Author Topic: clan battleships  (Read 5449 times)

Offline Coldcurse

  • Community Ambassador
  • Salutes: 164
    • [TFD]
    • 18 
    • 36
    • 42 
    • View Profile
clan battleships
« on: March 21, 2013, 03:39:49 am »
what if you have a clan battle, each clan having 1 battle frigate (big ass ship)

battle frigate specs:
-2 hull engines
-2 balloon engines
-twice as long as a junker
-can support 10 players
-8 guns below deck, 4 on each side
-2 rear guns above deck
-2 guns above deck at the staircase to the helm, 1 on each side (idea is from the galleon)
-frigates move incredibly slower then the galleon (the health will compensate this)
-has 2 times more health then the galleon (compensates the low speed)
-harder to repair (otherwise its impossible to kill it)

maybe its a good idea for special fights, or for the upcoming adventure mode

Offline Pickle

  • Member
  • Salutes: 42
    • [AeBr]
    • 14 
    • 38
    • 31 
    • View Profile
Re: clan battleships
« Reply #1 on: March 21, 2013, 04:28:05 am »
This sounds like a variation on the "big ship" idea that's been suggested several times.  The "big ship" concept always seems to be suggested as something that would create a fortress/tower defence model, rather than encourage a fluid battle with strategies based on movement and manoeuvrability.  Crew problems are compounded by calling for such a large number of players.

My alternative variation for clan battles would be a Galleon-based mother ship with only two crew and only light weapons.. it's so laden with the clan treasure it can't carry any more, and the clan must defend it at all costs or lose the loot.  Or Junker-based with the lower mounts removed to make way for treasure chests, or even an unpowered butty that has to be towed by a Junker.  The clan ship is then a point of weakness rather than strength.