I'm a Little Turtle, short and stout.
You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
posted on May 27th, 2010, 6:12 pm
Serkas. Those turrets wouldn't stand up to a visit from Serkas for long at all. I don't know if hyperspace artillery would clear a hole.
posted on May 27th, 2010, 6:39 pm
turn on alternate firing mode and they are arty range, you would have to micro serkas to fire from outside arty range, doing slower damage
posted on May 27th, 2010, 7:19 pm
Interesting, I said the rommie turrets were UP 2 days (as far as i remember) after the patch was out. Took quite a while to find cnfirmation by the other mates 
Well I believe it's very sad. The rommies turret system is quite creative and thus worth an applause to the devs. Only the balancing is a little crappy.
My suggestion to solve the problem is not to increase the turrets values, which is too little special for romulans, but slightly decrease their costs and highly increase the generators range. Increase it so much, that it becomes difficult to look up the generators position without taking heavy damage. As the generator is too powerful in early game now, leave it at small range in early game and allow it to updrage tp artillary range in later game. Thus you can really form an invisible (not too damaging) wall of turrets.
A rebiuld of a nice StarTrekkic neural zone between Romulans and Feddies would be likly then

Well I believe it's very sad. The rommies turret system is quite creative and thus worth an applause to the devs. Only the balancing is a little crappy.
My suggestion to solve the problem is not to increase the turrets values, which is too little special for romulans, but slightly decrease their costs and highly increase the generators range. Increase it so much, that it becomes difficult to look up the generators position without taking heavy damage. As the generator is too powerful in early game now, leave it at small range in early game and allow it to updrage tp artillary range in later game. Thus you can really form an invisible (not too damaging) wall of turrets.
A rebiuld of a nice StarTrekkic neural zone between Romulans and Feddies would be likly then

posted on May 27th, 2010, 7:55 pm
Ruanek wrote:On the other hand, the Romulans did experiment with drone ships controlled by non-Romulans way back in the ENT era, so I think they would definitely consider it a viable choice. I mean, they can always program in safefguards to make the ship/station/whatever self-destruct when someone attempts to reprogram it.
A ship manually piloted by a person isn't an AI controlled ship, it's a person controlled ship. No safeguards are perfect, no matter how hard you try.
posted on May 27th, 2010, 8:10 pm
I said that as evidence that the Romulans were working on similar things (similar as in a similar purpose, which is what you seem to discount for some reason).
Mimesot, the problem with that idea is right now the turrets are extraordinarily weak. That, along with the high cost if the necessary generators, are the 2 main problems they have. Making them less expensive doesn't fix either of those problems.
Mimesot, the problem with that idea is right now the turrets are extraordinarily weak. That, along with the high cost if the necessary generators, are the 2 main problems they have. Making them less expensive doesn't fix either of those problems.
posted on May 27th, 2010, 8:33 pm
Last edited by Tyler on May 27th, 2010, 8:53 pm, edited 1 time in total.
Similar in that it's not controlled by organic people on the ship, but I was talking about intelligent, free-thinking computers controlling the ship.
I can see similarities between remote control and M-5 like concepts, it's just that they're only minior visual similarities.
I can see similarities between remote control and M-5 like concepts, it's just that they're only minior visual similarities.
posted on May 27th, 2010, 9:31 pm
Ruanek wrote:Mimesot, the problem with that idea is right now the turrets are extraordinarily weak. That, along with the high cost if the necessary generators, are the 2 main problems they have. Making them less expensive doesn't fix either of those problems.
In endgame I don't mind how weak they are as long as they are cloaked. The generator just needs o be out of the battlezones to not get attacked too easily.
In the games beginning, it's true the combination of turret and generator needs too long to be built and is too easily disabled and destroyed and too weak to fend of anything. With the current system a balanced effectiveness could only be achieved by boosting the turrets ... which i dislike - rom turrets alays were really weak and only effective in numbers.
What about a new idea of a non-boost solution ... let's introduce a very cheap mobile generator ship, which can target a ship/station with it's recharger-special and replenish the ship/station's energy stores. Additionally one has to increase the battery's capacity by 1000 making the interval between the refuellings comfortable long. As you have not too many turrets in the beginning you probably can handle this with just one generator ship, which further has some use in fleet battles too.
Opinions?
posted on May 27th, 2010, 9:35 pm
mimesot wrote:In endgame I don't mind how weak they are as long as they are cloaked. The generator just needs o be out of the battlezones to not get attacked too easily.
But but but but ... they HAVE to be near the generator to function, and the Generator HAS to be in the combat zone if the turrets are going to fulfill their job and ... combat things

posted on May 27th, 2010, 9:48 pm
Boggz wrote: But but but but ...
... but if you give the generator long or artillery range, the generator might be out of the combat zone and still make the batteries *pew pew pew*

posted on May 27th, 2010, 11:06 pm
I think that sounds like a good enough idea
. I do worry though about what it would mean for a Romulan fleet engaging in battle near it. Suddenly you'd be seeing a lot more special weapons energy being returned to your ships. Maybe not enough to really matter, I dunno
.
I'd personally like for the Turrets to be self-powered again, but to be weak UNTIL a generator can "power up" some better systems on it
.


I'd personally like for the Turrets to be self-powered again, but to be weak UNTIL a generator can "power up" some better systems on it

posted on May 27th, 2010, 11:37 pm
Yeah, in my experience people attack the generators rather than the turrets (even when they aren't cloaked) because it's more efficient to do that, and then the turrets are useless.
posted on May 28th, 2010, 12:16 am
It sounds like a viable alternative to what I had suggested. Perhaps bump up the hull points on the generator as well?
posted on May 28th, 2010, 3:30 am
Last edited by funnystuffpictures on May 28th, 2010, 3:35 am, edited 1 time in total.
Wow Alternate, you should give lessons on turtling 

posted on May 29th, 2010, 9:17 am
gime hyperspace artillery, gimme gimme! 

posted on May 29th, 2010, 9:19 am
hahha!
Or any kind of ship that is artillery/long rang and can be focused on 1/2 of those turrets at a time
. GIMME EXPERIENCE! GIMME GIMME GIMME!
>:D
Or any kind of ship that is artillery/long rang and can be focused on 1/2 of those turrets at a time


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