A few little improvements I could suggest

Post ideas and suggestions on new features or improvements here.
posted on May 23rd, 2011, 6:16 pm
I just had a few ideas while I was playing FO, I know some won't probably make sense but  :D

  • I thought of the avatar special ships; what if every Avatar could have the same ships but a lower version of it.
    eg. what if mayson could have Risner's Avalon but with a limit of 2 or 3
    and with downgraded stats
    eg. lauch a fighter every 15 secs instead of 10
  • What if every weapon had a miss chance but it decreases the closer you get.
    eg. Beams have a 90% chance of hitting a small target but a 95% of hitting a medium and a 100% of hitting a large one, maybe a 80% chance of hitting fighters. but if the small target is at point blank range, the probability goes up to 99%.
    Changing torp probability should go up in my opinion. 20% chance of hitting a fighter, 65-70% of hitting a small target, 80% chance of hitting a medium target, 90% chance of hitting a large one, 100% chance of hitting a station

  • 1 fed ship can cloak. lets say an Antares yard or venture. storyline:
    after having experimented with cloaking devices with the Defiant, Sect 31 decides to implemented even due to Starfleet's protests. having it's superior technology Sect 31 appoints Risner to keep to secret of the special Fed cloak, but it has a very weak hull and shields and doesn't have weapons of any kind. Mayson thought it would be beneficial for him to use a type of cloak, so Risner gives him a prototype. there is a chance of the ship being detected by standard scaners but in all other  aspects it acts like a 5sec klingon cloak. both can be detected by all pings and have a limited cloak time of 1.30 min.
  • some of the rare warp-ins should have a higher chance of entry. unless you give this.
    you request for certain ships (eg.3 gals) but you have to wait double the time for them to get there and you have to pay in Di/Tri (like you get in a jupituer class yard) but when it dies you have to pay double the supply then when it comes randomly
    (makes sure that SflCmd doesn't send any ships on suicide missions
I hope you will consider these as valid.
Please post
posted on May 23rd, 2011, 6:27 pm
I don't know why you would think we might consider your ideas invalid. :blush:

Here are my responses.
  • The problem is that it removes alot of the uniqueness each avatar has.  If every avatar had exactly the same ships, there wouldn't be alot of variety.  I believe the romulans have something similar to what you suggest though.  I think one avatar can build one more Tavara then the other, but I"m not sure.
  • Good idea, I like it, but it is probably beyond a2 game mechanics
  • I believe the romulan mixed tech defiant can cloak :blush:  Since cloaking was a technology the feds got from the Romulans, it makes sense that the only ships that can cloak are ones built with Romulan mixed tech.
  • I believe somebody already asked about this.  The point of warpin is that it is a distress call.  You shouldn't get to pick and choose which ships come to your rescue. :sweatdrop:

Edit: Oh hey look!  my post counter is 4444. :D 
posted on May 23rd, 2011, 6:32 pm
The Avatar-specific ships have something to with their personality, at the least; Risner has fighters and the Phalanx because of an unconventional approach (heavy guns and attacking in battle-shuttles), Mayson is more conventional. The Dominion one is because one's an alliance, the other isn't; it would be odd for pure-Dominion to have Breen ships.

Adm. Zaxxon wrote:I don't know why you would think we might consider your ideas invalid. :blush:

Hope for the best, prepare for the worst? Pretty good approach, I say.
posted on May 23rd, 2011, 6:37 pm
Ignoring theoretic impossibiltys I like the beam idea, but would probly put the game way off balllence, but that is the way it works with torpedos, with regards to size/miss chance. but aas it was said on another thread somwhere the have advanced enough scanners that ths beams at leats will always hit their targets.


I like your ideas, and i hope to see more soon.

hahaha zaxxon, it is 4444, but i sence not for long
posted on May 24th, 2011, 9:00 am
Last edited by Grand Admiral on May 24th, 2011, 9:37 am, edited 1 time in total.
    Adm. Zaxxon wrote:
    • I believe somebody already asked about this.  The point of warpin is that it is a distress call.  You shouldn't get to pick and choose which ships come to your rescue. :sweatdrop:


    yes but what about the experimental warp-ins? you do go to SF and ask for a certain ship. any way the amount of supply loss would make people not use it very much.
    If anything you should be able to say "no support classes should come otherwise they will get destroyed. and maybe if you order 3 gals there might be a % chance of ships of the same class (not gals) replacing 1 or 2 of the galaxies.

    Edit: in my opinion It might be possible, with a mixed tech yard, to warp in ships from the the allied faction controlled by the allied faction, but then it will use resources from both allies. (not a good idea, I know, but maybe it could be enhanced in some way)
posted on May 24th, 2011, 10:38 am
Grand Admiral wrote:
    yes but what about the experimental warp-ins? you do go to SF and ask for a certain ship. any way the amount of supply loss would make people not use it very much.


Because the experimental warp-ins aren't roaming the galaxy. They are docked at a yard/starbase untill needed. They are very specialized ships, constructed for a very specific purpose.
The Teutoburg class for example has no facilities to enable it to do any exploration/patrolling etc. on its own. If they wanted it to be able to do this, the ship has to be heavily refitted. But as it is designed for a very specific role it will most likely never be refitted for any other purpose then what it was designed for.

Does this make sense? I think that is how the devs intended the experimental warp-ins.
posted on May 24th, 2011, 5:09 pm
Ok, thanks for making that clear.
but I have just one more idea; what if all the warp-ins came at random ranks. Since its a distress call, the USS Venture has as much chance of answering as a random Galaxy class with a brand new captain. or maybe there can be a maximum rank available so it doesn't immediately cancel the Wp-in limit.
posted on May 24th, 2011, 5:46 pm
Pre-ranked Warp-Ins was suggested before, not sure what came of it. I can remember that there were balance concerns, though.
posted on May 24th, 2011, 6:41 pm
i think i suggested pre ranked warpins before, some balancing points thrown around alongside were to have not always 3 come, sometimes 2. and to have warpins sometimes not a full health/shields. they would still respond to a distress call if they were above 75% hull maybe.
posted on May 25th, 2011, 10:06 am
Myles wrote:i think i suggested pre ranked warpins before, some balancing points thrown around alongside were to have not always 3 come, sometimes 2. and to have warpins sometimes not a full health/shields. they would still respond to a distress call if they were above 75% hull maybe.

That sounds like a very good idea. any ideas why it didn't pass?
posted on May 25th, 2011, 4:39 pm
Grand Admiral wrote:That sounds like a very good idea. any ideas why it didn't pass?


ideas dont pass and fail as if any idea can be implemented in the next patch. if they like an idea they see on the forum it can take several patches before it gets in game. presumably they note down ideas they like for looking at later.
posted on May 25th, 2011, 5:31 pm
Grand Admiral wrote:
  • What if every weapon had a miss chance but it decreases the closer you get.
    eg. Beams have a 90% chance of hitting a small target but a 95% of hitting a medium and a 100% of hitting a large one, maybe a 80% chance of hitting fighters. but if the small target is at point blank range, the probability goes up to 99%.
    Changing torp probability should go up in my opinion. 20% chance of hitting a fighter, 65-70% of hitting a small target, 80% chance of hitting a medium target, 90% chance of hitting a large one, 100% chance of hitting a station


I thought torps already had a miss chance?  And I also thought pulse weapons did as well?  Or am I mistaken?
posted on May 25th, 2011, 5:35 pm
Torps have a miss chance that depends of ship size. All weapons can have accuracy screwed by a Nebula and ECM passives.
posted on May 25th, 2011, 6:27 pm
Borg101 wrote:I thought torps already had a miss chance?  And I also thought pulse weapons did as well?  Or am I mistaken?

Torps have a miss chance, but unless I'm mistaken, what I proposed was a lesser miss and a probability of hitting fighters.
Pulses have a miss chance but I'm talking about the beams to have a miss chance.
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