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Author Topic: FO Improvements  (Read 4212 times)
Meredith
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« Reply #15 on: December 22, 2007, 08:26:28 PM »

I also wish to keep the game multiplayer compatible.

compatible with what?? A2  LOL LOL LOL LOL
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rattraps123

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« Reply #16 on: December 30, 2007, 08:01:11 PM »

I like these ideas, I'd like to see the resources used better, Starships are made from metal, so it should take ALOT of metal to build them. And a small amount of dilithium to run the ship. Maybe you could scale it so that each ship you build, the more and more dilithium is needed to mantain your fleet.
Latium should be used for trades, and research only.

That is just like star trek.

PLEASE bring planets back !  But make them usefull. have speical ability things that can only be researched on planets.  Like Crew heal rates. if you research on different type planets they yeild different results.

Orbital space docks, Defense platforms, Outpost stations are KEY to holding your planets. There was a great orbital system put into Armada 2, i remember when the game was being made, Requesting it to the makers on there fourm, And my wishes was answered. We should return to there usage.

Instead of working on ALL races at once, to speed up FO development, just work on Alpha quantrant first, then Beta, Then Gama, Delta untill the entire galaxy of races are completed.

Maybe have a Fleet Ops mod editor so you can swipe out newer ships with older ships. So it could be easy to build a custom fleet ops game.

AI

A.I. is the MOST important thing. It needs to be tough. It needs to fool me into thinking i'm playing another person. CRAZY A.I. like sucide raids, and charging,

Gathering resources should NOT be a threat. Building a Fleet of 25,50,100 ships should be !

I usaly build 5 fleets of 16 starships each. and lable them fleet 1 to 5. Then when i'm done toying with the A.I. or i get bored an want to end the game i send all fleets into the enemy's base in One massive attack that leads to victory. I've seen the A.I. do this also to me also. And these was Akira ships, This was in Armada with Warp enabled. I think sum ships should be able to warp. like scouts.

Phasers beam width is too large. it needs to be scaled.
Move during battle should be default to on, it's so dum to have your ship just sit there.

Scripted battle moves. THIS would be Awesome !

Lets say you have your Defiant class starship & 5 scouts in diamond formation against 1 borg cube. instead of circling around the cube, or standing still firing at it. Your ships really fly around it in a random sctiped move around the target. ( Like all the lil ships in First Contact, how they all buzz around the large cube and attack it. )

I talked about this in another post about battleships.

The amount of battleships should depend on your fleet size. for every 10 ships there should be 1 battle ship. So a fleet of 100 ships, you would have 10 Battleships this should even out the game play and not allow the A.I. so build massive battleship fleets.

That's all i can think of right now.
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Dominus_Noctis

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« Reply #17 on: December 30, 2007, 08:17:40 PM »

I like the idea of planets...
AI is improved supposedly in V3 final and I think Red also mentioned that he had found a way to make the AI much better. Personally I would like to see different AI personalities, with the ability to choose which one you will face. I.E. turtle, hit and run, steamroll...
Warp has been discussed in a number of threads. The fact is that maps are just too darn small and there is no need to warp in a star system really ... also it would take away from the tactical advantage the Borg have with the transwarp drive.
I think scripted stuff would be cool... but I think it would be difficult to implement; do you know of a way to make this happen?
You can change how your ships behave at the shipyard so the default shouldn't matter. Plus you don't want the default being that your ships all wander away from you when you aren't paying attention... can you imagine that you are being attacked and at the same time you are building ships. Your attention is on the ships being attacked, so you don't bother to set the defaults of your new ships. Perhaps your oponent thus lures these ships into attacking his base and thus getting blown to bits. This would be pretty bad.
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rattraps123

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« Reply #18 on: January 01, 2008, 11:06:46 PM »

i dont' know the inner working of the game well enought to come up with a solution. but i could guss maybe scripting the attacking target as a orbit point sumhow. And then the scripted battle orbit manuvers would run after that. You know how you set a mining colony in orbit of a planet. make that orbit path set on your target sumhow. And then run a pathing script that makes your ship bank and turn towards the target and randomizes the path between a few scripts so it looks kinda natural.

You have to think outside the box. in TOS.. you would see ships stationary and firing. In TNG ships would pass by eachother on a run. in DS9  DW ships did all sorts of moves. There moving things. they don't just curcle a ship, then use all 3d vectors in battle. like the Defiant & Lokata, flips, passes by, banks turns, nice and active battles. These of couse are for small scale battles, but massive scales battles would be different. With ships holding the lines far back. and smaller ships attacking.
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ewm90
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« Reply #19 on: January 02, 2008, 01:53:13 PM »

Make a non exist an planet and orbit it.

TOS ship could not move much do to restarts of tech but the rendering of TOS show ships moving. Thar are some ships that don't move much but they all move.

But A2 is restrictive.
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MutantHippie

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« Reply #20 on: February 22, 2008, 06:56:59 AM »

just so you know 90% of this stuff is all ready on the fleet ops staff to do list and allot of the ideas they have already said no to. Planes for instance...why would you colanise a planet in the middle of a war zone it just doesn't make sense.
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