets.
(Suggestion: 2 auto turret upgrades. 1) Requires Tier 2 40b40r 2) Requires Tier 3 60b 60r. Each upgrade increases auto turret damage by 40% Totaling it to 80% or 21/27 damage per shot please keep in mind that subjugator auto turrets only do 15 damage per shot unupgraded, and its only mildly strong early game, enemy ships like wraiths, miners and corvettes will have over 100% hull increase, faster speed, and stronger enemy BC support plus the fact that they are tier 2 and 3 locked and cost a lot of money)

_________________
You merely adopted Cruiser Command. I was born in it, molded by it.

One day a wise man introduced me to this game. "It shall protect your virginity, my lad" he said.

Dont touch me you filthy casual.


Top
 Profile  
 

 Post subject: Re: Subjugator revamp
PostPosted: Mon Mar 09, 2015 12:04 am 
User avatar
CCA
Joined: Wed Jan 23, 2013 6:00 pm
Posts: 241
Location: Baden-Württemberg, Germany, EU
Wiki edits: 0
Offline
Minesweeper upgrade
Cost: 30/30/0/5

Destroys all mines in a small to medium-sized radius around the Destroyer.
Cooldown: 8 - 12 seconds.


Top
 Profile  
 

 Post subject: Re: Subjugator revamp
PostPosted: Mon Mar 09, 2015 12:20 am 
User avatar
CCI
Joined: Sat Jan 25, 2014 2:56 am
Posts: 271
Wiki edits: 22
Offline
Degra wrote:
Minesweeper upgrade
Cost: 30/30/0/5

Destroys all mines in a small to medium-sized radius around the Destroyer.
Cooldown: 8 - 12 seconds.

Ima Dreadnought all over that idea.
Instead of an instant kill every now and then...(which i would like to add, wouldnt work because a minelayer can easily lay new mines it has lost unless you made the AOE so huge that it would be kinda pointless and "not cool" because of how generic it is ~_~)
Subjugators will activate and drain energy (10e/s) and pull mines in a large radius around the subjugator towards itself (mine magnet). When the mines reach the subjugator it will destroy the mines (in melee range). This not only will look cool ;) it will also put a subjugator at a disadvantage while countering the minelayer as it has to be alone, else allied ships could be struck by oncoming mines on accident, and enemy ships can gang up on a subjugator (though it might have minelayer support because of course minelayers arent affected by enemy mines). :mrgreen:

_________________
You merely adopted Cruiser Command. I was born in it, molded by it.

One day a wise man introduced me to this game. "It shall protect your virginity, my lad" he said.

Dont touch me you filthy casual.


Top
 Profile  
 

 Post subject: Re: Subjugator revamp
PostPosted: Mon Mar 09, 2015 12:28 am 
User avatar
CCI
Joined: Sat Jan 25, 2014 2:56 am
Posts: 271
Wiki edits: 22
Offline
Energy Extractor - 20y 100b 10g

Costs 500 energy. Mid-Close range (like quantum surge close) Steals up to 500 energy, and their energy transfer (ionic, nanite, plasma). Does not give said energy and transfer to subjugator, but the subjugator can apply the energy and transfer to an allied ship.
(Finally a proper counter to energy transfers, without needing one yourself, and dealing with kamikaze miners and wraiths)

_________________
You merely adopted Cruiser Command. I was born in it, molded by it.

One day a wise man introduced me to this game. "It shall protect your virginity, my lad" he said.

Dont touch me you filthy casual.


Top
 Profile  
 

 Post subject: Re: Subjugator revamp
PostPosted: Mon Mar 09, 2015 4:06 pm 
User avatar
CCA
Joined: Thu Sep 05, 2013 10:13 am
Posts: 363
Wiki edits: 0
Offline
Can we let the subjugator energize other ships? basically the science zap (+ionic/nanite) - this can be an upgradeable ability

also more energy regen for the subjugator, can we make quantum pulse steal energy from other ships and add it to the subjugator's own energy? (and also upgrades to increase its range)

Dreadnought wrote:
Energy Extractor - 20y 100b 10g


just add it to the effects of quantum surge, don't create a new ability

_________________
Image


Top
 Profile  
 

 Post subject: Re: Subjugator revamp
PostPosted: Tue Mar 10, 2015 2:05 pm 
User avatar
CCI
Joined: Sat Jan 25, 2014 2:56 am
Posts: 271
Wiki edits: 22
Offline
MUST DO!!! Remove the red :r: cost from subjugator

Other price suggestions: from 50 :y: /70 :b: /50 :r: /75 :g: then greatly increase blue cost, reduce green a little bit and of course remove red cost to 75 :y: /150 :b: /50 :g:

(I love the new resource Icons ^^ )

_________________
You merely adopted Cruiser Command. I was born in it, molded by it.

One day a wise man introduced me to this game. "It shall protect your virginity, my lad" he said.

Dont touch me you filthy casual.


Top
 Profile  
 

 Post subject: Re: Subjugator revamp
PostPosted: Wed Mar 11, 2015 12:46 am 
User avatar
Yarrr
Joined: Thu Apr 04, 2013 1:33 am
Posts: 494
Wiki edits: 126
Offline
An idea came to mind about the Subjugator that actually might make it a lot more interesting to use in small ship battles.

Perhaps, rather than the Subjugator having an ability that outright blocks enemy projectiles, instead creates a zone of influence in which they are instead slowed by a significant degree?

The number one reason I bring this up is that the Subjugator Shield effect is in a situation where it's potentially very potent and therefore requires a lot of energy. I feel like if we found a way to make it a bit less 'absolute', we could also make it a lot more accessible as an ability and therefore generally make the ship a bit more active and alive.

Having an area of influence where fire is slowed rather than blocked also makes it a lot more selectively useful -- it's not great for lessening fire upon the Battlecruiser since it's so big, which was the largest concern when creating it, but it could work very well in small ship battles. Furthermore, it give the Subjugator some fair escape potential assuming the ability is less costly.

Of course, that all depends on whether or not it could be easily coded in of course. However, if it was a viable option I could honestly see the energy cost of the ability being dropped to somewhere between a half or a third of its original cost since it would no longer be an 'absolute defense mechanism.'

Admittedly, this also would mean losing out on the pro/con of 'getting inside a Subjugator Shield' and 'taking Subjugator damage/slows,' but... even so, I think it would be a worthwhile change.


Top
 Profile  
 

 Post subject: Re: Subjugator revamp
PostPosted: Wed Mar 11, 2015 1:24 am 
User avatar
CCA
Joined: Thu Sep 05, 2013 10:13 am
Posts: 363
Wiki edits: 0
Offline
WhyteDragon wrote:
Perhaps, rather than the Subjugator having an ability that outright blocks enemy projectiles, instead creates a zone of influence in which they are instead slowed by a significant degree?


Or maybe just "bends" the projectiles away, not like the corvette shield, but in a slower, more progressive manner - that way the deeper behind the shield you are, the safer you are - imagine the normal destroyer/missile tracking, but in reverse (such that they go away from the ships) while within the shield - that way the firepower isn't completely vaporized

_________________
Image


Top
 Profile  
 

 Post subject: Re: Subjugator revamp
PostPosted: Sat Mar 21, 2015 9:19 am 
User avatar
CCI
Joined: Mon Jan 26, 2015 6:27 am
Posts: 36
Location: Republic of Korea
Offline
Observer Mode

Unlock the subjugator's camera. You need to cut engines to use this ability. It drains energy 20 / second.

Although the subjugator has large radius of radar, its pilot can only see a part of the radius due to locked camera. I think the subjugator needs to see the radar completely at least.


Top
 Profile  
 

Display posts from previous:  Sort by  

Post new topic Reply to topic  [ 20 posts ]  Go to page 1, 2  Next

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group