When the landship update comes out, I'm thinking of making an entire army that depends upon ground based armor.
BONUS: They will all be named after armor used by the Wermcheat in WW2.
That sounds cool, having something like (and this is just how I would name it) The Grand Air Navy Fleet and the Grand Armored Cavalry Fleet, each composed entirely of either airships or landships.
I'm currently considering adding some charge (coat of arms symbol) that gives a bonus to landships, for players who want to do landship-heavy stuff. But I'm not sure what the symbol should look like, or what it should do. Ideas?
I think it should be some type of "heavy" animal. Such as a horse, bull, or bison. Or it can be something like an armadillo for extra armor, and a spider for increased leg speed.
Cool! So, one thing I'm still wondering, are wheeled (as distinct from -tracked-) landships going to be a thing too? Because it seems like they'd be comparably simple to implement. Just the wheels from a tracked module without the interlinking tracks.
So, the way I see it, there are three types of constructions, each with their own advantages and disadvantages:
Airships: Very mobile, but you need to worry about weight, propulsion and floating mechanisms. Also possibly fuel, depending on what propulsion and lift methods you use.
Landships: Less mobile than airships, still require you to worry about propulsion but not about lift.
Buildings: Completely immobile, but you don't need propulsion nor lift, and weight is no problem.
Each have their own advantages and disadvantages.
However, this game is called Airships, after all.
So, there's the new map suggestion which I hope will be added:
https://airships.zarkonnen.com/forum/2/topic/226
If it does, water could limit the movement of landships, thus still making airships important and not just completely replaceable with landships.
Yep, that's a pretty accurate summary. In addition, leg/wheel modules will probably have some degree of "keel" effect, so landships will tend have more HP than airships.
As is generally known, the strategic mode will get overhauled in dev9, and may potentially mutate into something turn-based. But even in dev7, I do want to at least put in that you can't travel to islands using landships.
Yeah, I've thought about this before. Paradoxically, the hard bit would be cleanly re-docking landships after combat. What happens if the landships' carrier is destroyed or damaged?
Well, rather than actually carrying the ship in battle (though that could be interesting, if a little tedious to micromanage), maybe the support module merely allows an airship to take a landship with it when it moves on the over world? And if a landship survives a battle, but no airship capable of carrying it does, then the landship is stranded on that landmass.
I think that for a fun and successful landship-only strategy, adding several different cannons would be nice. For example: A small, quickly firing cannon for a light vehicle, a balanced cannon for medium vehicles, ( the default cannon would suffice ) and a larger cannon for heavy vehicles, such as the default heavy cannon, but slightly faster firing and smaller. ( Also, howitzers and mortars would be cool ) Other than that, I think from what I've seen so far that the landships are already pretty well designed and will be a really cool edition to the game.
After Landships come out, will there be a map option that rids the generation of water? So that people who want to play with Landships don't have to be limited by the oceans? Or will oceans just be an unimportant factor?
Oceans would be a cool factor if we get some form of buoyancy.
Then, someone that devotes some extra cash to adding Suspendium/Pontoons to their Landships gets the ability to navigate their landships across the sea. (Where airships would do a fair bit better)
And some way to have physics impact projectiles would be neato, would be awesome to see cannon balls arc across the map, Projectiles slow as they get higher (making dedicated flak more important) etc...
Currently working on what oceans mean for landships. The concept is as follows:
Landship and mixed fleets can only travel via routes. Airship fleets can move in straight lines as before.
There are sea routes as well as land routes. Sea routes can only be used for moving, not attacking. So if you want to invade another continent, you need to establish a beachhead with airships first, and then you can move your landship fleet across.
The elephant, nay wooly mammoth in the room here is of course that there's no water in combat mode. Something I don't want to address right now for reasons of getting dev7 done, but something I will revisit.
Can't wait for this new update! The routes are looking awesome, but perhaps making them dotted lines would make sense? So as to differ them from coasts and such?
Commander
When the landship update comes out, I'm thinking of making an entire army that depends upon ground based armor. BONUS: They will all be named after armor used by the Wermcheat in WW2.
Captain
That sounds cool, having something like (and this is just how I would name it) The Grand Air Navy Fleet and the Grand Armored Cavalry Fleet, each composed entirely of either airships or landships.
Commander
Alright. Thanks for acknowledging my idea.
Aerial Emperor
I'm currently considering adding some charge (coat of arms symbol) that gives a bonus to landships, for players who want to do landship-heavy stuff. But I'm not sure what the symbol should look like, or what it should do. Ideas?
Commodore
I think it should be some type of "heavy" animal. Such as a horse, bull, or bison. Or it can be something like an armadillo for extra armor, and a spider for increased leg speed.
Captain
Hmmm... A stylized tank or artillery piece? Something that would be indicative of ground combat...
Aerial Emperor
Went for a boar, and some other things too...
Boar’s Head Erased +20% HP for tracked landships
Captain
Cool! So, one thing I'm still wondering, are wheeled (as distinct from -tracked-) landships going to be a thing too? Because it seems like they'd be comparably simple to implement. Just the wheels from a tracked module without the interlinking tracks.
Commodore
Wheels might be unnecessary, but it would still be cool to have them.
Suggestion for heraldry: How about a winged beaver? It would increase the amount of weight trax and legs can carry.
-edit- I'm not kidding, I would actually USE that charge if it's implimented. The winged beaver Is...important to me.
Aerial Emperor
TheClockworks - the question is really what the difference would be in terms of game mechanics.
Jackie_Chan - Custom heraldic charge is $20.
Commander
Custom heraldry comes out in the next update, along with unique captain names and 20 hats.
Commodore
Don't forget about the 26 new gold leaf patterns!
Captain
And the Individual Personalties for the buttons of the UI
Commander
Will there also be Fedoras?
Captain
(maximum fedora tip)
Commander
Maximum neckbeard
Aerial Emperor
m'landship
Captain
So, the way I see it, there are three types of constructions, each with their own advantages and disadvantages:
Airships: Very mobile, but you need to worry about weight, propulsion and floating mechanisms. Also possibly fuel, depending on what propulsion and lift methods you use.
Landships: Less mobile than airships, still require you to worry about propulsion but not about lift.
Buildings: Completely immobile, but you don't need propulsion nor lift, and weight is no problem.
Each have their own advantages and disadvantages.
However, this game is called Airships, after all.
So, there's the new map suggestion which I hope will be added:
https://airships.zarkonnen.com/forum/2/topic/226
If it does, water could limit the movement of landships, thus still making airships important and not just completely replaceable with landships.
Aerial Emperor
Yep, that's a pretty accurate summary. In addition, leg/wheel modules will probably have some degree of "keel" effect, so landships will tend have more HP than airships.
As is generally known, the strategic mode will get overhauled in dev9, and may potentially mutate into something turn-based. But even in dev7, I do want to at least put in that you can't travel to islands using landships.
Commodore
Unless a "support" module is added. The ship is able to "dock" with the landship and carry it.
Aerial Emperor
Yeah, I've thought about this before. Paradoxically, the hard bit would be cleanly re-docking landships after combat. What happens if the landships' carrier is destroyed or damaged?
Captain
Well, rather than actually carrying the ship in battle (though that could be interesting, if a little tedious to micromanage), maybe the support module merely allows an airship to take a landship with it when it moves on the over world? And if a landship survives a battle, but no airship capable of carrying it does, then the landship is stranded on that landmass.
Commander
"Yo bro, I heard you liked tanks. So I put a tank in your tank so you can tank while you tank."
Aerial Emperor
Could work. Make a landship dock component that needs free space below. Still a bit tricky re: lift capacity, but less tricky.
Oh BTW, after the boar's head, here's the new Wolf Passant charge:
Half maintenance and greater main map speed for landships under 2000 weight
So this is for when you want to make wolfpacks of small, fast-moving landships.
Commodore
Nice, I like the idea of a Wolfpack, just like German U-Boats.
pray's for a Winged Beaver charge :D
Able Airman
I think that for a fun and successful landship-only strategy, adding several different cannons would be nice. For example: A small, quickly firing cannon for a light vehicle, a balanced cannon for medium vehicles, ( the default cannon would suffice ) and a larger cannon for heavy vehicles, such as the default heavy cannon, but slightly faster firing and smaller. ( Also, howitzers and mortars would be cool ) Other than that, I think from what I've seen so far that the landships are already pretty well designed and will be a really cool edition to the game.
Warrant Officer
After Landships come out, will there be a map option that rids the generation of water? So that people who want to play with Landships don't have to be limited by the oceans? Or will oceans just be an unimportant factor?
Commander, Engineering Corps
Oceans would be a cool factor if we get some form of buoyancy.
Then, someone that devotes some extra cash to adding Suspendium/Pontoons to their Landships gets the ability to navigate their landships across the sea. (Where airships would do a fair bit better)
And some way to have physics impact projectiles would be neato, would be awesome to see cannon balls arc across the map, Projectiles slow as they get higher (making dedicated flak more important) etc...
Aerial Emperor
Currently working on what oceans mean for landships. The concept is as follows:
The elephant, nay wooly mammoth in the room here is of course that there's no water in combat mode. Something I don't want to address right now for reasons of getting dev7 done, but something I will revisit.
Aerial Emperor
This is what sea routes look like BTW.
Commander
Bootiful.
EDIT Is that coloring for territory owned I see?
Aerial Emperor
It is indeed. As a slight side effect, map generation can now take a minute or two, but pretty...
Commander
Noice. Noice.
Commodore
That's awesome.
Commodore
Fantastic!
Now my Fleet can expand in style! My ships and I will take over the world!
-edit- self advertising? I would never do that!
Warrant Officer
Can't wait for this new update! The routes are looking awesome, but perhaps making them dotted lines would make sense? So as to differ them from coasts and such?