Idea for the Drakh

I think some great ideas for the drakh are shield ships, temple ships and heacy scouts. . ahem...

actually, I do think the shield ship would be great fun
 
We all want things. I want a Battle-level zero Huge Hangars ship that takes up 4 Hangar spaces and looks like this:

drakh_carrier_tech.jpg


Drool.

Do this, and some of my bank account is yours.
 
CZuschlag said:
... it's really hard to get more than 4 Raiders and still be cost-effective with the 8-ship limit!

The 8-ship limit was just a guess. You could try a maximum of 10 ships as well which would limit it slightly less, but with the reduction in hull value for the Amu it may work out as well. Could playtest both and see what comes out of it I guess.

Cheers, Gary
 
Keep the Huge Hangars as is on the Amu as it is proposed to go down to Hull 4.

The 12 Huge Hangars are not a problem for me. I prefer the Dra'Vash and 2 Light Cruiser combo myself any way. I do not like the 12 Raider horde myself so stay clear of it if using this ship.
 
Clanger said:
I would say as the Huge Hangars are not part of the FAP system and the main ships have already had them factored into the cost. So I do not see a problem with the Huge Hangar on the Ma'cu and Amu. And considering people want to lower the Amu's Hull.

Also considering the other "boosts" other races are getting, this does not seem over powered.

Personally, I agree. I only suggested limiting the number of ships simply because people have been complaining that the Drakh would somehow be getting a boost. I personally don't see it as game breaking the way it is now. Based on my own play experience I don't find Huge Hangers unbalancing at all (even on the Amu) and it does seem this little "boost" granted by the new FAP would be a good thing for the Drakh since it is indeed figured into their "cost" per se.

Also, I don't see how playtesting will prove the HH rule is unbalanced by the new FAP at all, but that remains to be seem since I've not seen any actual data, just theory, and if the Amu is indeed dropped to Hull 4 (for an *ARMAGEDDON* level ship which I absolutely disagree with period!) then I think that is definitely compensation enough in exchange for the existing HH rules. If, however, it does prove to be too much then an alternative is simply to require Raiders to operate in squadrons of 2 or more ships I guess since the complaint is the initiative sink issue, not the power of the ships themselves.

IMO if you drop the number of ships the Drakh can bring, since their primary one is the Raider then you need to actually give a boost to the other ships in order to compensate for the lower numbers. Frankly, the reason you rarely see Drakh ships other than the Raiders, Carriers, Dra'Vash and Amu is most of the other ships patently suck in comparison, especially the light cruiser, patrol cruiser, scout (due to the predominance of beams in the fleet it's abilities are reduced in comparison to other fleets) and maybe the Ria'Vash. Make those attractive enough to actually field and then maybe the 8-ship limit on the Amu might be appropriate. JMO though.

Cheers, Gary
 
hiffano said:
:roll: :?

I always carry fast destroyers and light cruisers on my mothership. . .

FDs, yes. LCs, no. The former are just so much more survivable and effective against most opponents I find as they can dish out much more and even with the lower hull value actually survive longer than the LCs. I don't find the higher hull and extra non-beam weapons worth it in comparison with the lower AD front beam and lower GEG on the LC, but JMO. You are, of course, free to disagree ;-).

Cheers, Gary
 
I don't like the idea of the Accurate trait being applied. Perhaps using Dodge should prevent the surviving fighters from attacking the next turn instead?
 
David said:
I don't like the idea of the Accurate trait being applied. Perhaps using Dodge should prevent the surviving fighters from attacking the next turn instead?

IMO too difficult to track. Besides, send in half your fighter and they activate the GEG pulse, then the rest go in with impunity the next round and actually do some real damage along with every other ship in your fleet that can get range to it. If the Drakh player chooses not to activate it, you're no worse off than fighters ever are against the Drakh. In other words, it really is situational whether it's better to use the GEG or the GEG pulse since there is a serious tradeoff to do the latter.

Much, *much* better than the Crit Protection idea IYAM. IMO that would only be useful if every ship that activated it gained +1 to its hull value, otherwise literally *everything* in the game will be slamming normal damage into it at a greatly enhanced rate. Doesn't matter how many crits you can ignore if you have no hull points left! Sorry, but the crit protection idea, especially since it has to last the entire game, is far too unbalanced in a negative way since there are so many ways to circumvent/negate it. Change it per some of the other suggestions and I might think it's worthwhile, but as is it's just not worth it, even on the Amu.

katadder said:
I go with 1 war level cruiser and 2 fast cruisers

I like that config myself. The Dra'Vash is an awesome ship IMO and a 2-ship squadron of FDs is not bad either.

Cheers, Gary
 
silashand said:
David said:
I don't like the idea of the Accurate trait being applied. Perhaps using Dodge should prevent the surviving fighters from attacking the next turn instead?

IMO too difficult to track. Besides, send in half your fighter and they activate the GEG pulse, then the rest go in with impunity the next round and actually do some real damage along with every other ship in your fleet that can get range to it. If the Drakh player chooses not to activate it, you're no worse off than fighters ever are against the Drakh. In other words, it really is situational whether it's better to use the GEG or the GEG pulse since there is a serious tradeoff to do the latter.

Much, *much* better than the Crit Protection idea IYAM. IMO that would only be useful if every ship that activated it gained +1 to its hull value, otherwise literally *everything* in the game will be slamming normal damage into it at a greatly enhanced rate. Doesn't matter how many crits you can ignore if you have no hull points left! Sorry, but the crit protection idea, especially since it has to last the entire game, is far too unbalanced in a negative way since there are so many ways to circumvent/negate it. Change it per some of the other suggestions and I might think it's worthwhile, but as is it's just not worth it, even on the Amu.

katadder said:
I go with 1 war level cruiser and 2 fast cruisers

I like that config myself. The Dra'Vash is an awesome ship IMO and a 2-ship squadron of FDs is not bad either.

Cheers, Gary

GEG wave goes off just before fighter attacks happn, fighters that choose to dodge don't get to attack. Too difficult to track? That's crazy talk.... ;)
 
David said:
GEG wave goes off just before fighter attacks happn, fighters that choose to dodge don't get to attack. Too difficult to track? That's crazy talk.... ;)

Sorry, for some reason I was thinking you meant for the current turn and subsequent. Dunno why I thought that. Probably just lack of sleep ;-). Still, I think it should be somewhat offensive since the penalty for using it is *very* steep considering that the fighters would all still be there the next turn to take advantage of it. Basically your idea would just stop them from attacking for a turn, yet leave the entire ship vulnerable to their attack the next. The vast majority of fighters out there can only crit a Drakh vessel anyway so in reality it would turn the ability into a handicap with almost no benefit to using. I think the original idea is still the best as it has an advantage and a disadvantage of approximately equal game value which is how I think P&P is supposed to apply to most fleets, i.e. give them options, but not boost them unless they are already weak like the Drazi and/or Abbai.

Cheers, Gary
 
silashand said:
David said:
GEG wave goes off just before fighter attacks happn, fighters that choose to dodge don't get to attack. Too difficult to track? That's crazy talk.... ;)

Sorry, for some reason I was thinking you meant for the current turn and subsequent. Dunno why I thought that. Probably just lack of sleep ;-). Still, I think it should be somewhat offensive since the penalty for using it is *very* steep considering that the fighters would all still be there the next turn to take advantage of it. Basically your idea would just stop them from attacking for a turn, yet leave the entire ship vulnerable to their attack the next. The vast majority of fighters out there can only crit a Drakh vessel anyway so in reality it would turn the ability into a handicap with almost no benefit to using. I think the original idea is still the best as it has an advantage and a disadvantage of approximately equal game value which is how I think P&P is supposed to apply to most fleets, i.e. give them options, but not boost them unless they are already weak like the Drazi and/or Abbai.

Cheers, Gary

Drazi weak! Quiet! I kill you! ;>
 
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