Officer Spotlight: Sol CAPTAIN

Discussion in 'The Shipyard' started by Vesuvius_SWIE, Nov 14, 2016.

  1. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    Actually when a server is won, all the gains you had are effectively over. Its the legacy awards and prestige that you carry over (see medals) that are persistent from server to server. So no, a dreadnought player does not have another dreadnought on the start of another server. There are some early boosts to players who stick it out through the entire season, for the next server however.
    There are sooo many dynamic things that I have still to explain, such as ship production limits -- one way to keep from having 100s of people from running around dreadnoughts is that the higher tier ships only get built every so often -- so things like dreadnoughts only come online once every week (so you'd have to be in queue for one if one isn't available). On the other hand, ships like corvettes, frigates, destroyers are unlimited.
    Realistically, near the end of the server, there wouldn't be more than a handful of top tier ships out there.
     
  2. Coser

    Coser Active Member

    Yes, but Vesuvius hasn't said that is the case for a server reset once one faction has won. If you remain on the same physical server, you may be able to keep your captain skills - providing you go for the same race again. If you join a second server to get the chance of playing another race, of course you won't have any skills. Nor would you if you joined a second server and still played the same race.

    But even if you do get wiped on a win, then Kuwanger may well be in for a disappointment forever chasing that dream of a dreadnaught time and time again.

    [Edit]: Ninja'd by Vesuvius.
     
  3. SirElric

    SirElric Member

    If it is like Heroes Kingdoms or Heroes Online, I think the server you're on is reset when your side has won.
     
  4. Lesiak

    Lesiak Member

    So to confirm, your roster of ships, officer upgrades etc... all get reset with the server resetting? I see it makes sense of course so that on a new server everyone starts at the same level. As long as you have legacy awards then its worth joining up for another round.
     
  5. ShadowJudge

    ShadowJudge New Member

    Yes I think so. It would be OP if you came in with full XP on your officers and ships vs other newbies.
     
  6. MLocke

    MLocke Member

    At this stage, I go straight to leadership skill I, then unlock warship commander. I don't bother with tactical advantage until there's more pvp.
     
  7. Hexxx

    Hexxx New Member

    Unit Cohesion needs to change now :)
     
  8. TommyBZ

    TommyBZ New Member

    When will clan/wolf pack commander options open up in beta?
     
  9. Xeen Dread

    Xeen Dread Active Member

    Here's a simple breakdown of what I think is the best path for Captain upgrades and why:

    Keep in mind, I'm one of the strongest playtesters around, but your objectives and style may be different than mine!

    First, absolutely, without question, put your starter point into the officer upgrade time reduction skill (not shown in the OP pic, it's new)

    Guild Leadership - Not in, don't worry about it
    Unit Cohesion - Not in, wouldn't get it if it was
    Fleet Commander - Sounds nice, but being restricted to lower class ships is bad on so many levels: Lower lvl targets, less XP, less CP, AI CONTROLS ALL BUT YOUR PRIMARY SHIP
    Support Ship - Wouldn't get it except for the fact that I have extra points, same as above, support ships are controlled by the AI, and they are currently very limited in selection and usefulness

    So, Officer Upgrade skill for sure to get first and a pile of others to ignore (for now), now what?
    Level 1 - Officer Training Upgrade (I forgot the exact name, reduces officer training timer from 24 hours to 6 hours! Absolutely must have)
    Level 2 - Leadership 10% bonus XP - 1000 XP earned at this point, likely some spent on officer upgrades, hopefully none spent on extra ships
    Level 3 - Leadership 20% bonus XP - 3000 XP earned at this point, likely some spent on officer upgrades, hopefully none spent on extra ships, but maybe you wanted a class IV? I wouldn't
    Level 4 - Warship Commander I - 8000 XP earned at this point, so you have enough to afford a Class V ship, so get this skill at this level. There is no point in getting the skill early if you can't afford the ship, and you don't want to wait till the next level either in order to max out leadership because you will earn far more from facing stronger enemies due to your higher class ship in the fight.
    Level 5 - Leadership 30% bonus XP - 16000 XP earned at this point, you will be spending plenty on officer upgrades by now
    Level 6 - Tactical Advantage I - 30000 XP earned at this point, you cannot afford something really nice like my favorite all-arounder Montana III (58,000 price tag), so get tac adv.
    Level 7 - Warship Commander II - 60000 XP earned at his point, you won't be able to afford a M3 right away because of any losses incurred along the way and XP spent on officer upgrades, but you will have the XP required soon enough and you REALLY don't want to wait until the next level up at 120k xp (another 60k away)
    Level 8/9 - Tactical Advantage II and then Support Ship I (I only get it because there is nothing better to get) or Wolf Pack/Guild Leader (if and when it becomes enabled, things may change too) You cannot afford a really nice Class 10 ship until you get 490,000 points anyway, so no point getting Warship III until you have that XP a good ways after level 10!
    Level 10 - Warship Commander III - 500k+ XP earned, you would have to have only spent 10k to be able to immediately afford a Colossus, it is likely that you will need to earn a additional 100-200k xp at this point to get one, well worth it.

    Considerations:
    -If things are changed around a lot, the leadership skills do not really do anything for you on the battlefield, they simply make it so you can get to higher tiers faster via earning more xp for your effort
    -Fleet Commander and Support Ships may be under the direct control of the player at some point, I would like support ships a lot more if this was true and may hybridize a fleet of 2 M3's and 1 or 2 Support Ships
    -Tactical Commander is also not essential, but a nice to have bonus on the field.
    -On that note, even the officer training booster is not essential to unlocking desired ships/fleet/style, but will certainly make things easier with 25 upgrades x 6 hours instead of x 24 hours (upgrade time to max a set of officers becomes 6 days 6 hours vs 25 days!)
     
  10. Xeen Dread

    Xeen Dread Active Member

    Would be really cool if the victors (and losers too) got a progressive unlock of small bonuses through some point system that carried over to a new server.

    Disclaimer: These are just some ideas for brainstorming design and rewards for server victors and in no way meant to be a finalized or balanced in terms of cost or effect! And yes, I can see the downside of how someone who has played for years (hopefully SW gets that far!) would have a distinct advantage over a new player, but the veteran's knowledge alone would be a greater advantage than a few thousand bonus starting XP :p

    Example:
    Win a server = 5 victory points, active participant on server for at least 1/2 of server life with no more than 2 weeks of inactivity at any point and attaining at least the rank of Commodore
    Win a server without meeting the above, 3 victory points (late join, fairly inactive)
    Lose a server = 3 victory points, active participant on server for at least 1/2 of server life with no more than 2 weeks of inactivity at any point and attaining at least the rank of Commodore (or Gen equivalent)
    Lose a server without meeting the above, 1 victory point (late join, inactive, etc.) This is all the booby prize you get.

    Now on to the Victory Point grid.

    Say for 3 VP, you start down the 'bonus starting XP chain' and you get 1000 XP to start a new server with. Not too much of an advantage, but nice, and even a good participant of a faction that lost a server can pick this up right away. The bonus would then be progressing to further tiers at increasing cost.
    Rank 1 - 2 VP - Bonus 1000 XP at start
    Rank 2 - 3 VP - Bonus 2000 XP at start (not cumulative)
    Rank 3 - 5 VP - Bonus 3000 XP at start (not cumulative) -> Officer Upgrades (Rank 1 and 2)
    Rank 4 - 7 VP - Bonus 4000 XP at start (not cumulative)
    Rank 5 - 10 VP - Bonus 5000 XP at start (not cumulative) -> Captain Upgrade (Only 1 Rank)

    Note: As is on a fresh server, 5000 XP only saves a veteran a few hours of grinding things out the hard way. Not too huge :p

    The bonus granted is linear until it's endpoint while the VP investment required grows, cost prohibitive bonuses to keep them from being too accessible.

    At rank 3 of Bonus Starting XP, the tree branches into another bonus related to XP - Officer Upgrade I
    Rank 1 - 8 VP - All Officers start with 1 skill point (2 for Gen Tac officer)
    Rank 2 - 20 VP - All Officers start with 2 skill points (4 for Gen Tac officer)

    At rank 5 of Bonus Starting XP, you can unlock Captain Upgrade for 1 additional captain skill point at the start
    Rank 1 - 25 VP - +1 Captain Skill Point

    Yes, the Captain and Officer starting skill point bonuses are strong, but they also would require a player to earn 80 Victory points to fully unlock this tree, which would mean significant participation/contribution and winning 16 servers, each of which is expected to run for ~3 months (possibly some concurrently?), totally anywhere from 20 to 50 months (if servers started up once a month and then account for some ending early?). You can only spend your VP's at the time you join a server, and you get one full set of your total cumulative VP's per server. There could be No-VP servers as well where can earn or not earn VP for victory, but definitely cannot use them or any of the bonuses on that particular server. These No-VP servers could be incentivized by offering larger sums of VP to the winner while everyone has an even playing field without access to any VP perks.

    Other VP perks:
    -Bonus travel speed across galaxy map 5, 10, 15, 20%, stacks with Dark Matter
    -Extra starter ship(s) (corvettes that are free to replace if you have none existing)
    -Access to a Victor's chat channel?
    -% reduction in cost of purchasing new ships 2.5, 5, 7.5, 10%
    -% reduction in cost of training officers 2.5, 5, 7.5, 10%
    -Distinguishing tile border/colors around ship on battlefield? Name in chat? Basically, cosmetic features that you gain from winning servers, these would be low VP cost since they do not affect combat. 1-pointers. Nothing too flashy/fancy or obstructive, it must fit in the normally occupied space for whatever element it modifies or replaces. Any cosmetics of this sort may no interfere with distinguishing friend/foe/faction or other gameplay.
    -Access to VP exclusive portraits
    -Access to exclusive ship variants
    -Access to exclusive captain/officer skill(s) ? Hard to think of what.
    -Access to titles (with or without various effects such as "Energetic" +1 Power to primary ship or "Aware" +1 to scan range or "Base Buster" giving +1 dmg per attack vs enemy stations or "Minesweeper" +1 dmg vs mines or "Drone Destroyer" +1 dmg vs drones, or simply 'Commodore', etc. with no effects), limit 1 active title at a time with the option to change them whenever visiting base? cooldown timer?
     
    Last edited: Aug 29, 2017
  11. SirElric

    SirElric Member

    Believe it or not, I've been going right to support ship I as soon as I get my first captain's rank. The repair tender for Sol isn't just the 2 repairs that I care about, but if you manipulate it right, it's a good defensive soak with its 10 shields. Put it on 'hold position' and keep it between you and the enemy ship. The AI will fire on your tender and hit the shields, while you keep your armaments all on full power/offensive. If the tender gets some damage, it repairs a lot more than a regular ship. If things go south, you just send it home, and come back again after a repair stop at a station.
     

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