Okay. I will be fully honest with everyone here. I love the capital ships of Sins. They are all wonderful vessels in my opinion. They look gorgeous and play a large role in everything that goes on in the game. Albeit without a supporting fleet and maybe even the Titan (rebellion games), you may not win the entire game. But you get my drift. Any who, I have no modding capabilities. In all honesty, I doubt I will be able to master the skills anytime soon to do anything like this, however, I have some ideas that I like for some new custom cap ships. Something to add in something more than just the standard caps that we all know and love and add some extra twist to the game. Getting down to business, my new caps are below. Advice and other such things are highly appreciated. Also, I know cooldowns are not listed, and that is because I wasn't sure what would be right. I would love advice on things like that.
- TEC Capital 1
- Class: Verdent Class Battlecruiser
- Role: Long Range Missile Support
- Notes: The Verdent specializes in long range attacks meant to destroy a ship once its shields have been depleted. Once an enemy ship’s shields go down, the Verdent can capitalize on the enemy’s weakened state and shred them to nothing quicker than most capital ships.
- Hull: *
- Weapons: **
- Shield: ***
- Antimatter: **
- Ability One: Laser Designators
- Passive
- Notes: Increases the Verdent’s range, allowing it to fire at an enemy from further distances and avoid getting too close to the combat.
- Range Bonus: 10%/16%/22%/28%
- Ability Two: Shredder Muntions
- Passive
- Notes: Increases Verdent’s missile damage as long as it is hitting a target without shields.
- Damage Bonus: 15%/25%/35%/45%
- Ability Three: Killer Warheads
- Antimatter Cost: 100
- Notes: Fires a multitude of massive missiles that seek out multiple targets and cause large amounts of damage. Damage is increased if the target has no shields.
- Maximum Targets: 3/4/5/6
- Damage VS Shielded Target: 150 / 250 / 350 / 450
- Damage VS Non Shielded Target: 250 / 400 / 550 / 700
- Ultimate Ability: Bringing The Rain
- Antimatter Cost: 200
- Notes: The Verdent’s missile racks are equipped with Auto-Loader technology, allowing them to briefly fire at heavily increased rates for a short amount of time.
- Duration: 20/20/20
- Fire Rate Increase: 30%/65%/100%
- Designer’s Notes: The Verdent is meant exactly as it states, to be a ship that takes advantage of a ship when its shields are down and shreds its hull as fast as it possibly can. However, the ship is meant to have very low life, even less than the Sova. Because of this (and due to its similarly low shield score) the Verdent is vulnerable to being focused down quickly and needs to stay at long range at all times.
- TEC Capital 2
- Class: Orion Class Battlecruiser
- Role: Support ship able to repair its fleet on the go using its large antimatter reserves.
- Notes: The Orion Battlecruiser was designed using the hoshinko drone schematics. Because of this, it is able to work much like its cruiser counterpart to keep its supporting fleet at maximum capability.
- Hull: ***
- Weapons: ***
- Shield: ****
- Antimatter: ****
- Ability One: Drone Deployment
- Antimatter Cost: 30
- Notes: The Orion deploys a small drone unit to repair the hull of an allied ship or structure.
- Hull Repair Per Second: 10/15/20/25
- Duration: 15/15/15/15
- Ability Two: Sabotage
- Antimatter Cost: 100
- Notes: The Orion deploys its drone unit to sabotage an enemy ships antimatter reserves and engine systems.
- Antimatter Loss Per Second: 5/5/10/10
- Speed Loss: 30%/40%/50%/60%
- Duration: 10/10/10/10
- Ability Three: Refocus Power
- Antimatter Cost: 50
- Notes: The Orion refocuses its energy away from its laser bays and into its antimatter systems, reducing its damage but increasing the rate it gains antimatter for a short time.
- Antimatter Gained Per Second: 7/9/12/15
- Damage Reduction: 20%/20%/20%/20%
- Duration: 10/10/10/10
- Ultimate Ability: Against All Odds
- Antimatter Cost: 250
- Notes: Targets an allied capital ship (other than this ship). If at any time during the next 10 seconds the targeted capital ship would be destroyed, it gains back 5% of its maximum hull and gains massively increased hull regeneration for a few seconds.
- Hull Repaired Per Second: 25/50/125
- Duration: 20/20/20
- Designer’s Notes: The Orion was meant to be a TEC capital ship that could actually repair the hull of its allied ships. Other than the Hoshinko, there are no ships in the TEC fleet that can actually repair the hull of other nearby ships. The Hoshinko itself has decent survivability and weapon damage, but cannot hold out for long fights on its own.
- TEC Capital Ship 3
- Class: Tarin Class Dreadnought
- Role: Warship armed with powerful weapon systems that can either focus down single targets or widen its firing systems to assist in large scale fights.
- Notes: The Tarin Dreadnoughts were constructed to help the TEC in their counter offensive. When engaging enemy starbases, the ship could focus its weapon systems to increase its damage on the structure. However, when engaging enemy fleets, its weapon systems would fan out, reducing its damage output, but maximizing efficiency.
- Hull: ****
- Weapons: ****
- Shield: ***
- Antimatter: **
- Ability One: Focus Fire
- Antimatter Cost: 50
- Notes: The Tarin takes energy from its engines and focuses them into the forward beam arrays, increasing their damage output. Activating this ability also disables Jump Engines
- Damage Output: +50%/+75%/+100%/+150%
- Speed Reduction: -25%/-25%/-25%/-25%
- Duration: 20/20/20/20
- Ability Two: Defense Grid
- Antimatter Cost: 50
- Notes: The Tarin activates its secondary weapon systems, reducing the energy supplied to each weapon, but increasing the amount of targets it can engage.
- Weapon Bays: +2/+3/+5/+7
- Damage Output: -20%/-30%/-40%/-50%
- Duration: 20/20/20/20
- Ability Three: Elite Crew
- Antimatter Cost: 150
- Notes: The Tarin’s elite crew takes over the weapon systems, increasing rate of fire and accuracy for a few seconds.
- Accuracy Bonus: +8%/+15%/+23%/+30%
- Rate Of Fire Bonus: +5%/+10%/+15%/+25%
- Duration: 10/10/10/10
- Ultimate Ability: Fire All Weapons
- Antimatter Cost: 200
- Notes: Pushing the ship to its limits, the Tarin overloads the core temporarily, damaging the ship but enabling it to fire at maximum capacity for a few seconds. Activating this ability gives you the current level benefits of Defense Grid and Focus Fire without the loss of damage or speed. Abilities are also disabled during this abilities usage.
- Damage Per Second: 20/15/10
- Duration: 45/45/45
- Designer’s Notes: Designing the Tarin was slightly difficult because I didn’t want to make it too powerful; however, I didn’t want to make it too weak. Also, coming up with a third skill was slightly difficult. Now as to why I created it, I figured that creating a ship that could quite literally tear away at a fleet if used properly would be very handy, but in the same process not ridiculously powerful.
***DO NOT USE ANY OF MY IDEAS WITHOUT MY PERMISSION***