True Flagship

Ever dreamed of a giant mothership spearheading your invasion?

I searched around a bit, and I'm surprised that noone has had this idea yet. In most my games, when I build battleships, I always build one Huge ship that I ALWAYS upgrade to the current technological maximums and battlefield(battlespace?) situations, to make sure it's the best ship in the universe.
So what I'd like to ask is this:
How much of an effort would it be to make a mod including 1 new technology research(Supreme Hulls) and one more hull(Gigantic) but with the restriction of only having one at any one time? This hull would start at some 100 or so health, and around 200 spaces(both values unmodified by researches or specials), but cost about twice as much as a Huge hull. I don't want to get into the designing of the hull for each race, lets leave that out for now, what would one need just to add this type of ability into the game?
7,139 views 8 replies
Reply #1 Top
A tweak of the .xml files and an ship model to go with it would be all you need.

Of course, making only one of them is the issue. It's not like a building that can have a tag slapped on, the ship has to be edited, and so does the Hull tech. This sort of thing could only work if you had a premade ship, other than that I don't see how you would make it a "once only" flagship.
Reply #2 Top
Would it be possible to maybe have the game consider your "flagship" as a super project? Or do you think that it would act like the others, being if it's destroyed (or conquered for planetary Super Projects), you can not rebuild it.
Reply #3 Top
The problem is it's a ship, and thus void of tags. The only way I can think of it working would be if it was a super project that created one ship, then you could give it tags. It couldn't be built like a normal ship, because then you could have multiple ships. It also couldn't (I think) be built in the ship designer, for the same reasons. It might be able to, but it would be a lot more complicated. So it really needs a premade ship design, or rather nine premade ship designs, that require max miniturisation, speed, sensors, life support, and max of one weapon and one defence.

So it's a limited purpose ship, yet fast, can see reasonably far, go a decent distance, be able to survive the bashings of an entire fleet (but only just, otherwise overpowerzz0r!), and be able to blow seven kind of hell out of any other ship. Oh, and a superproject, 100 maintenance, costing 40k to build, and a hell of a lot to purchase.

That's just a rough draft of it. I'm actually starting to quite like the idea now
Reply #4 Top
The easiest thing to do about the miniaturization, I think, would be to make ultimate miniaturization a pre-req for researching the hull size. Or even building the hull. Then you could modify the space so that it was around 200 after the game factored in miniaturization...

Also, it could be interesting to add a [range][/range] tag in there. I’ve been doing that with my larger hulls...
Reply #5 Top
I really like this idea... A capital class ship, larger and stronger than anything else, but you can only build one...

Maybe a good idea for the expansion, because I don't see how it could be done with the current game.
Reply #6 Top
Personally, all I'd like is the ability to upgrade my opening Flagship from the fairly weak beginning survey ship to a huge, god-ship. But that's just asking for too much, isn't it? Just the ability to mark a ship as being a flagship would be great-like in the Federation from Star Trek, a flagship is given the very best crew on a ship of the very best class available at the time. Why not make it so marking a ship as the flagship gives it some bonus power?
Reply #7 Top
I think V1.1 Update has gone someway towards meeting your desires Moberemk, as you can now update/modify the 'Core Ships'.

Personally I think all the Core Ships are useless. A Flagship with no Weapons? A Scout with no Sensors and a Feeble move-rating? Combat Vessels that only have One category of Attack and Defence ?

And some of the Modules available for your imagination to come to terms with in the Shipyard. I'm particularly thinking of the Trade-module which is very ungainly, and which you can only have one of, and if you do use it you can't put a weapon on the 'Trade Vessel' for positive Defence purposes (unless you want to lose the Trade-module).

Yes it's easy to criticize, and I don't have the artistic abilities to design replacement stuff myself, sorry, wish I did. For me this is the Weakest part of GC2.
Reply #8 Top
I like the idea. Creating a gigantic hull would be really cool and to see it blow up enemy ships would be even cooler.