Some thoughts on capital ships

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    Second Chance
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    Well, obviously we’ve got ’em. But how do we use ’em?

    I offer two suggestions for maps with cap ships included (remember, currently capital ships are static and do not move):

    1. Cap ships of both sides target and attack all enemies within their turret’s ability. This would provide a very exciting sort of “flak” to fly through. Since the cap ship guns are all turrets, their speeds can be controlled to reflect how powerful they are, i.e. less powerful anti-fighter guns can traverse relatively quickly and track small targets such as fighters, but their low level of damage would mean several hits are needed to shoot one down. Whereas massive high-powered canons meant to fire on other cap ships would traverse extremely slowly, meaning they could only really fire on another massive, slow moving object. So fighters would be relatively safe. But a fighter, even accidentally, being hit by one of these monsters would mean instant incineration. If the destruction of an enemy cap ship or base is the goal of the map, then the cap ships themselves would contribute to the victory.

    2. Similar to above, but the cap ship weapons don’t actually do any damage (0 points). You’ll still have all the perceived danger, but the cap ships won’t actually contribute to a victory. This might look strange though if someone get’s hit, especially with a big bolt, and doesn’t die. The players may also figure this out and stop fearing cap ship weapons.

    Or, a third idea; we could combine the previous two and have anti-fighter weapons that do damage to fighters at short range, but the larger guns shooting at other capital objects do no damage.

    Well, just a couple of thoughts to get the ball rolling on ways to use capital ships in the maps.

    Any thoughts?

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