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Abilities ingame

Ability List of those already in the game. All of these Abilities appear in B5 - Sins of the Younger Races. I will list details later. hotrod1 <br>

  • AbilityAdvancedCommand
  • AbilityAdvancedJumpPointEngine
Same as below for JPEngine. RJ
RJ, I'd oppose any good shield ability for younger races, rather longer duration leaky shields. Can play with damage mitigation, shield strength and restore rates for variety. Darvroth
  • AbilityAfterBurner
  • AbilityBreachingPod
Needs to be adjusted to include a breaching attack per Race, since new mechanics introduced.  RJ
  • AbilityEnergymine
I need to make more adjustments. reworked but not perfect.  Eye candy so far, too powerful. RJ
  • AbilityHeavyFighters
  • AbilityInherentPhaseGate
  • AbilityInstantBuildFighters
  • AbilityJPDisruptor
  • AbilityJumpPointEngine
I think we need to take another look at this and think about the variations and whether it is even necessary to take a slot on every ship to be able to jump.  We could make a regular phase jump use the effects, then upgrade the aspects through research, as the game metrics that already exist can be upgraded. Same for Advanced JPEngine . RJ
  • AbilityLightningCannon
I need to take a look at it so to make it more worthwhile using
I have reworked to make LCannon so that it only impedes movement for an upgradable amount of time. RJ
  • AbilityPsyonicImmobilizer
  • AbilitySendAwayTeam
  • AbilityShipAgility
  • AbilityStealthMode
  • AbilityTractorBeam
  • AbilityTug
  • AbilityTugRemover
  • AbilityWeaponCooling

Ability List - Working, but not in the game

An editable list for reference regarding the ability usage of each race. All of the working entities are subject to review before implementation. If you have Abilities to add, place it alphabetically after the race name of its user and add your initials. I will update and amend daily until we finalize a list. We may place these Ability/Buffs in a file for sharing. There is another list of proposed Abilities below. hotrod1

All Races

  • AbilityBuySupplies - Buys 500 AM for 400 credits, 150 metal, 150 crystal. Used by refineries and tradeposts only. RJ
  • AbilityDeployRefuelShuttle - refuels ships at a slower rate but uses actual real life equipment to perform for each race and is upgradeable.
I need to make more adjustments
  • AbilityRepairBots - droids, anything you want to call it. Creates a physical entity to perform repairs at very limited range.
I need to make more adjustments
  • AbilityLowOrbit - puts planet modules in a low orbit.
  • AbilityHighOrbit - puts planet modules in a high orbit.

Centauri

  • AbilityMassDrivers - Based on Meteor Strike Planet. Does Planetary damage and cannot be colonized for a period of time.

EA

  • AbilityDeclareMartialLaw - The President has declared a state of emergency of the utmost importance. Used by EarthForceOne to boost planetary resources, buildtime, weaponcooling and AbilityCoolDownRates. RJ

{{style:Error I'm not sure about making Martial Law an ability. I'd rather have it as research which has negative effects on research time and diplomacy but increases build time and decreases build costs. }}}

Minbari

Narn

Shadows

  • AbilityCreateShadowBase. Used in lieu of colonize. Can be set to autocast but has a credit, metal and crystal cost. A base can co-occupy a colonized world and may also substitute for the Shadow starbase, TBD. Darvroth

Vorlon

  • AbilityVorlonRage - Telekinetic push targetting and damaging fighters (and possibly other ships?).
  • AbilityVorlonTelepath - Based upon Blackout, disables enemy ship(s) and phases out hull of target(s).

Ability List - Proposed, not finished or in the game

(Are easy to achieve and not very complex. There is a maximum of five buffs allowed.) An editable list for reference regarding the ability usage of each race. All of the proposed items are subject to review before implementation. If you have other items to add, place it alphabetically after the race name of its user and add your initials. I will update and amend daily until we finalize our list. hotrod1

Centauri

  • AbilityExplosiveBeams - Centauri beam weaponry creates added fireworks to light up the night sky. Based on ClusterWarheads and adds extra damage linked to beam weapon use - Cost AM 50/45/40 - Damage 50/60/70 periodically and by chance. Research. AutoCast, InCombatOnly. RJ
  • AbilityGreatMaker - Why the Great Maker doesn't help us, I will never know. Causes enemies to repick target and restores shields and improves speed (for escape). Gives a second chance to survive. Cost AM 100/80/60 InCombatOnly AutoCast at 75% damage. Restores 15/20/25 shields per sec for 15/20/25 secs at CapShip levels 3/5/7. RJ
  • AbilityGuardianArray - A Defensive Grid encircles the ship to neutralize incoming fire. Cost AM 50/40/30 and makes a single ship invulnerable for 10/13/16 secs. We cannot perform the aforementioned task so the ship just becomes invulnerable. RJ
Which ship have you got in mind for this?
  • AbilityMineLauncher - same as below.
  • AbilityMissileLauncher - builds a MissileLauncher that uses phase missiles (no movement) 400/600/800 AM, 1000/1400/1800 hull and AbilityMissileBarrage. Cost resources.
  • AbilitySabotageShip - has a chance of destroying an enemy ship, costs resources and chance 5/10/15 at 2500/3000/3500 range.
  • AbilityBadOmen - one target receives 5 damage per 2.5 secs until the caster is destroyed. Costs 50/45/40 AM, chance 10/15/20%, recharge of 100/80/60 secs.
  • AbilityRetribution - Destroys 500/750/1000 AM from a target ship on 20/30/40% chance. Costs 60/50/40 AM and recharges in 200/180/160 secs.
  • AbilityPiracy - forces all civilian frigates to halt for 200/250/300 secs and steals resources from them, cost 50/45/40 AM and recharges in 500/400/300 secs

EA

  • AbilitySubMunitions1 - Based on ClusterWarheads for EA frigates using Missiles. Upgradable through Research. Cost AM 30/25/20 and 10/15/20 damage periodically and by chance. RJ
  • AbilitySubMunitions2 - Based on ClusterWarheads for EA CapShips using Missiles. Cost AM 40/35/30 and 20/30/40 damage periodically and by chance at CapShip levels 0/3/5. RJ
  • AbilityMineLauncher - same as below.
  • AbilityBlackOmegas - a squad of BlackOmegas appears from hyperspace, cost 100/150/200 AM and summons 1/2/3 squads, recharges in 500/400/300 secs.
  • AbilityDistressCall - makes self invulnerable and leaves battlefield for 10 secs, then taunts 3/4/5 enemies into attacking at 10000/15000/20000 range, then does nukes for 1500/2000/2500 damage each. Costs 250/225/200 AM and recharge in 500/400/300 secs.
  • AbilityNuclearAssault - fires a nuclear missile which can be shot down with anti-fighter weapons. (Fighter appears and targets enemies at 50 range, for 1000 damage, lasting 20 secs.)
  • AbilityNuclearMine - creates NuclearMine, blast at 2000 range, delay 5 secs, damaging all for 700/900/1100 within 4000/4500/5000 range. Cost 150/125/100 AM.

Minbari

  • AbilityDefensiveShield - Defensive Shields counter all incoming weapons fire. Restores shields on self at 20/30/40 per sec for 20/25/30 seconds. Cost AM 50/45/40 at CapShip levels 2/5/7 on 25% damage taken InCombatOnly. RJ
  • AbilityFireWing - Fire Wing pilots modify their Nial heavy fighters for extreme punishment. Engine, weaponcooling, armor and increased fighters. Passive at levels 2/5/8 or research. 20/40/60% increases and 2/4/6 extra fighters per squad. RJ
  • AbilityMeditation - Still thoughts in unison allow the Warrior caste to cripple their enemies and witness its fleets demise. Cost AM 100/90/80 and disables enemy ships (frigates - disable engines, weapons, abilities, etc.) while also making them invulnerable (phased out). 4/7/10 targets for 15/20/25 secs and 200/300/400 damage at levels 2/4/6. Recharge rate of 60/50/40. RJ
  • AbilityMoonShield - The Moon Shield philosophy is to protect Minbari souls at all costs. Passive. All ships within range restore shields at .5/1/1.5 per sec and gain +2 to Armor. Range is 2000/3000/4000 at levels 2/5/8 or research. RJ
  • AbilityNightWalker - The Night Walkers weapons are knowledge and strength, discipline and luck. Infiltration leads to enemy frigates changing sides momentarily. Cost AM 50/40/30 at levels 2/5/8 or research and 1/2/3 target frigates for 12/15/18 secs at 60/55/50 cooldown at range 3000/4000/5000. RJ
  • AbilityStarRider - We are born of Stars and so we shall return. BeamBlast type that does 1000/1500/2000 damage to one enemy and (cripples)? Cost AM 80/70/60 and 50/45/40 cooldown. RJ
  • AbilityTractorBeamFighters - Minbari ships silence the voices within the dark void of space. Cost AM 40/35/30 targeting 20/25/30 fighters engines for 15/20/25 secs at a range of 2000/2500/3000, recharging of 40/35/30 secs. RJ {{style:Warning Disables movement and weapons on fighters? (Sounds good if so) }}}
  • AbilityWindSword - The Wind Sword creed: Nobler to die together than become the passing of time. Increases AbilityCoolDownRates of nearby enemy ships by 20/30/40%. Passive. Increases weapon cooldownrates and engine speed to self at 10/20/30% at levels 1/4/7. RJ
  • AbilityRangerEspionage - FarSight and mix into this an AM boost for all ships in the gravity well of 100 AM. Not auto use, drains 100 AM from a Minbari diplomatic SB.
  • AbilityRangerSupport - refuels 10/16/24 AM to all ships in a gravity well over 20 seconds, cost 1000/1500/2000 AM from a Minbari colony SB. No autocast.
  • AbilityDrala'fi - Use Fleet Beacon to bring a Sharlin flagship to defend a Minbari Military SB. Costs more money than a regular Sharlin and is heavier duty. Takes 20 seconds to manifest at 0.5 damage. {{style:Warning I know you didn't want to be able to pop a ship out of thin air to change gameplay but this will cost a lot of resources. RJ }}}
  • AbilityQuantumJump - uses Returning Armada type to bring all ships from a gravity well back to defend a planet module. For Minbari Capital ship factory. Doesn't create ships but from a pool of ships at another gravity well.
  • AbilityOffensiveJumpPoint - Forms a jump point in the middle of an enemy fleet at 1000 range, damages anything within 1500/2000/2500 range for 1000/1500/2000 damage and cost 200/250/300 AM. Drala'fi research. Use for Sharkaan.
  • AbilityBattleSensors - Disables weapons of 1/2/3 targets for 10/12/14 secs, cost 60/50/40 AM and recharge in 30/35/40 secs. For Troligan.
  • AbilityEMBlast - disables 2/4/6 ships within a radius of 1000/1400/1800 for 10/12/14 secs. Costs 100/125/150 AM.
  • AbilityPinPointJump - teleports into an enemy fleet, doing 300/400/500 damage to all within 2000/2500/3000 range and disabling for 6/8/10 secs. Cost 200/160/120 AM, recharge in 500/400/300 secs.

Narn

  • AbilityMineLauncher - builds a MineLauncher (no movement) 400/600/800 AM, 800/1000/1200 hull that uses AbilityEnergyMine and *AbilityMissileBarrage. Cost resources.
  • AbilityBlackMarket - A group of tradeships appear and refuel Narn ships. Costs resources, recharge 1000 secs, 10/15/20 tradeships.
  • AbilityBlackmail - Several enemy ships have a chance of changing sides for 12/15/18 secs, chance 10/15/20%, costs resources, targets 2/3/4 ships within range of 2500/3000/3500. Autocasts at 0.3 damage.
  • AbilitySabotageEngines - 10/15/20% chance and enemy ship would ram their own planet module/SB from 6000/7000/8000 range and do 2000/2500/3000 damage to each, costs 100/80/60 AM and lasts for 1000 secs, 200/150/100 recharge.
  • AbilityHatedEnemy - Increases ability cooldown rates and weapon fire rates for 100/120/140 secs, costs 100/90/80 AM. Recharge in 240/220/200 secs.
  • AbilityFakeCargoShip - creates a MineFakeCargoShip that is phased out and invulnerable and goes after an enemy PlanetModule or StarBase, for 2000/3500/5000 damage at 1000 range. An ability makes it re-phase at 3000/2000/1000 range (AbilityPhaseIn), cost 200/175/150 AM and recharge in 300/275/250 secs.
  • AbilityFieldReload - Steal AM when a ship is near death. Restores 50/100/150 AM from enemy ship at 4000/4500/5000 range. (Passive?)
  • AbilityLastMeal - Costs 50/45/40AM, Randomly forces attackers to repick attack target for 20 seconds. 3000/4000/5000 Range.

Shadows

  • AbilityChaos - Disables fighter weapons within range 1000/1250/1500. - Passive. RJ
  • AbilityDespair - Negates all Ability usage within range for a period of time. AM 50/45/40 for 15/20/25 secs. RJ
  • AbilityFearOfShadows - Forces attackers to repick targets. RJ
  • AbilityHarvestBattleField - Collects 20/40/60% of metal and crystal value of ships destroyed for 10/20/30 seconds. AM 20/25/30, cooldown of 20/25/30 sec. Not canon but a necessary game mechanic as Shadow don't have colonies to harvest resources. Darvroth
  • I have lots of Shadow and Vorlon Abilities but need to look at balancing and how to utilize per gameplay. Too many for limited ships.

Vorlon

  • AbilityOrder - Ceasefire ability for Vorlons, has to disable weapons to self and other ships and phase out hull while it repairs. RJ
  • AbilityDiscipline - Disables Weapons for a period of time for several attacking ships. RJ
  • AbilityVorlonDeath - an actual Vorlon leaves a dying ship, then attacks enemy ships for 1000/1400/1800 damage x 3/4/5 ships. 150 AM.
  • AbilityVorlonBeacon - opens hyperspace letting Vorlon fighters out - creates squads at apogee.
  • AbilityVorlonAssault - a heavy beam fires, then moves outward from the target simultaneously, hitting several other targets. 500/700/900 damage x 3/4/5 targets. 120/110/100 AM, 60/50/40 cooldown - 8 second burst.

Updated