Capital ship idea

zorglub
56 posts Member
edited May 2018
Hi, not sure where this is supposed to go, so ships feedback seems like the only viable option.

Seeing as how important reinforcement abilities are, I was thinking that a neat concept for a capital ship ability would be to be able to <3trigger a ship's reinforce ability <3 , something like:
Second Wind(special):
Trigger target ally's reinforcement ability (cooldown: 3 turns)

That capital ship could be like 100% support-oriented (a bit like HYoda) with a high ship speed (say 190-ish) to offset the lack of damage and increase utility.

a couple of example abilities could be:
Nope!(basic):
Dispell all debuffs on target ally and that ally gains tenacity up for 2 turns
Target Lock: the targeted ally gains a buff (Tank: protection up (40%), Attacker: Advantage, Support: Stealth) for 2 turns
Outmanoeuvre(special):
cooldown: 3 turns
Summon a reinforcement for both players, if possible. This doesn't trigger reinforcement abilities.
I have a good feeling about this (unique):
All allies have +20% tenacity and +10% critical avoidance (doubled for xxxx).
Reinforcement bonus: Stealth for 2 turns
Turning Tables(crew):
cooldown: 4 turns
Dispell all buffs from all ennemies; for each buff dispelled, give that buff to a random ally that doesn't have it and all allies gain 10% turn meter.
Dispell all debuffs on all allies; for each debuff dispelled, apply that debuff to a random enemy that doesn't already have it and all allies gain 10% protection.
This ability starts on cooldown


I think this would actually be a really cool capital ship concept

What do you think?
Post edited by zorglub on
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