Star Trek Armada II: Fleet Operations

General => News => Topic started by: Optec on November 01, 2007, 03:20:54 PM



Title: The Klingons in Version 3.0
Post by: Optec on November 01, 2007, 03:20:54 PM
One thing we do always want to achieve is to make every playable faction in the game unique. So booth the look and the gameplay for each race has a unique character and allows you to discover new tactics and strategies.
Our three most "normal" races are of course the Federation, the Klingons and the Romulans. All three are similar in their gameplay and in their background. Its of course easier to make the Borg more different from the Federation then the Klingons.
Nonetheless we added new unique gameplay elements to all races to achieve a grater diversity of tactics and balancing mechanisms. I want to take a closer look at the Klingons now.

One of the things we know for sure from watching the shows is, that the Klingon Empire spends a immense part of their resources on building and maintaining a large military fleet. Their yard infrastructure must be quite advanced to complement that. Therefore they got a complete new and unique yard system in Fleet Ops 3.0. Their yards may be extended to up to 3 separate construction slots, allowing one station to build up to 3 vessels at the same time!

(http://www.fleetops.net/images/Gallery/FleetOps3Klingon/thumbs/FOScreenShot_071101_142902.png) (http://www.fleetops.net/gallery/page,view/catid,6/PageNo,1/key,0/hit,1/)

The additional yard extensions will of course cost resources, but far less then a new yard would. That allows a Klingon player to focus on a certain yard level (Field Yard, Battle Yard or Imperial yard) and bolster their fleet in no time.

There will also be additional other balancing changes in v3. The Cho'naQ for example (the ship with the blue assault disruptor) will now fire simultaneously at a target as long as special weapon energy is left. The longer it focuses on the same target, the higher the damage per second will get. A perfect weapon to assault large and heavy dreadnoughts or bases. Even the smallest Klingon unit got reworked: the NoQ'Duj Class scout.

(http://www.fleetops.net/images/Gallery/FleetOps3Klingon/thumbs/FOScreenShot_071101_142235.png) (http://www.fleetops.net/gallery/page,view/catid,6/PageNo,1/key,1/hit,1/)

Besides a new model with a cooler look it will now also feature the Superiority Fighter passive ability which allows it to deal nearly doubled damage to other scouts. Cut of your enemies eyes as early as possible!

To complement our Klingon report, here comes the complete Mixed-Tech list for the Empire! Enjoy!


(http://www.fleetops.net/images/raceicons/federation.png)
Federation Technology:
  • E'Djen Class
    A complete new vessel class!
     
  • Vor'cha Class
    + 2 Devensive Value
    + Refined Disruptor (deals increased damage to small targets)
     
  • K'Vort Class
    + 1 Devensive Value
    + Weaponrange increase to medium
    + Evasive Maneuvers passive ability
     

(http://www.fleetops.net/images/raceicons/romulan.png)
Romulan Technology:
  • Qaw'Duj Class
    + 1 Offensive Value
    + 1 Defensive Value
    + 2 System Value
    + The Polaron Field will deal a small ammount of damage in addition to its normal effect
     
  • B'rel Class
    + 2 System Value
    + Improved Cloak (faster cloaking and decloaking like on Romulan ships, reduced energy costs)
    + Repid Fire Pulse Disruptors
     
  • Sang Class
    + 1 System
    + Dual-Loader Passive ability (may fire at up to 2 independent targets)
    + New Torpedo Crossfire special ability (fires two Micro Photon torpedoes that collide in the target spot dealing area damage)
     

(http://www.fleetops.net/images/raceicons/dominion.png)
Dominion Technology:
  • Vutpa' Class
    + 2 Defensive Value
    + 200 crew capacity, increased boarding strength
    + Transporter Assault Special ability
     
  • NoQ'Duj Class
    + 1 to all Attributes
    + Increased movement speed
    + Increased sensor range
     
  • Cho'naQ Class
    + 1 Offensive Value
    + Increased damage per second
    + Tetrion Disruptor special ability
     

(http://www.fleetops.net/images/raceicons/borg.png)
Borg Technology:
  • B'rel Class
    + 1 to all Attributes
    + Regeneration special ability
     
  • Sang Class
    + 1 to all Attributes
    + Multi dimensional targeting passive ability (torpedoes will only miss in very rare cases and deal increased damage)
    - Weaponrange reduced to medium
     
  • Qaw'Duj Class
    + 2 to all Attributes
    + Polaron Field replaced by a Slizer array
     


Title: Re: The Klingons in Version 3.0
Post by: antagonist on November 01, 2007, 09:37:52 PM
Heh, I like the new yard system.

Any chance of every Klingon station getting some weapons?  :whistling:


Title: Re: The Klingons in Version 3.0
Post by: ewm90 on November 01, 2007, 10:48:18 PM
Nice. The only problem I can fine if I look relay hard for one is there no command section where do the staff for the ship yard work? but despite that I give it a A you pass lol. But relay its relay good.


Title: Re: The Klingons in Version 3.0
Post by: Dominus_Noctis on November 02, 2007, 12:49:09 AM
The work you guys do is incredible. I really really love it! I am looking forward to V3 so much it hurts  :woot:


Title: Re: The Klingons in Version 3.0
Post by: antagonist on November 02, 2007, 01:06:12 AM
There weren't any in Vanilla A2, but logically, there should be...whatever, I'm not gonna  die from it :shifty:


Title: Re: The Klingons in Version 3.0
Post by: Jan on November 02, 2007, 12:48:27 PM
VEry nice ideas in there! I like that Borg Tech stuff!


Title: Re: The Klingons in Version 3.0
Post by: RedShirt on November 03, 2007, 05:09:55 AM
Incredible.  It looks like the Klingons are really coming together.  It's a shame the NoQ'Duj's superiority power won't make it a more useful late-game unit, though.


Title: Re: The Klingons in Version 3.0
Post by: Dominus_Noctis on November 07, 2007, 03:03:10 AM
Maybe it will.... maybe it will (new balancing anyone?)  :whistling:


Title: Re: The Klingons in Version 3.0
Post by: T-Man on November 07, 2007, 01:43:36 PM
Their yards may be extended to up to 3 separate construction slots, allowing one station to build up to 3 vessels at the same time!

Right, that's it, you guys are officially scaring me. How the heck did you pull that one off?

All the other ideas sound cool though. I love the idea of the Vup'ta class with the assault transports; the Klingons were missing a true boarding ship. The Borg stuff sounds neat too (i'll have to get to know those, no doubt i'll be fighting them alot :lol:).


Title: Re: The Klingons in Version 3.0
Post by: redmanmark86 on November 07, 2007, 07:11:21 PM
Their yards may be extended to up to 3 separate construction slots, allowing one station to build up to 3 vessels at the same time!

Right, that's it, you guys are officially scaring me. How the heck did you pull that one off?

All the other ideas sound cool though. I love the idea of the Vup'ta class with the assault transports; the Klingons were missing a true boarding ship. The Borg stuff sounds neat too (i'll have to get to know those, no doubt i'll be fighting them alot :lol:).

they used the pod classlabel they recently re unlocked to build a modular station, basically the main one is a research station if im right then you can research the additional two pods on top that are actually shipyards

then doca found the shipyard problem which he is fixing in patch 1.2.5 for normal armada players.


Title: Re: The Klingons in Version 3.0
Post by: Optec on November 07, 2007, 10:50:00 PM
nope, all three elements are ship yards and can construct starships :)
The two extensions will have lesser resource costs then a normal shipyard, but cost mainly supply instead of normal resources (cause an extension as basically a improvement of the installed mass replicators and the like and can be done with spare parts and similar stuff).
the whole complex will still feature only one repair slot


Title: Re: The Klingons in Version 3.0
Post by: warp on December 20, 2007, 11:12:56 PM
Their yards may be extended to up to 3 separate construction slots, allowing one station to build up to 3 vessels at the same time!

But that is still/yet not proportional with other races?  :blush: ?


Title: Re: The Klingons in Version 3.0
Post by: Dominus_Noctis on December 30, 2007, 08:28:02 PM
I think that is the idea: that the Klingon's build scheme is not proportional with the other races  :D
Each race should be unique; it makes the game more fun B)


Title: Re: The Klingons in Version 3.0
Post by: Triarii on January 13, 2008, 10:11:04 AM
Will Klingon ships be made weaker to compensate for this?


Title: Re: The Klingons in Version 3.0
Post by: Cpt Ryan on January 13, 2008, 01:37:51 PM
dot think there is much to compensate for :blink:, you still have to pay resource costs for each additional bay, and i believe if you destroy the "main" part all the other parts may get destroyed as well. Correct me if im wrong about that though :sweatdrop:


Title: Re: The Klingons in Version 3.0
Post by: Optec on January 13, 2008, 01:45:11 PM
yep, but the main base is relatively good armored. All units got small re balancing here and there, especially resource costs changed for nearly all vessels, but the klingon units are still in the same relative position as they were before. The yard extensions are a bit cheaper then a fresh yard, but they wont feature an own repair slot. Klingon research, however, got a bit more expensive


Title: Re: The Klingons in Version 3.0
Post by: Triarii on January 13, 2008, 03:29:50 PM
I like the subtlely of those changes, Optec... my 'will Klingon ships be made weaker?' question was a bit along the lines of using a sledge hammer to crack a nut, which is quite a big cancer on our modern society... guess it's rubbed off on me... :rolleyes:


Title: Re: The Klingons in Version 3.0
Post by: RedShirt on January 17, 2008, 06:06:15 AM
Well, they're all part of the same structure, so it's only reasonable.

In practice, it may actually allow the Klingers to one-up the Feds when it comes to the destroyer spam.  Incredible, no?