Veritatem Imperialis mod - Version 1.2

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DragonArmada
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Re: Imperator's mod idea

Postby DragonArmada » 28 March 2016, 06:35

I also think this is a truly amazing idea you've got going. It's quite impressive and I do dearly hope you get all the help you need to complete it and more. (not going to lie, I really wish this was more...in the base game as is. IN hits like a wet rag >.>)

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Imperator5
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Re: Imperator's mod idea

Postby Imperator5 » 29 March 2016, 07:16

My new and changed playstyles for the races that are in or devs say they'll put them in.

Imperial Navy:
-Slow to move.
-Medium to turn.
-Long range.
-Heavy armour.
-Versatile ships.
-High health.
-Medium damage.

A slow and versatile faction that is best used with a standoff and formations where it can concentrate fire. Good at any range.

Chaos:
-Fast to move.
-Medium to turn.
-Long range.
-Heavy armour.
-Specialised ships.
-Medium health.
-Medium damage.

Faster, specialized ships that are all individually tailer for a special role. Good at any range.

Orkz:
-Medium to move.
-Slow to turn.
-Short range.
-Medium armour.
-Better boarding.
-High health.
-Medium damage.
-More, cheaper ships.

Swarm faction with lots of tough, shoddy ships that are good up close and personal, with a randomised, cobbled together nature to their unpredictable technology.

Eldar:
-Fast to move.
-Fast to turn.
-Short range.
-Light armour.
-Worse boarding.
-Weak health.
-heavy damage.

Very fast, very agile, dealing outstanding damage but suffering from weaker boardings. A fast moving, short ranged glass cannon.

Astartes:
-Fast to move.
-Medium to turn.
-Short range.
-Heavy armour.
-Better boarding.
-High health.
-Heavy damage.
-Expensive, fewer ships.

An elite faction with individually the most powerful brawler ships that can take anything down up close.

DLC races that Tindalos devs said they may implement:

Necrons:
-Medium to move.
-Medium to turn.
-Long range.
-Heavy armour.
-High health.
-heavy damage.
-More expensive, fewer ships.

An elite faction with individually the most powerful long rangeships that can take anything down up close.


Tau:
-Medium to move.
-Medium to turn.
-Long range.
-Light armour.
-Worse boarding.
-Weak health.
-heavy damage.

A long range artillery faction with good range and damage. Akin to the eldar, but trading fast movement for increased range.

Tyranids:
-Fast to move.
-Fast to turn.
-Short range.
-Light armour.
-Good boarding.
-Weak health.
-Medium damage.
-Cheaper, more numerous ships.

The swarmest of all factions with wave upon wave of ships. Unlike orks, individual ships are not that tough, however they are much more numerous.
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.

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Imperator5
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Re: Imperator's mod idea

Postby Imperator5 » 14 April 2016, 14:32

Updated OP with stats for all ships.

Theme changes:

Imperials are now a long ranged faction.
Chaos has increased dps with the unused but modelled broadside twin lasers.
Orks have no health bonus, but much cheaper ships and better customisation.
Eldar pulsars are not an ability, holofields less effective when moving more effective when not.
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.

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CALiGeR190
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Re: Imperator's mod idea

Postby CALiGeR190 » 14 April 2016, 18:15

Imperator5 wrote:Updated OP with stats for all ships.

Theme changes:

Imperials are now a long ranged faction.
Chaos has increased dps with the unused but modelled broadside twin lasers.
Orks have no health bonus, but much cheaper ships and better customisation.
Eldar pulsars are not an ability, holofields less effective when moving more effective when not.

A few inconsistencies in the OP: Invincible doesn't have less armour than other BBs and the KroozaBusta doesn't fire faster, also some of the descriptions (like the one for changes to chaos Macro Cannons) aren't exactly clear.
Where's your Federation now?
-Imperial Navy

Alpha Tester - Getting the game on its feet
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Community Moderator - Purging spammers and maintaining the realm
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CALiGeR190
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Re: Imperator's mod idea

Postby CALiGeR190 » 14 April 2016, 18:28

*My opinion on stat line ups for other ships you may want to consider:

Imperial Navy Ships:

Tempest Frigate:
Escort wing batteries.
250 speed 20 rotation 9k detection 5 turrets 50 troop value, can make boarding actions (but has a longer CD and can't lightning strike)
200 hull 150 shield 4-4 broadside melta pulsars (with 3K range), 1 light macro turrets.
20 points. 80-65-50 armour.

Turbulent Heavy Frigate:
Escort wing batteries.
200 speed 15 rotation 9k detection 8 turrets 50 troop value
300 hull 200 shield 2-2 broadside Light Macro Cannon Batteries, 2 light macro turrets.
20 points. 80-65-50 armour.

Viper Destroyer:
300 speed 20 rotation 9k detection 5 turrets 50 troop value
150 hull 150 shield 2-2 broadside light lasers, 1 light macroturrets, 4 prow torpedoes.
20 points. 80-65-50 armour.

All of the above effectively being slightly more expensive but slightly more powerful escort options for the Imperial Navy, adding to their versatility and making more escort-heavy fleets viable.

Defender Light Cruiser:
Light cruiser wing weaponry.
200 speed 15 rotation 6k detection 10 turrets 50 troop value
600 hull 300 shield 1-1 light macro batteries, prow Laser Lance, 2 light dorsal Laser Lances.
50 points. 80-65-50 armour.

Blind as a bat (poor detection ranges), due to the power requirements of her lances, but fearsome fire power for a Light Cruiser.

Enforcer Class Light Cruiser:
Light cruiser wing weaponry.
200 speed 15 rotation 12k detection 10 turrets 50 troop value
600 hull 300 shield 2 Hanger Bays, prow Laser Lance turret, 2 light dorsal macro turrets.
50 points. 65-65-50 armour.

Effectively a light carrier for the Imperial Navy, like the Hellbringer is for chaos, slower but has a lance with a 270 degree arc to go with her dorsal macro weapons.

Vanquisher Class Battleship:
150% dorsal battery DPS. Battleship wing weaponry.
125 speed 5 rotation 9k detection 20 turrets 50 troop value
2000 hull 1000 shield 2-2 Plasma Lances, 1-1 Macro Cannon Battery, 3 dorsal plasma batteries, 8 prow plasma torpedoes.
200 points. 80-65-50 armour.

Think of it like an Apocalypse with torps and a battery of Macro Cannons, or a Retribution with 2 batteries of plasma lances dorsal plasma weapons.

Chaos Ships:
Pestilaan Light Cruiser:
150 speed 10 rotation 9k detection 10 turrets 60 troop value
800 hull 300 shield 1-1 broadside laser batteries. Nurgle Favour by default, can't be changed.
50 points. 65-65-50 armour.

Other Ships:
Imperial Monitors:
Escort wing batteries.
125 speed 10 rotation 9k detection 5 turrets 50 troop value
150 hull 150 shield Prow Plasma Lance, 2-2 broadside Light Macro Cannon Batteries, 1 light macro turrets.
80-50-45 armour.

Chaos Monitors:
Escort wing batteries.
150 speed 10 rotation 9k detection 5 turrets 50 troop value
150 hull 150 shield Prow Plasma Lance, 2-2 broadside Light Macro Cannon Batteries, 1 light macro turrets.
65-50-45 armour.

Ork Monitors:
Escort wing batteries.
125 speed 10 rotation 9k detection 5 turrets 50 troop value
150 hull 150 shield 2 Prow Heavy Kannons, 2-2 broadside gunz, 1 prow grot gunz.
80-50-45 armour.

Eldar Monitors:
Escort wing batteries.
175 speed 35 rotation 9k detection 2 turrets 50 troop value
100 hull 1 Pulsar Lance, 4 laser weapon batteries
40-30-20 armour.

Special unit that warps in to support convoy operations, blockades, planetary assaults and space station assaults (defence only).
Slow, fragile, and short-medium range but do a lot of damage for their size and don't cost any extra points (given to you in deployment in the applicable mission conditions in the same manner as transports, can be equipped with upgrades in the port same as transports).

Imperial Navy Favours:

Naval:
-Summons a new ship of the same class to replace a capital ship upon the destruction of the original ship (New ship has no upgrades and repair costs for the first ship still need to be paid, triggers only once per ship).
-Summons a Cobra Class destroyer every 300 seconds

I want this favour to be a 'cannon fodder' or 'attrition' favour. It does nothing to assist ships that have it equipped, but allows them to 'revive' (without their upgrades) once per game and spawns in more escorts to assist the fleet.
I feel this more closely emulates the vast nature of the Imperial Navy, and the fact that having this favour effectively means the fleet admirals will give you more ships from strategic reserve as opposed to any upgrades.

*This is only a collection of my ideas, I added the stats and short descriptions to give you some idea of how they should perform.
I may make further additions in future.
Last edited by CALiGeR190 on 14 April 2016, 21:12, edited 2 times in total.
Where's your Federation now?
-Imperial Navy

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Imperator5
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Re: Imperator's mod idea

Postby Imperator5 » 14 April 2016, 20:18

CALiGeR190 wrote:
Imperator5 wrote:Updated OP with stats for all ships.

Theme changes:

Imperials are now a long ranged faction.
Chaos has increased dps with the unused but modelled broadside twin lasers.
Orks have no health bonus, but much cheaper ships and better customisation.
Eldar pulsars are not an ability, holofields less effective when moving more effective when not.


A few inconsistencies in the OP: Invincible doesn't have less armour than other BBs and the KroozaBusta doesn't fire faster, also some of the descriptions (like the one for changes to chaos Macro Cannons) aren't exactly clear.


Invincible got 1500 HP while other BB's got 2000. I can bump its health up to 2000 and lower armour if that is better.

Chaos lances are double barreled. To make DPS similiar, I made each chaos lance shot half as strong as the imperial lance shot. However, since Chaos lances are double barreled and fire two shots, the DPS is the same.

Chaos batteries consist of weapons with 8 turrets with 1-1 barrels. Imperial ones are 4 barrels. Thus Chaos fires twice as many shots. However, each of those shots deals half the damage of an IN battery shot to keep the DPS Equal.

Chaos hybrid batteries have half the firepower of a chaos weapons battery and half the firepower of a chaos lance.

Yeah the Kroozerbusta was supposed to be a "standard autofire" weapon, but I decided against novacannon autofire because A: Could be OP B: Would be wasted on the first escort that comes into range.

Tempest Frigate: I'll add it, but its image looks like a Firestorm. Would it not be more like an upgraded Sword?
Turbulent: I'll add it if I can add models. Same for VOSS ships and Stormbirds for Chaos vessels.
Defender: So its a Dauntless with its light macros replaced by light lances, right?
Vanquisher: I know about it, but I choose to not add it as it seems a DAoT unique one off ship like the Phalanx or the Speranza with a unique model.
Pestilaan: I'll add it like Turbulent and Voss, if we can get a modeller to make it. Same with Monitors.

I'll add any ship that is canon and is not a one of a kind single ship.

The Navy favour may need a buff, but a new, unupgraded battleship if you loose the old one would be a bit too much I think. I do think about Navy favour making Attack craft better though.

Image

Here are the additional broadside laser batteries, with 75% firepower of a real battery currently, can make it lower if its too OP.

I also think about adding a secondary, lighter cannon set to Imperial macrocannons if I can.
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.

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CALiGeR190
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Re: Imperator's mod idea

Postby CALiGeR190 » 14 April 2016, 20:31

Imperator5 wrote:
Invincible got 1500 HP while other BB's got 2000. I can bump its health up to 2000 and lower armour if that is better.


How about we make it 65/65/50 armour and 1800 hp?
It's mentioned as having less armour than the Retribution, but it should also be easier to kill as a pay off for speed.

Imperator5 wrote:Chaos lances are double barreled. To make DPS similiar, I made each chaos lance shot half as strong as the imperial lance shot. However, since Chaos lances are double barreled and fire two shots, the DPS is the same.

Chaos batteries consist of weapons with 8 turrets with 1-1 barrels. Imperial ones are 4 barrels. Thus Chaos fires twice as many shots. However, each of those shots deals half the damage of an IN battery shot to keep the DPS Equal.

Chaos hybrid batteries have half the firepower of a chaos weapons battery and half the firepower of a chaos lance.

Yeah the Kroozerbusta was supposed to be a "standard autofire" weapon, but I decided against novacannon autofire because A: Could be OP B: Would be wasted on the first escort that comes into range.

Alright, that wasn't immediately obvious though, may want to reword them in the OP.

Imperator5 wrote:Tempest Frigate: I'll add it, but its image looks like a Firestorm. Would it not be more like an upgraded Sword?

Its an elongated Sword.
Aesthetic very similar to the sword, just larger to accommodate the slightly more powerful power plant for the melta pulsars and to accommodate the crew required for bording.

Imperator5 wrote:Turbulent: I'll add it if I can add models. Same for VOSS ships and Stormbirds for Chaos vessels.
Pestilaan: I'll add it like Turbulent and Voss, if we can get a modeller to make it. Same with Monitors.

Well the Turbulent looks kind of like a fat sword class (longer, taller and wider) and the Pestilaan looks almost like a mini carnage without the dorsal weapons, so that's a start.

Imperator5 wrote:Defender: So its a Dauntless with its light macros replaced by light lances, right?

Pretty much, yes.

Imperator5 wrote:Vanquisher: I know about it, but I choose to not add it as it seems a DAoT unique one off ship like the Phalanx or the Speranza with a unique model.

Fair enough. I just suggested it for completions sake.

Imperator5 wrote:The Navy favour may need a buff, but a new, unupgraded battleship if you loose the old one would be a bit too much I think. I do think about Navy favour making Attack craft better though.

Honestly I feel that is balanced out by its cost on a battleship, the fact it doesn't immediately do anything for the ship (while other favours have been buffed) and the fact that it does very little for Light Cruisers and Cruisers in most cases.
I felt it scaled better than the current one and is more in character with the Imperial Navy.
Where's your Federation now?
-Imperial Navy

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Imperator5
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Re: Imperator's mod idea

Postby Imperator5 » 14 April 2016, 20:36

I plan on reducing favour costs:

Favours: 100 for LC, 200 for CR, 300 for BC and 400 for BS.
Upgrades: 50 for LC, 100 for CR, 150 for BC and 200 for BS.
Skills: 25 for LC, 50 for CR, 75 for BC and 100 for BS.

The Invincible's model seems to have an armoured prow, so what about 70/60/50 ?
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.

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CALiGeR190
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Re: Imperator's mod idea

Postby CALiGeR190 » 14 April 2016, 20:39

Imperator5 wrote:I plan on reducing favour costs:

Favours: 100 for LC, 200 for CR, 300 for BC and 400 for BS.
Upgrades: 50 for LC, 100 for CR, 150 for BC and 200 for BS.
Skills: 25 for LC, 50 for CR, 75 for BC and 100 for BS.

The Invincible's model seems to have an armoured prow, so what about 70/60/50 ?

Well then that changes things a bit... how about it being a chance of warping in a new ship instead?

And that sounds golden for the Invincible.
Where's your Federation now?
-Imperial Navy

Alpha Tester - Getting the game on its feet
Technical Tester - We had to get the balance right somehow
Community Moderator - Purging spammers and maintaining the realm
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Imperator5
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Re: Imperator's mod idea

Postby Imperator5 » 14 April 2016, 20:45

I'm not sure about it. I kind of feel like the IN favour should be about elite crewmen and how well drilled they are.
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.


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