A Few Requests
Post ideas and suggestions on new features or improvements here.
posted on September 20th, 2010, 3:40 pm
I have a few features that I would like to see in Fleet-Ops. And I'm sure that some people will agree with some of these things.
How do I put in a numbered list?
- First, put the resource names back to where they were. Then rename Dilithium to Fuel, and Latinum to Supplies. That should make it pretty much universal. Plus, during trading, you get supplies instead of a metal, which is more realistic.
- Second, make it so that when you research a technology, each ship has to be upgraded individually with that technology. And make it so that each ship can have two or three technology upgrades of any kind available on the player's techtree. This is also more realistic.
- Third, put the self-destruct feature back in. If someone it trying to capture my ship and I can't destroy them, I want to be able to destroy the ship being captured so that at least that way, they don't get the ship, and damage is done to them in the process.
- Fourth, put the technology assimilator station and beam back in for the Borg. The Borg always add to their distinctiveness and I think fleet-ops should reflect on that. And the only thing that shouldn't be able to be assimilated is the technology that hides vessels from the enemy. But limit it to maybe three or four technologies per vessel.
How do I put in a numbered list?
posted on September 20th, 2010, 5:48 pm
TCR_500 wrote:Second, make it so that when you research a technology, each ship has to be upgraded individually with that technology. And make it so that each ship can have two or three technology upgrades of any kind available on the player's techtree. This is also more realistic.
that's a vast change, not sure i like it.
TCR_500 wrote:Third, put the self-destruct feature back in. If someone it trying to capture my ship and I can't destroy them, I want to be able to destroy the ship being captured so that at least that way, they don't get the ship, and damage is done to them in the process.
i vote a resounding no to this. i wish there was a voting option for vehemently opposed to a suggestion.
capturing would be completely pointless if everyone could just self destruct their ships easily.
it would be completely crazy if this even did damage.
TCR_500 wrote:Fourth, put the technology assimilator station and beam back in for the Borg. The Borg always add to their distinctiveness and I think fleet-ops should reflect on that. And the only thing that shouldn't be able to be assimilated is the technology that hides vessels from the enemy. But limit it to maybe three or four technologies per vessel.
i hated this idea in vanilla. its just weird.
why would the borg steal any tech that wasnt as advanced as their own? borg tech is better than everyone else's tech. stealing a special weapon seemed a plain weird idea to me.
the only possible exception is omega, which the romulans have. but maybe the borg dont know about omega yet, or have limited omega in use on their command cubes.
TCR_500 wrote:How do I put in a numbered list?
im pretty sure u need to make that yourself, the list bbcode doesnt support numbers, only discs squares and circles.
posted on September 20th, 2010, 6:21 pm
Yeah, I'm gonna disagree with the topic creator and say not needed changes.
I do want SD back though, it needs a 40% fail rate and to do no damage. There's been plenty of times I could have SD'd a ship that was being captured. I feel if th opportunity as there then it should be an option.
I do want SD back though, it needs a 40% fail rate and to do no damage. There's been plenty of times I could have SD'd a ship that was being captured. I feel if th opportunity as there then it should be an option.
posted on September 20th, 2010, 6:27 pm
are you sure many of these are not already able to be modded back in. tech assim dse make sence as there are some techs other races have that the borg would benifit from (cloak for example) renaming resources can in the dynamic_localized_strings.h file making each ship research its own tech is moddable but would be way to macromanaging much simpler to do it the current way
posted on September 20th, 2010, 6:32 pm
Is there an option to vote for none?
Especially not the second item. Do you know how difficult it will be to micro ships when any of them may have a random combination of specials?
No Thanks,
But cheers for contributing.
Especially not the second item. Do you know how difficult it will be to micro ships when any of them may have a random combination of specials?
No Thanks,

posted on September 20th, 2010, 6:41 pm
1) That is just weird.
2) No thanks. It takes micro to a crazy level
3) Nope, i enjoy capturing ships too much.
4) Half and half on this one... i'd be more interested to see what the devs come up with with the next Borg redo.
2) No thanks. It takes micro to a crazy level
3) Nope, i enjoy capturing ships too much.
4) Half and half on this one... i'd be more interested to see what the devs come up with with the next Borg redo.
posted on September 20th, 2010, 10:16 pm
For number one, making the resource names the way I described would be more universal. And more compatible with trade. Fuel is used to power everything. Dilithium is only one type of fuel. Using the word "Fuel" makes the resource more useful as not everyone uses Dilithium. But everyone has to use fuel. And for changing Supply from the Bio-matter replacement to the Latinum replacement puts latinum in the fuel category and allows Species-8472 to be playable. Species-8472 doesn't need any supplies. By the way, latinum is also put in the Supplies catigory this way.
For number two, maybe put the default weapon for that ship as an upgrade option, then after that ship has been upgraded to have all of its standard specials, allow one extra special. Except, don't allow a special that is obtained in stages. And don't allow it if the special energy consumption is higher than the special energy aboard. I've always wanted to put a Progressive scan aboard a Sovereign Class battleship.
For number three, the self-destruct system doesn't have to be on all of the ships. Just some of the support vessels and the more versatile battleships. Like that Federation fighter carrier and those mixed tech vessels.
For number four, I don't want any technology that hides a vessel to be assimilable by the Borg. The Borg never hide their vessels. They have been known to hide transwarp generators, but nothing else is hidden by the Borg.
By the way, I'm not sure why I put four options available to be voted on at once, then put a fifth "Select All" button.
For number two, maybe put the default weapon for that ship as an upgrade option, then after that ship has been upgraded to have all of its standard specials, allow one extra special. Except, don't allow a special that is obtained in stages. And don't allow it if the special energy consumption is higher than the special energy aboard. I've always wanted to put a Progressive scan aboard a Sovereign Class battleship.
For number three, the self-destruct system doesn't have to be on all of the ships. Just some of the support vessels and the more versatile battleships. Like that Federation fighter carrier and those mixed tech vessels.
For number four, I don't want any technology that hides a vessel to be assimilable by the Borg. The Borg never hide their vessels. They have been known to hide transwarp generators, but nothing else is hidden by the Borg.
By the way, I'm not sure why I put four options available to be voted on at once, then put a fifth "Select All" button.
posted on September 20th, 2010, 10:40 pm
For #2, I would like it with any ships built after the research getting the tech built-in (unless the cost is upped with refit, then make an option to build a no-special ship.) Ships built before should get a very short (4-15 seconds depending on the special) refit time for no cost (or if they do get a cost, make it so the resources are lower for the ship built without specials.)
I would really like #3, but it needs downsides to balance it out. Maybe it could have a failure chance like what Njm suggested, but only when it was being boarded or a spy was onboard (lower crew and lower % of original crew would lead to higher failure rate.)
If it does get put in with failure rate based on boarding, I think there should be faction-specific separate crew counts like I have suggested before. This makes more sense than a less amount of crew who are apparently killing boarders instantly somehow not getting the self destruct to go off.
Other ideas I don't like
I would really like #3, but it needs downsides to balance it out. Maybe it could have a failure chance like what Njm suggested, but only when it was being boarded or a spy was onboard (lower crew and lower % of original crew would lead to higher failure rate.)
If it does get put in with failure rate based on boarding, I think there should be faction-specific separate crew counts like I have suggested before. This makes more sense than a less amount of crew who are apparently killing boarders instantly somehow not getting the self destruct to go off.
Other ideas I don't like
posted on September 20th, 2010, 10:53 pm
most resources in the Star Trek Universe can be replicated or are not that rare. We chose Dilithium and Tritanium as resources because they are the most defining resources for stellar trade. There were even wars fought in TOS over Dilithium Moons for example.
All other resources required to power a ship, like Fusion Generators and the like, are summerized under the Supply resource
All other resources required to power a ship, like Fusion Generators and the like, are summerized under the Supply resource
posted on September 20th, 2010, 10:54 pm
... and remember, that if you want multiple special abilities, build some Support Vessels 

posted on September 21st, 2010, 9:51 am
dilithium isnt even fuel. antimatter and matter are fuel, as in they are where the power comes from. dilithium just regulates this power, so it doesnt explode in your face.
but dilithium definitely is the rarer substance as matter is easy to find, and antimatter doesn't seem hard to find either, i think they use replicated anti deuterium.
but dilithium definitely is the rarer substance as matter is easy to find, and antimatter doesn't seem hard to find either, i think they use replicated anti deuterium.
posted on September 21st, 2010, 9:56 am
antimatter seems to be a valuable resource too, at least at the time TNG took place. Anti Deuterium Transports were guarded by an escort of a few ships (according to the TNG tech manual at least). And for Voyager, antimatter was limited too. However, antimatter is produced in facilities, not mined of natural sources. Therefore we included it into the supplies resource. Its relatively pointless to have a player build an antimatter generator to gain antimatter 

posted on September 21st, 2010, 10:00 am
blah blah blah, technobabble, blah blah blah.
Come on, this is Star Trek. Let's not take the technology so seriously.
Let's instead change Dilithium to Burgers, Trilithium to Fries, and Supplies to Sauce. After all, you can't run a ship without feeding the crew can you? Instead of mining there could be McDonald's space stations which you need to send cargo ships to to stock up on Junk food in order to tempt crew onto the ships.
Come on, this is Star Trek. Let's not take the technology so seriously.
Let's instead change Dilithium to Burgers, Trilithium to Fries, and Supplies to Sauce. After all, you can't run a ship without feeding the crew can you? Instead of mining there could be McDonald's space stations which you need to send cargo ships to to stock up on Junk food in order to tempt crew onto the ships.
posted on September 21st, 2010, 10:05 am

maybe we could take voyager's lead and have deuterium be rare and mine that too

posted on September 21st, 2010, 10:16 am
If we went with Voyager, deuterium would be all we need to mine...
Who is online
Users browsing this forum: Bing [Bot] and 5 guests