Proxy Yarding

You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
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posted on December 20th, 2010, 2:12 am
Nebula_Class_Ftw wrote:I have an idea to help detect proxy yards built near your moon pairs, it comes from another idea I had a while ago that people seemed to like (sensors detecting units outside of their strictly visual range.)
Maybe make sensors detect buildings being built up to 25% outside of their visual range. Enemy puts up a yard next to your base mining, then you can see something fishy is going on.



I've tossed that idea around before myself, it's a great idea.

Prehaps some stellar terrain (such as nebulas, big stuff that's detectable at longer ranges) also detectable at longer ranges as well as stations.

The bigger the terrain/station, the longer range at which it pops up. Smaller stuff like turrets dont have much if any extra range at which they can be detected.

Prehaps have it be a % ammount based on the sensor range of the vessel.

So a Nebula or venture doing a long ranged scan would pick up larger stations at whatever % of their sensor range during that scan. Same would apply to the dominion hyperspace scanner thingey, and other sensor based techs.
posted on December 20th, 2010, 2:29 am
Well, I think the energy used to create the stations would be the thing alerting sensors, so size shouldn't matter (always same number of construction bees using their beams, size just means the building takes longer.)
As for a gameplay reason, I think you'd want to be able to detect a Fed donut going up near your mining just as much as a proxy yard.
posted on December 20th, 2010, 3:31 am
Nebula_Class_Ftw wrote:Well, I think the energy used to create the stations would be the thing alerting sensors, so size shouldn't matter (always same number of construction bees using their beams, size just means the building takes longer.)
As for a gameplay reason, I think you'd want to be able to detect a Fed donut going up near your mining just as much as a proxy yard.


Agreed. Pretty much any large station should be detectable from longer range. Long range sensors tell you its there, but nothing much else detail wise about the area the way trek seems to have them work, so it'd make trek sense too.
posted on December 20th, 2010, 11:33 am
Tok`ra wrote:Agreed. Pretty much any large station should be detectable from longer range. Long range sensors tell you its there, but nothing much else detail wise about the area the way trek seems to have them work, so it'd make trek sense too.


I think Nebula_Class_Ftw is saying that all stations should be detectable at the same range regardless of size (though limited by sensor range of the vessel, I guess).
posted on December 20th, 2010, 2:39 pm
Well ALL stations at the same range doesn't fit.

HOWEVER..... ships should have the ability to detect SOME items at extended range. (scouts get a bonus to this, ditto certain fed vessels like the nebula with sensor pod).

Im not going to use any numbers while I'm having my morning coffee, not seriously, not when I cant test it ingame, but heres a rough sketch of the idea..........


station types (the numbers are just barley thought out, they should be changed as this is thought out further)

1- Starbase: Massive power signatures. Detectable at longest range. Say 300% of a ships sensor range (for specials that boost sensor range, 300% of the boosted range).
2- Mining stations: They're big non-combat stations, and the emphesis is on efficencey not stealth. Detectable at 200% of standard range (IE: double)
2- Shipyards: They use bulk replicators and other high powerd objects, detectable at 150% Of range.
3- Research stations and special stations: They dont really use that much power as they are administrative and training hubs, but they do occasionly use lots of power for research or other activities. 120% detectable range.
4- Turrets: They are relativity small for their power levels, and therefore only detectable at 110% of normal range.

This means for starbases, a ships sensor range is 1/3 of the range at which it can be detected. All you'll know is that it is there, because it's big with a huge energy signature, smaller stations give off less of a signature, and are harder to detect.


As for ships, which should at least have a chance to be detected at range (since in trek we do see they can be seen at longer ranges) add astrometrics special weapons as ships rank up (the more science based the ship is, the more the range). Have this give a low but steady chance to detect ships/stations/objects at greater than normal ranges. Think of it like a loooooong range tachyon ping, which only pings up to 2-3 ships/stations tops, and only uncloaked ones, and only for a split second for stations  and 5 seconds for ships (long enough to see a dot on the map, then it vanishes).

Save it for ships that've ranked a few times, as it takes experinced crews to scan effectivley. Have this be the big advantage for the Feds. Have the borg have a lower range for this, but able to detect more ships at once.
posted on December 21st, 2010, 1:01 pm
Some suggestion on balancing proxy/repair yard:

Couldn't be the "recrew-ability" of the incubation centers incorparated to some degree for every unupgraded yard? So that nearby ships are recrewed/repaired slowly on the expense of special energy? More Ships in vicinity = faster SE drain?

The repair facility could than appear on another tier of the techtree as an upgrade. (but that may cause problems with the non-porxy yard)

This would allow for moderate repair ability in the beginning so that you cannot cycle your ships through the facility indefinitely until mid-game.
posted on December 23rd, 2010, 8:48 pm
Thats a pretty neat idea.

Prehaps, if possible, set it so repair stations dont do anything for re-crewing a station, have ships re-crew thru proximity to a station with the recrew ship ability as necro mentioned, and the ships crew returns at a lower rate.

That way repairs of systems happen fast, but replacing the crew takes longer.

Same thing could be used for hospital ships, use the sensor pod Nebula model, and replace the scan with a targetable special for providing medical assistance to a vessel (recrews it at a moderate pace), and a ranged special that can (at a much slower rate) assist multiple ships at once (slow rate of regen, but even at vet level it nukes the ships special energy and has a period of time until it can be recast).
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