[Vorp!] BunBun2s Ship Designs

32 posts

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Everyone seems to be posting ship designs now, so I might as well post this. It’s sort of a replacement for Angel Fire.
Stats added.

Name: Serap

Appearance: Metallic silver disc with six medium-sized wings, has glowing red grooves. No visible engine.

Role: Close range damage dealer with several DoT effects.

Pilot: Winged humanoid, fire affiliation of some sort.

General Stats:
Firepower: Medium
Speed: High
Handling: Medium/High
Energy: Low/Medium
Difficulty: Low/Medium

Q – Pyre/Bonfire/Inferno Wings: Two/Four/Six wings stretch out from the sides of the ship, doing low damage and applying a DoT.
Q – Stats:
Level One: 2 Wings, 20 Damage, 50 Damage over 3 Seconds, Wings Duration 3 Seconds, 3.5 Second Cooldown, 50 Energy Cost.
Level Two: 4 Wings, 25 Damage, 60 Damage over 3 Seconds, Wings Duration 3 Seconds, 3.5 Second Cooldown, 70 Energy Cost.
Level Three: 6 Wings, 30 Damage, 70 Damage over 3 Seconds, Wings Duration 3 Seconds, 3.5 Second Cooldown, 90 Energy Cost.

W – Glowing/Radiant/Incandescent Flare: Range increases with charges, applies a DoT for enemies and pulls them in, duration of DoT is equal to charges.
W – Stats:
Level One: Max of 3 Charges, 1 Second Duration per Charge, 40 Damage per Second, 40 Pull Force, 60/90/120 Range, 1.75 Second Cooldown/Charge Time, 30 Energy Cost.
Level Two: Max of 3 Charges, 1 Second Duration per Charge, 50 Damage per Second, 50 Pull Force, 65/95/125 Range, 1.75 Second Cooldown/Charge Time, 50 Energy Cost.
Level Three: Max of 3 Charges, 1 Second Duration per Charge, 60 Damage per second, 60 Pull Force, 70/100/130 Range, 1.75 Second Cooldown/Charge Time, 70 Energy Cost.

E – Blazing Soul: Passive, Applies minor collision damage with a stacking, long-lasting burn effect.
E – Stats:
Level Zero: 30 Collision Damage, 250 Damage over 10 Seconds.
Level One: 35 Collision Damage, 300 Damage over 10 Seconds.
Level Two: 40 Collision Damage, 350 Damage over 10 Seconds.
Level Three: 45 Collision Damage, 400 Damage over 10 Seconds.

R – Charring/Scorching/Burning Vengeance: Passive, Increases damage dealt and decreases damage taken for a few seconds when a allied player dies, effect stacks.
R – Stats:
Level One: 4% Damage Increase, 4% Damage Reduce, 5 Second Duration.
Level Two: 5% Damage Increase, 5% Damage Reduce, 5 Second Duration.
Level Three: 6% Damage Increase, 6% Damage Reduce, 5 Second Duration.

Feedback please.

 
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Interesting theme.

 
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Very minor issue with the name… isn’t it spelled Seraph?

 
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Originally posted by Darth_Sirov:

Very minor issue with the name… isn’t it spelled Seraph?

It could have been spelled that way, yes, but I think that this spelling sounds better.

 
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Six flapping wings might look like circe’s tiny wings. Maybe change that abit. W ability is too limited by it’s range. you need allies to be near you as well as enemies, maybe a longer range for healing shorter for damage. Blazing soul might have synergy with W ability to get up-close to damage enemies.

I don’t get the R ability. Decreases damage taken when allied pilot dies, what does that mean.

 
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Originally posted by Starcraft111:

Six flapping wings might look like circe’s tiny wings. Maybe change that abit. W ability is too limited by it’s range. you need allies to be near you as well as enemies, maybe a longer range for healing shorter for damage. Blazing soul might have synergy with W ability to get up-close to damage enemies.

I don’t get the R ability. Decreases damage taken when allied pilot dies, what does that mean.

Yeah, I think I’ll make the wings still, but larger. DONE
W ability will be changed. I reather like it being like Ventilate. Perhaps it could suck enemies in instead. I might remove the heal in exchange for more range/damage. DONE
Blazing Soul seems fine, but maybe the DoT from it should stack. Blazing Soul also has an effect at level zero.
R ability means that you get stronger for a few seconds when an ally dies, the more allies that died recently the stronger you get. Think damage reduce/increase techs, but much stronger.

 
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This one has stats.

Name: Not sure yet. Suggestions?

Appearance: Cross shaped, turret-like structure on top turns towards nearest enemy. Dark blue and metallic gray coloring. Engine trail is yellow/green/blue, with specks of purple.

Role: High damage support with large energy management.

Pilot: Humanoid, large head and eyes, greenish gray skin. Very strong and muscled.

General Stats:
Firepower: High
Speed: Low/Medium
Handling: Medium
Energy: Medium/High
Difficulty: Medium/High

Q – Plasma Ray/Beam/Cannon: Fires a powerful plasma beam at the closest enemy. Charge Time decreases with upgrades, Damage increases with upgrades, beam does double damage with two charges.
Q – Stats:
Level One: 500 Damage, 10 Second Cooldown, 8 Second Charge Time, Max Charges 2, Range 100, Energy Cost 200.
Level Two: 600 Damage, 10 Second Cooldown, 7 Second Charge Time, Max Charges 2, Range 110, Energy Cost 250.
Level Three: 700 Damage, 10 Second Cooldown, 6 Second Charge Time, Max Charges 2, Range 120, Energy Cost 300.

W – EMP Bolt: Homing bolt that affects a small area. Slow does not stack.
W – Stats:
Level One: 50 Damage, 20% Slow for 3 Seconds, 25 Explosion Range, 6 Second Cooldown, Energy Cost 20.
Level Two: 60 Damage, 26% Slow for 3 Seconds, 25 Explosion Range, 5 Second Cooldown, Energy Cost 25.
Level Three: 70 Damage, 32% Slow for 3 Seconds, 25 Explosion Range, 4 Second Cooldown, Energy Cost 30.

E – Damage Inverter: Inverts damage and healing on nearby allies. Has a very distinctive appearance.
E – Stats:
Level One: Invert Duration 2 Seconds, Cooldown 9 Seconds, Range 140, Energy Cost 240.
Level Two: Invert Duration 3 Seconds, Cooldown 11 Seconds, Range 140, Energy Cost 260.
Level Three: Invert Duration 4 Seconds, Cooldown 13 Seconds, Range 140, Energy Cost 280.

R – Plasma Overcharger: Passive, Increases damage dealt and decreases cooldown. When you die, does some damage to enemies and applies damage increase and cooldown reduce to allies for a few seconds.
R – Stats:
Level One: 1% Damage Increase, 1 Second Cooldown Reduce, 100 Damage, Buff Duration 2 Seconds, 140 Range, 40 Second Cooldown.
Level Two: 2% Damage Increase, 2 Second Cooldown Reduce, 140 Damage, Buff Duration 3 Seconds, 140 Range, 50 Second Cooldown.
Level Three: 3% Damage Increase, 3 Second Cooldown Reduce, 180 Damage, Buff Duration 4 Seconds, 140 Range, 60 Second Cooldown.

What do you think and what should I change?

 
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Originally posted by BunBun2:

This one has stats.

Name: Not sure yet. Suggestions?

Appearance: Cross shaped, turret-like structure on top turns towards nearest enemy. Dark blue and metallic gray coloring. Engine trail is yellow/green/blue, with specks of purple.

Role: High damage support with large energy management.

Pilot: Humanoid, large head and eyes, greenish gray skin. Very strong and muscled.

General Stats:
Firepower: High
Speed: Low/Medium
Handling: Medium
Energy: Medium/High
Difficulty: Medium/High

Q – Plasma Ray/Beam/Cannon: Fires a powerful plasma beam at the closest enemy. Charge Time decreases with upgrades, Damage increases with upgrades, beam does double damage with two charges.
Q – Stats:
Level One: 500 Damage, 10 Second Cooldown, 8 Second Charge Time, Max Charges 2, Range 100, Energy Cost 200.
Level Two: 600 Damage, 10 Second Cooldown, 7 Second Charge Time, Max Charges 2, Range 120, Energy Cost 250.
Level Three: 700 Damage, 10 Second Cooldown, 6 Second Charge Time, Max Charges 2, Range 140, Energy Cost 300.

W – EM Bolt: Homing bolt that slows one enemy. Slow does not stack.
W – Stats:
Level One: 50 Damage, 20% Slow for 3 Seconds, 6 Second Cooldown, Energy Cost 20.
Level Two: 60 Damage, 26% Slow for 3 Seconds, 5 Second Cooldown, Energy Cost 35.
Level Three: 70 Damage, 32% Slow for 3 Seconds, 4 Second Cooldown, Energy Cost 50.

E – Damage Inverter: Inverts damage and healing on nearby allies.
E – Stats:
Level One: Invert Duration 2 Seconds, Cooldown 9 Seconds, Range 140, Energy Cost 240.
Level Two: Invert Duration 3 Seconds, Cooldown 11 Seconds, Range 140, Energy Cost 260.
Level Three: Invert Duration 4 Seconds, Cooldown 13 Seconds, Range 140, Energy Cost 280.

R – Plasma Overcharger: Passive, Increases damage dealt and decreases cooldown. When you die, does some damage to enemies and applies damage increase and cooldown reduce to allies for a few seconds.
R – Stats:
Level One: 1% Damage Increase, 1 Second Cooldown Reduce, 100 Damage, Buff Duration 2 Seconds, 80 Range, 40 Second Cooldown.
Level Two: 2% Damage Increase, 2 Second Cooldown Reduce, 130 Damage, Buff Duration 3 Seconds, 80 Range, 50 Second Cooldown.
Level Three: 3% Damage Increase, 3 Second Cooldown Reduce, 160 Damage, Buff Duration 4 Seconds, 80 Range, 60 Second Cooldown.

What do you think and what should I change?

I think the cannon has a way too high dmg for an automatically aimed weapon with barely a 10 sec cooldown.

 
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@rick2411-It has a charge time. Which means you can’t spam 1 charge attacks every6 seconds but 10. 12 seconds for a full charged attack.

W attack-EM Bolt seem kinda weak, says 1 enemy. So if it hits drones it’s underpowered.

E-Damage Inverter-Dangerous double-edged knife. A friendly SS Venture can kill or hurt your team alot if you don’t tell your using this.

Just some thoughts.

 
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Originally posted by Starcraft111:

@rick2411-It has a charge time. Which means you can’t spam 1 charge attacks every6 seconds but 10. 12 seconds for a full charged attack.

W attack-EM Bolt seem kinda weak, says 1 enemy. So if it hits drones it’s underpowered.

E-Damage Inverter-Dangerous double-edged knife. A friendly SS Venture can kill or hurt your team alot if you don’t tell your using this.

Just some thoughts.

That’s about how it’s suppose to be.

For clarification, the cannon has a ten second cooldown before you can use it again, then you have six seconds before it does double damage. This is less powerful than Dreadnaught’s nuke.

EM Bolt… I’m not sure what to do with it. Lower the energy cost some, and make it hit and slow in a small area. DONE

Damage Inverter does exactly what it should do, being a massively useful boon in some places, but deadly in others. Hint: The depot heals you, as does normal regen.

Plasma Overcharge needs more range. And yes, it is affected by the cooldown reduce, though suiciding is not a good idea, with it’s little damage. DONE

 
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Another ship, this one more interesting.

Name: Anistarma

Appearance: Bulb with vines or something like that. Engine trail is glowing green/red/purple pollen.

Role: Nimble plant that must drain energy from others. Has very little energy regeneration.

Pilot: N/A

General Stats:
Firepower: Low
Speed: Medium
Handling: Very High
Energy: Medium
Difficulty: High

Q – Parasite Seed: Drops weak, small seeds that attach and leech energy. The seeds, when dropped, wait for an enemy to come into range, then attach to that enemy, draining energy from it. Seeds attached to an enemy open into tiny flowers that are connected to you with thin glowing beams.
Q – Stats:
Level One: Pulse Rate 0.5, Energy Drain 90%/10 Damage, Duration 5 Seconds, 0.4 Second Cooldown, Range 110, Energy Cost 18.
Level Two: Pulse Rate 0.5, Energy Drain 90%/12 Damage, Duration 5.5 Seconds, 0.4 Second Cooldown, Range 110, Energy Cost 27.
Level Three: Pulse Rate 0.5, Energy Drain 90%/14 Damage, Duration 6 Seconds, 0.4 Second Cooldown, Range 110, Energy Cost 36.

W – Control Seed: Fires a seed forwards, causing minor damage and slowdown that gets worse as the seed grows. If a affected player dies while the seed is active, the seed takes over a fragment of the ship, spawning a plant that drains energy from one nearby enemy with a tendril and gives that half of that energy to you.
W – Stats:
Level One: 12 Damage, 10% Slow, Pulse Rate 0.5, Duration 4 Seconds, 8 Second Cooldown, Energy Cost 100.
Level Two: 15 Damage, 11% Slow, Pulse Rate 0.5, Duration 4 Seconds, 8 Second Cooldown, Energy Cost 115.
Level Three: 18 Damage, 12% Slow, Pulse Rate 0.5, Duration 4 Seconds, 8 Second Cooldown, Energy Cost 130.

E – Kinetic Thorn: Fires a very high speed, long range thorn that hits one enemy.
E – Stats:
Level One: 200 Damage, 2 Cooldown, 2 Second Duration, Energy Cost 100.
Level Two: 300 Damage, 2 Cooldown, 3 Second Duration, Energy Cost 125.
Level Three: 400 Damage, 2 Cooldown, 4 Second Duration, Energy Cost 150.

R – Power Taproot: Passive, tendrils that drain energy from the closest enemy(to the tendrils, not to you) and gives it to you.
R – Stats:
Level Zero: 1 Tendril at Front Right, Energy Drain 90%/25 Damage, Pulse Rate 0.5, Range 50.
Level One: 2 Tendrils at Front Right/Left, Energy Drain 90%/25 Damage, Pulse Rate 0.5, Range 50.
Level Two: 3 Tendrils at Front Right/Left and Back Right, Energy Drain 90%/30 Damage, Pulse Rate 0.5, Range 50.
Level Three: 4 Tendrils at Front Right/Left and Back Right/Left, Energy Drain 90%/35 Damage, Pulse Rate 0.5, Range 50.

Extra Stats:
Energy Regeneration:
5/s at ship level 0.
8/s at ship level 1.
11/s at ship level 2.
14/s at ship level 3.
Afterburners:
50 Startup cost, 7/s drain at ship level 0.
50 Startup cost, 8/s drain at ship level 1.
50 Startup cost, 9/s drain at ship level 2.
50 Startup cost, 10/s drain at ship level 3.
Energy:
1520 at ship level 0.
1940 at ship level 1.
2260 at ship level 2.
2580 at ship level 3.

Control Seed Drone: Small ship fragment controlled by a seed that drains energy from a nearby enemy with a tendril and gives it to you.
Stats:
Level One: 540 Energy, 50 Damage, Gives 50% energy to you, Range 54.
Level Two: 760 Energy, 70 Damage, Gives 50% energy to you, Range 54.
Level Three: 980 Energy, 90 Damage, Gives 50% energy to you, Range 54.

Feedback is, of course, always welcome.

 
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that afterburn drain is huge. 8/s lvl 0 alot. Probably cost more than jabbs afterburn :/

 
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Originally posted by Starcraft111:

that afterburn drain is huge. 8/s lvl 0 alot. Probably cost more than jabbs afterburn :/

Ah, okay, I didn’t really have numbers to go from. EDIT: Actually, that much is perfect.

 
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Name: Ampnoti

Appearance: Thin, bladelike, iridescent ship with a large engine. Engine trail inverts the colors of anything seen through it.

Role: Fragile hit-and-run ship with amazing speed.

Pilot: Tendril-covered, inhuman sphere. Communicates in sonic bursts.

General Stats:
Firepower: Very High
Speed: Very High
Handling: Very High
Energy: Low
Difficulty: Very High

Q – Sonic Burst: Fires a deadly wave of vibration suspended in a gas mix, powerful but instantly dissipates after hitting an enemy.
Q – Stats:
Level One: 400 Damage, 1 Second Cooldown, Range 215, Energy Cost 60.
Level Two: 500 Damage, 0.9 Second Cooldown, Range 230, Energy Cost 70.
Level Three: 600 Damage, 0.8 Second Cooldown, Range 245, Energy Cost 80.

W – Sonic Charge: Leaps forward, doing damage to all enemies caught in the way.
W – Stats:
Level One: 105 Damage, Speed 190, Boost Duration 0.25 Seconds, 3.5 Second Cooldown, Energy Cost 60.
Level Two: 150 Damage, Speed 200, Boost Duration 0.3 Seconds, 3 Second Cooldown, Energy Cost 75.
Level Three: 195 Damage, Speed 210, Boost Duration 0.35 Seconds, 2.5 Second Cooldown, Energy Cost 90.

E – Atomic Vibration: Causes nearby enemies to vibrate, causing damage and slowing movement.
E – Stats:
Level One: 150 Damage, 45% Slow, Slow Duration 4 Seconds, Cooldown 5 Seconds, Range 130, Energy Cost 90.
Level Two: 175 Damage, 45% Slow, Slow Duration 4 Seconds, Cooldown 5 Seconds, Range 130, Energy Cost 110.
Level Three: 200 Damage, 45% Slow, Slow Duration 4 Seconds, Cooldown 5 Seconds, Range 130, Energy Cost 130.

R – Inertia Dissipation: Passive, Attempts to prevent unintentional movement(Bumping, drifting, Turbo Hawk oil. This effect is more or less a slow whenever you move unintentionally.), allows much faster rotation, increases speed, and reduces slows.
R – Stats:
Level Zero: 60% Unintentional Movement Prevention, 30% Slow Reduce, 0% Rotation Speed Increase, 0% Speed Increase.
Level One: 70% Unintentional Movement Prevention, 40% Slow Reduce, 10% Rotation Speed Increase, 10% Speed Increase.
Level Two: 80% Unintentional Movement Prevention, 50% Slow Reduce, 20% Rotation Speed Increase, 20% Speed Increase.
Level Three: 90% Unintentional Movement Prevention, 60% Slow Reduce, 30% Rotation Speed Increase, 30% Speed Increase.

Extra Stats:
Energy:
1340 at ship level 0.
1600 at ship level 1.
1860 at ship level 2.
2120 at ship level 3.

Feedback is requested.

 
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What’s the ship energy lvl 0,1,2,3? With it being a hunter (kills players and drones not buildings) Its loadouts should do enormous damage but leave it really weak (like 5 shots almost kills a player but also almost kills the ampnoti). Since it is ‘fragile’ It should be able to kill a ship but it can’t waste ANY energy, meaning 1 this ship is possibly the highest difficulty lvl of any ship unleashed into the game so far, and This ship will be a few players everyone of them a master type of ship. This wont be a ship that anyone plays or tries out, this will be a ship that people choose to master and make it into the most effective hunting ship. This is the type of ship that this is, Devs try this one out when VORP becomes more popular, because with this small of a player base, there is no way people will be able to master this ship, and it is only through mastering that this ship gets good, otherwise with it being fragile it will only be adequate. Note: this ship will promote aspects that are need for any ship, it can’t get hit (energy wastage) you will need to wait for the prime opportunity to release your load outs (shin, hiru torp, angel and prob more that I am missing), in other words once you master this ship, you will be able to master any ship. This ship has the most potential for success and failure than any other ship idea I have seen, which is what makes it a great ship.

 
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Originally posted by klackerer:

What’s the ship energy lvl 0,1,2,3? With it being a hunter (kills players and drones not buildings) Its loadouts should do enormous damage but leave it really weak (like 5 shots almost kills a player but also almost kills the ampnoti). Since it is ‘fragile’ It should be able to kill a ship but it can’t waste ANY energy, meaning 1 this ship is possibly the highest difficulty lvl of any ship unleashed into the game so far, and This ship will be a few players everyone of them a master type of ship. This wont be a ship that anyone plays or tries out, this will be a ship that people choose to master and make it into the most effective hunting ship. This is the type of ship that this is, Devs try this one out when VORP becomes more popular, because with this small of a player base, there is no way people will be able to master this ship, and it is only through mastering that this ship gets good, otherwise with it being fragile it will only be adequate. Note: this ship will promote aspects that are need for any ship, it can’t get hit (energy wastage) you will need to wait for the prime opportunity to release your load outs (shin, hiru torp, angel and prob more that I am missing), in other words once you master this ship, you will be able to master any ship. This ship has the most potential for success and failure than any other ship idea I have seen, which is what makes it a great ship.

It will be able to kill faster than a Shinobi, at least if it doesn’t die.

Speed more than ANT, with handling to match.

You could kill turrets with it, but at similar cost to AF; having little health after.

Shinobi is a nearly guaranteed kill right now, with the health gain when you kill things and the high damage.

 
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Yet another.

Name: Cyrazer

Appearance: Wide, blue-gray oval, edges have forward-facing, vertical protrusions, like sword guards. Engine trail is blue/cyan/white/black. No visible engine.

Role: Chaser with strong slowing effects.

Pilot: AI with excessive amounts of heat manipulating tech.

General Stats:
Firepower: Medium
Speed: Medium
Handling: Low
Energy: High
Difficulty: Medium

Q – Chillsteal: Activates two blue/cyan/white sword-like energy blades that slow enemies. Slow stacks up to three.
Q – Stats:
Level One: 20 Damage, 0.6 Blade Duration, 10% Slow, 5 Second Slow Duration, 1 Second Cooldown, Range 50, Energy Cost 90.
Level Two: 30 Damage, 0.7 Blade Duration, 15% Slow, 5 Second Slow Duration, 1 Second Cooldown, Range 60, Energy Cost 140.
Level Three: 40 Damage, 0.8 Blade Duration, 20% Slow, 5 Second Slow Duration, 1 Second Cooldown, Range 70, Energy Cost 190.

W – Heatleech: Drains heat from nearby enemies, slowing them and reducing your energy costs.
W – Stats:
Level One: 100 Damage, 5% Slow, 3 Second Slow Duration, Energy Costs Reduced by 50 for 3 Seconds, 8 Second Cooldown, Energy Cost 90.
Level Two: 120 Damage, 6% Slow, 3 Second Slow Duration, Energy Costs Reduced by 60 for 3 Seconds, 7 Second Cooldown, Energy Cost 100.
Level Three: 140 Damage, 7% Slow, 3 Second Slow Duration, Energy Costs Reduced by 70 for 3 Seconds, 6 Second Cooldown, Energy Cost 110.

E – Freezspike: Shoots an invisible icicle at the closest enemy, causing them to take some damage and go slower. Hits from this weapon manifest as blue/cyan/white explosions. Slow stacks up to three. Can be used while cloaked.
E – Stats:
Level One: 50 Damage, 10% Slow, 3 Second Slow Duration, 200 Range, 50 Energy Cost, 0.7 Second Cooldown.
Level Two: 60 Damage, 13% Slow, 3 Second Slow Duration, 200 Range, 60 Energy Cost, 0.7 Second Cooldown.
Level Three: 70 Damage, 16% Slow, 3 Second Slow Duration, 200 Range, 70 Energy Cost, 0.7 Second Cooldown.

R – Black Ice Cloak: Cloaks/Uncloaks, making you appear as a slightly shiny spot, preventing you from using Q and W loadouts, as well as increasing afterburner costs and lowering energy regen. If hit, reappears for 1 second. Slows nearby enemies while active.
R – Stats:
Level One: Afterburner Cost 8/s, Energy Regen 10/s, 60% Slow, 20 Range, Energy Cost 100.
Level Two: Afterburner Cost 7/s, Energy Regen 12/s, 70% Slow, 23 Range, Energy Cost 120.
Level Three: Afterburner Cost 6/s, Energy Regen 14/s, 80% Slow, 26 Range, Energy Cost 140.

Extra Stats:
Energy:
1540 at ship level 0.
1780 at ship level 1.
2160 at ship level 2.
2520 at ship level 3.

Feedback is, of course, requested.

 
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cloak doesn’t really make sense with its abilities, maybe this instead: Frozen Winds: an aura of winds so cold that they slow everything it touches down (bullets included), This causes Cyrazer to seem to be going at a super speed. Slow: 5%, 15%, 25% (might seem like a lot but it affects allies and enemies) Can be a passive skill or an active skill. Note: while this skill is active it prevents cyrazer from using AB (if active skill), if passive it slows down the cyrazer by 5%. Should have a fairly large radius (at least Shadow Circuit lvl 3 radius, preferably larger).

 
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Originally posted by klackerer:

cloak doesn’t really make sense with its abilities, maybe this instead: Frozen Winds: an aura of winds so cold that they slow everything it touches down (bullets included), This causes Cyrazer to seem to be going at a super speed. Slow: 5%, 15%, 25% (might seem like a lot but it affects allies and enemies) Can be a passive skill or an active skill. Note: while this skill is active it prevents cyrazer from using AB (if active skill), if passive it slows down the cyrazer by 5%. Should have a fairly large radius (at least Shadow Circuit lvl 3 radius, preferably larger).

Cloak is changed, now slows nearby enemies, causes you to look like a patch of ice, and no longer sparks when hit.

 
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I have three ships to post now, starting with the most finished ones.

Name: Soulbinder Chariot

Appearance: Massive metal chariot pulled by two also massive spectral horses.

Role: Long range finisher, structure defense. Has only one activated loadout.

Pilot: Skeleton in black cloak, you might know him as DEATH. Likes kittens. Favorite Food: N/A.

General Stats:
Firepower: Medium
Speed: Very High
Handling: Low
Energy: High
Difficulty: Medium

Q – Soulbounder: Fires a wave of intangible souls that do damage within a small area. The souls seek players slightly. The souls are fired forwards and backwards for a total of 2/3/4 souls per side. Does half damage to structures, turrets, and the core.
Q – Stats:
Level One: 26 Damage every 0.2 Seconds, 4 Souls, 12 Soul Range, 400 Speed, 1 Second Duration, 1.5 Second Cooldown, 50 Energy Cost.
Level Two: 30 Damage every 0.2 Seconds, 6 Souls, 12 Soul Range, 420 Speed, 1.1Second Duration, 1.5 Second Cooldown, 70 Energy Cost.
Level Three: 34 Damage every 0.2 Seconds, 8 Souls, 12 Soul Range, 440 Speed, 1.2 Second Duration, 1.5 Second Cooldown, 90 Energy Cost.

W – Soulborne: Passive, One/Two/Three souls swirl around you, doing damage to enemies and sending energy to nearby allies if allies are in range. Energy Send sends energy to allies in range up to a maximum of 200 energy per ally per second. You get any excess energy. The soul range is from the soul to the edge of the effect, the energy send range is from your ship to the edge of the effect.
W – Stats:
Level One: 28 Damage every 0.5 Seconds, 1 Soul, 24 Soul Range, 60% Energy Send, 120 Energy Send Range.
Level Two: 34 Damage every 0.5 Seconds, 2 Souls, 24 Soul Range, 60% Energy Send, 120 Energy Send Range.
Level Three: 40 Damage every 0.5 Seconds, 3 Souls, 24 Soul Range, 60% Energy Send, 120 Energy Send Range.

E – Deeping Veil: Passive, Does damage within a massive area. The range is from your ship to the edge of the veil. The effect is very visible on enemy ships. Does double damage to the core.
E – Stats:
Level One: 20 Damage per Second, 560 Range.
Level Two: 35 Damage per Second, 580 Range.
Level Three: 50 Damage per Second, 600 Range.

R – Soulboost: Passive, This boosts the power of the first three loadouts. The extra Soulbounder souls are fired with the forward wave, the extra Soulborne damage is per half-second.
R – Stats:
Level One: 1 Extra Soulbounder Soul, 4 Extra Soulborne Damage, 5% Deeping Veil Slow, 20% Deeping Veil Rotational Slow.
Level Two: 2 Extra Soulbounder Souls, 8 Extra Soulborne Damage, 8% Deeping Veil Slow, 35% Deeping Veil Rotational Slow.
Level Three: 3 Extra Soulbounder Souls, 12 Extra Soulborne Damage, 11% Deeping Veil Slow, 50% Deeping Veil Rotational Slow.

Extra Stats:
Energy:
1450 at ship level 0.
1800 at ship level 1.
2150 at ship level 2.
2500 at ship level 3.

 
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Upgrades affect both forms, so if you upgrade Enlighten Scar, Enshadow Scar gets upgraded too. Starts in form 1.

Name: Mivolen

Appearance: In first form, two large white metal wings sweep forward around a Hirudo-like shape(think minus the claws and fins) white and light grey coloured, in second form, like Hirudo, but more spiderlike(having 8 legs, not 2, slightly more armor), dark grey and black colours, of course.

Role: Close range attack, assisting allies, sudden type changes.

Pilot: Jatn Gaxit, the fifth-to-last Sevipti in the galaxy, is on the run from the Hirudeans, having stolen(borrowed, he claims) the prototype, plans, and the backups of the plans of a unique ship, one with the ability to rapidly shift loadouts. His two heads allow him to look like he has a split personality, something he exploits to its fullest.

General Stats:
Firepower: Very High
Speed: Medium
Handling: High
Energy: Medium
Difficulty: High

**

Q – Lightspire: FORM1: Four beams of light coming from the ship circle around the ship(CLaW style), lasting for one second. Does double damage to towers and structures, half damage to the core.
Q – Stats:
Level One: 40 Damage, 20 Beam Length, 2 Full Rotation, 1 Second Duration, 1 Second Cooldown, 20 Energy Cost.
Level Two: 45 Damage, 25 Beam Length, 3 Full Rotations, 1 Second Duration, 1 Second Cooldown, 25 Energy Cost.
Level Three: 50 Damage, 30 Beam Length, 4 Full Rotations, 1 Second Duration, 1 Second Cooldown, 30 Energy Cost.

Q – Omnitizing Virus: FORM2: Launches a virus canister forwards, causing massive damage over time in a small area. Range is centered on canister. DoT is applied every 0.3 seconds from first application. Does 1/3 damage to towers, structures, and the core.
Q – Stats:
Level One: 53 Damage per Second, 3 Second Virus Duration, 40 Range, 2.1 Second Canister Duration, 2 Second Cooldown, 100 Energy Cost.
Level Two: 86 Damage per Second, 3 Second Virus Duration, 50 Range, 2.4 Second Canister Duration, 2 Second Cooldown, 145 Energy Cost.
Level Three: 119 Damage per Second, 3 Second Virus Duration, 60 Range, 2.7 Second Canister Duration, 2 Second Cooldown, 190 Energy Cost.

**

W – Enlighten Scar: FORM1: Scars space with light, causing affected enemies to go slightly slower and heal attacking allies. Allies that damage enemies get some of the damage they do back as energy.
W – Stats:
Level One: 8% Slow, 30% Energy Return, 130 Range, 5 Second Duration, 15 Second Cooldown, 110 Energy Cost.
Level Two: 10% Slow, 34% Energy Return, 135 Range, 5 Second Duration, 13 Second Cooldown, 120 Energy Cost.
Level Three: 12% Slow, 38% Energy Return, 140 Range, 5 Second Duration, 11 Second Cooldown, 130 Energy Cost.

W – Enshadow Scar: FORM2: Scars space with shadow, causing affected enemies to go slightly slower and heal nearby(on the scar) allies for some of the damage they(the enemies) do.
W – Stats:
Level One: 8% Slow, 30% Energy Block, 130 Range, 5 Second Duration, 15 Second Cooldown, 110 Energy Cost.
Level Two: 10% Slow, 34% Energy Block, 135 Range, 5 Second Duration, 13 Second Cooldown, 120 Energy Cost.
Level Three: 12% Slow, 38% Energy Block, 140 Range, 5 Second Duration, 11 Second Cooldown, 130 Energy Cost.

**

E – Solar Jamming System: FORM1: Passive, Nearby enemies take slightly more damage and go slower. Makes affected enemies have brighter screens. Range is centered on ship.
E – Stats:
Level One: 5% Damage Increase, 10% Slow, 70 Range.
Level Two: 6% Damage Increase, 12% Slow, 75 Range.
Level Three: 7% Damage Increase, 15% Slow, 80 Range.

E – Shadow Targeting System: FORM2: Passive, Nearby enemies take more damage and go slightly slower. Makes affected enemies have darker screens. Range is centered on ship.
E – Stats:
Level One: 10% Damage Increase, 5% Slow, 70 Range.
Level Two: 12% Damage Increase, 6% Slow, 75 Range.
Level Three: 15% Damage Increase, 7% Slow, 80 Range.

**

R – Morph/Change/Transform: Changes between forms, but must charge up first, can be interrupted. Heals you. About the same as deport in total effect.
R – Stats:
Level Zero: 4 Second Charge Time, 50% of Max Health Heal, 180 Second Cooldown.
Level One: 3.5 Second Charge Time, 60% of Max Health Heal, 180 Second Cooldown.
Level Two: 3 Second Charge Time, 70% of Max Health Heal, 120 Second Cooldown.
Level Three: 2.5 Second Charge Time, 80% of Max Health Heal, 60 Second Cooldown.

Extra Stats:
Energy:
1250 at ship level 0.
1600 at ship level 1.
1950 at ship level 2.
2300 at ship level 3.

I didn’t quite lie about the number of ships.

 
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While your ship ideas are generally good, please keep in mind that the goal of the new ships is not to replace or be too redundant to previous ships. The new ships should be different enough both in PLAY STYLE and THEME to genuinely provide something new and not just a variant of the current ships as you would like them to have been.

So far, the only race to have been used more than once is human and perhaps it is time to double up on some of the others. I am merely warning you that the devs’ trend does not currently support the notion of using another space vampire for instance.

 
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need skin of ship

 
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Continued… On the positive note again, I like the light/shadow theme of your last ship and the transform feature. Very original. I still think you can do something more with the theme than space vampire, a creature more associated with the dark than the light. Perhaps some two-faced creature or some other dichotomy.

 
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Originally posted by Hurpidurp:

Continued… On the positive note again, I like the light/shadow theme of your last ship and the transform feature. Very original. I still think you can do something more with the theme than space vampire, a creature more associated with the dark than the light. Perhaps some two-faced creature or some other dichotomy.

How bout a two-headed snakeman who stole the ship from the Hirudeans?