Like the idea, but i wont be adding any weird bug fix that has already been identified (like missile corvettes triple damage)
#1. Engine Changes
1.1 Modify AddAbility hyperspaceinhibitorability so more parameters can be parsed
addAbility(< rship >, “HyperspaceInhibitorAbility”, < bIsActive >, < bInhibitorRadius >,< fAbortDamage >,{< sAttackFamilies > = < fAbortDamageOverride >})
where
< fAbortDamage >: default damage applied when a ship HSJ is aborted by a HSI expressed in % of ship maxhealth (must be a value between 0 and 1)
< sAttackFamilies >: the name of a family
< fAbortDamageOverride >: the damage applied versus the named family. Must be between 0 and 1
1.2 Lobby Chat
have a chat at the lobby, also improve the max character count perm message
1.3 Full Steam works integration
so we can join friends, see profiles in game and add friends from the server/match
1.4 Allied tactical views
be able to see allies HSI fields, cloak fields, etc
1.5 New ship AddAbility “ShipSupport” for support frigates
similar to ship hold function with holding capacity based on max squadron size (SquadronSize) instead of number of squads, but dock families aside from having a repair override should also have a hold override to limit the amount of ships holding by dock family, if the squad is to big to fit then it should not be allowed to dock with the ship.
Unlike the ShipHold ability ShipSupport should not make use of the launch bay menu, instead should have an special ability to toggle the keep docked/auto launch. ships in the holding bay should be visible/rendered so player can see the content of the ship’s docking bay
#2. Across the board balance changes (apply to all races)
2.1 Rework attack families classification based on ship size and maneuverability
To increase flexibility in defining overrides that uses these families (ie setaccuracy() and also the HSI ability on change 1.1)
Very Small Very Fast All Scouts
Very Small Fast HW2 Interceptors, Defense Fighter and Probes
Very Small Slightly Fast All Bombers, Lance Fighters, HW1 int and Clkd Fighter
Very Small Slow Defender
Small Slightly Slow All Corvettes (except repair and multi-gun) and HW2 RUC
Small Slow Repair Corvette and Multi-gun Corvette
Medium Slow HW2 RUR
Medium Very Slow Platforms and HW1 RUC
Large Slightly Slow Marine and Infiltrator Frigates
Large Slow All Frigates (except marine/infiltrator)
Large Very Slow Research Ship, GWG, SA, CG and HW1 RUR
Very Large Slow All Destroyers
Very Large Very Slow HW2 Carrier
Huge Very Slow BC, HC, HW2 Carrier, MS and SY
Once implemented, accuracy values should be revisited for all weapons
2.2 Recycle sub systems of captured ships and the ship itself regardless of the race
in HW2 it was possible to cap a carriers/shipyards of a different race and although you could not use them to build anything you could at least recycle their sub systems for extra RU before scuttling them, HWR should allow the same
2.3 Race specific upgrades
A player’s fleet upgrades should not be applied to transferred/captured ships if these ships are not the same race as the player’s race ()for example a Vaygr player who has unlocked fighters lvl 2 upgrade should not upgrade HW1 fighters that were transferred to him) but if the captured/transferred ship was already upgraded it should retain the upgraded values (for example a lvl 2 hull BC transferred to/captured by a HW1 player should retain the hull upgrades
2.4 Transferable carriers/shipyards
This ships should be transferable among players even if the receiving player and the donating player do not have the same race (tactical use is to keep an ally alive so he can still make use of his fleet to attack or harvest resources)
2.5 All HW2 SC
make all HW2 SC squads “single ship”, increase SC cap and increase landing bays of SY, MS, CC and BC to accommodate to this change, Adjust ships cost proportionally but make their build time 30% faster compared to HW1 SC (to compensate for lack of double production queues)
2.6 All Scouts
Base speed set to 400m/s
#3. HW1 fleets (Kushan/Taidan)
3.1 Gravity Well Generator
HSI radius up to 14km as any other HSI module
SC disabling effect reduced to 2.4km
No recharge energy
Dies when runs out of energy
Ability can be started/stopped at will
3.2 Heavy Cruiser
HC must not receive damage because it aborted the HSJ (most elegant solution would be to implement change 1.1)
HC muts be considered a scoring unit (eg HW1 Fleet does not get defeated if hey still have a HC with them) this could be fixed by giving them the ability to build GWG, SA and CG
3.3 Bomber
New research for anti subsystem bombs
3.4 Assault frigates
should be equipped by default with any subsystem bombs
Accuracy values vs SC should be revisited
3.5 Light Corvette
Attack styles need to be fixed
should be given an anti corvette role
3.6 Heavy Corvette
Attack styles need to be fixed
should be given an anti-capital (frigate) role
3.7 Salvage Corvette
Should not deactivate salvage target ships subsystems until all corvettes needed to tow away have latched
3.8 Carrier insta cap
Carrier and Mother Ships should have the same hierarchy for the ship salvage mechanic, however ships should be towed to one or the other ship based on size and dock families (for example Mother Ships should have priority to salvaged destroyer, frigates however should be seamlessly towed to either the Mother Ship or a Carrier being the distance the main factor to discern between the two )
if the Mother ship is not available and the salvaged ship is too big to dock with the carrier then the salvaged ship should go through a capture process like with marines and infiltrators as soon as the ships gets near the carrier
3.9 RU collectors
give RU collectors the ability to HSJ
3.10 HW1 Ships upgrades
Remove early game advantages (hull health and speed) add give Vaygr like upgrade research (upgrades per family) which can be unlocked once the first research technology in each build family has been completed (also include upgrades for utility ships)
3.11 Kushan drone frigate’s drones"
Drones should attack the target that the master frigate is attacking
3.12 Defenders
remove Subsystem damage multipliers
3.13 Support Frigates
Add a research that gives Support Frigate a limited fire control effect (each SF increases damage and accuracy by half of what a FCT does)
#4. Higaran balance changes
4.1 Scouts
Scout EMP strike accuracy increased to 0.6 vs SC, Range reduced to 1.5km and Area of Effect radius increased to 1000m (only if squads get ditched as per change 2.5)
Give scout speed research upgrades
4.2 Marine Frigates
cancapture latch point offset could be increased to ease latching, but overall they need to be more maneuverable to latch faster and also be able to latch to non horizontal targets
Capture command should not be interrupted by unsuccessful HSJ when the target is within a HSI field
4.3 Flak Frigate
hgn_bustcannonbusrt radius increased to 120 meters (only if squads get ditched as per change 2.5)
4.4 Minelayer Corvette
Give armor and speed upgrades
#5. Vaygr balance changes
5.1 Scouts
Scout EMP strike accuracy increased to 0.6 vs SC, Range reduced to 1.5km and Area of Effect radius increased to 1000m (only if squads get ditched as per change 2.5)
Give Scouts a ping research and ability
5.2 Battle Cruiser
Vgr_HeavyFusionMissileLauncherBC max health increased to 70k
Vgr_BCForwardWeapon range reduced to be in pair with HBC ion turrets
5.3 Infiltrator Frigates
need to be more maneuverable to latch faster and also be able to latch to non horizontal targets
Capture command should not be interrupted by unsuccessful HSJ when the target is within a HSI field
5.4 Mother Ship
Fix docking paths for the RU drop off to make Vaygr RU collectors as efficient as higaran Collectors
5.5 Shipyard
Fix docking paths for the RU drop off to make Vaygr RU collectors as efficient as higaran Collectors