Advanced Klingon Turret
Post ideas and suggestions on new features or improvements here.
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posted on December 4th, 2011, 12:40 am
Last edited by godsvoice on December 4th, 2011, 12:42 am, edited 1 time in total.
A late game Klingon Turret. 1504 di 585 tri 67 supply. Requires Imperial Research.
With Shield Breaking Torpedo technology, the turret fires on ships ignoring their shields, and demolishes their hull. The technology has been improved to work without special energy, and the turret is equipped with 8 launchers. The turret's armaments do increased damaged compared to the Kvorts special due to improvements made.
The turret is roughly a star base after its first upgrade, however much more devastating as all the fire power hits the hull directly ignoring the shield defences.
Multi targeting like the HWP.
Moderate defence value. Extremely strong offensive value that is all piled on the hull.
The turret should be built in a well positioned area to allow for resources to be collected and Imperial units to be built. This turret ensures that the Klingon faction can last well into the late game against any faction. Hull damage is high against enemy units, and particularly effective against borg ships.
With Shield Breaking Torpedo technology, the turret fires on ships ignoring their shields, and demolishes their hull. The technology has been improved to work without special energy, and the turret is equipped with 8 launchers. The turret's armaments do increased damaged compared to the Kvorts special due to improvements made.
The turret is roughly a star base after its first upgrade, however much more devastating as all the fire power hits the hull directly ignoring the shield defences.
Multi targeting like the HWP.
Moderate defence value. Extremely strong offensive value that is all piled on the hull.
The turret should be built in a well positioned area to allow for resources to be collected and Imperial units to be built. This turret ensures that the Klingon faction can last well into the late game against any faction. Hull damage is high against enemy units, and particularly effective against borg ships.
posted on December 4th, 2011, 1:07 am
Let's see, unless i am mistaken it new turrets for the Klingons and Romulans have been proposed and rejected numerous times. As far as this one is concerned i would not hold my breath.
Now for the actual proposal:
Direct Hull damage without drawback (special energy cost).. if i have to explain exactly why this is a bad idea you probably won't get it anyway.
Basically you propose a beefed up starbase with direct hull damage.... OP by definition.
Last but not least: defensive structures do not fit the Klingon gameplay.
Overall i think it is best to forget this proposal.
Now for the actual proposal:
Direct Hull damage without drawback (special energy cost).. if i have to explain exactly why this is a bad idea you probably won't get it anyway.
Basically you propose a beefed up starbase with direct hull damage.... OP by definition.
Last but not least: defensive structures do not fit the Klingon gameplay.
Overall i think it is best to forget this proposal.
posted on December 4th, 2011, 1:22 am
Last edited by godsvoice on December 4th, 2011, 4:01 am, edited 1 time in total.
As for balanced.. I was thinking maybe delayed fire with multi targeting Something like but different then federation torpedo turret.
Can limit it to fewer stations etc.
Either way.
Early game I can certainly understand. Klingons need ships to get them supplies.
Can limit it to fewer stations etc.
Either way.
Early game I can certainly understand. Klingons need ships to get them supplies.
posted on December 4th, 2011, 2:00 am
Well guys i have also made a request for some slightly better defense backup for Klingons some time ago.
Something for late game would be nice.
It doesnt mean that it has to be a mason like turret.
Something for late game would be nice.

It doesnt mean that it has to be a mason like turret.
posted on December 4th, 2011, 4:01 am
It would just be mayson like because of the timing interval. It would be a way more powerful turret, except maybe compared to the perimeter.
The other idea I was mauling over, was a five set turret system. Individually, the turrets can't do anything. There are five separate build able parts to the turret, and they work together as a link. It wouldn't necessarily have to be klingon or whoever.
But when the five turrets are all finished, they form a link. Not all five turrets can shoot. They shoot a single shot, but at anything within range of any single turret. So the turrets can be connected over longer distances. But then that single shot is very very powerful.
So to activate, it needs all five to be built together in a certain way within range. Maybe a pentagon, probably the most straightforward.
The other idea I was mauling over, was a five set turret system. Individually, the turrets can't do anything. There are five separate build able parts to the turret, and they work together as a link. It wouldn't necessarily have to be klingon or whoever.
But when the five turrets are all finished, they form a link. Not all five turrets can shoot. They shoot a single shot, but at anything within range of any single turret. So the turrets can be connected over longer distances. But then that single shot is very very powerful.
So to activate, it needs all five to be built together in a certain way within range. Maybe a pentagon, probably the most straightforward.
posted on December 4th, 2011, 4:26 am
Well, the hull-only damage is problematic since it would be 100% useless against borg if it's balanced for the other races.
I like the way the HWP is a good but unflexible defensive option for Klingons. The only problem is their vulnerability to long-range ships, but as the Neghvar gets better balanced it should become easier for Klingons to counter long range. If you really need another defensive option, use BortaS with their turret special and Ion storm.
I like the way the HWP is a good but unflexible defensive option for Klingons. The only problem is their vulnerability to long-range ships, but as the Neghvar gets better balanced it should become easier for Klingons to counter long range. If you really need another defensive option, use BortaS with their turret special and Ion storm.
posted on December 4th, 2011, 5:05 am
Perhaps I should have not stated Klingons.
I was looking for a way to create a turret that does hull damage. Romulans I agree would make them op. Federation already have 3. Dominion have two, one weak one strong, but they can also spam units. Borg don't use turrets. So since Klingons only had one.
In A2 wasn't there an 8472 ship that could create nebulas, or maybe cardassian?
Maybe for a different faction or new avatar, there is a turret that can give off the effects of hull damaging nebula. A slow constant damage while inside the range of the turret.
I was looking for a way to create a turret that does hull damage. Romulans I agree would make them op. Federation already have 3. Dominion have two, one weak one strong, but they can also spam units. Borg don't use turrets. So since Klingons only had one.
In A2 wasn't there an 8472 ship that could create nebulas, or maybe cardassian?
Maybe for a different faction or new avatar, there is a turret that can give off the effects of hull damaging nebula. A slow constant damage while inside the range of the turret.
posted on December 4th, 2011, 9:36 am
Since right now the Borg are the only faction that does direct hull dmage with their standard torps I could see it for them. One could include it by giving the Dode a Torp module - when you use torp and relay module you get a turret that does direct hull damage but has very slow regen so you can kill it over time more easily than other Dode turrets.
Thinking about it: another module would probably be too much for the Dode(imagine an adaptiontorp/normal torp Dode with Assim torps and disabling possibility
):
A different idea would be to allow two relay modules in one Dode with the result to do direct hull damage or to give a special that allows this.
As for Klingons: a turret can't be the way to improve their late game weaknesses - rather an improved Neggie or cheaper imperial yard...
Thinking about it: another module would probably be too much for the Dode(imagine an adaptiontorp/normal torp Dode with Assim torps and disabling possibility

A different idea would be to allow two relay modules in one Dode with the result to do direct hull damage or to give a special that allows this.
As for Klingons: a turret can't be the way to improve their late game weaknesses - rather an improved Neggie or cheaper imperial yard...
posted on December 4th, 2011, 11:13 am
Lt. Cmdr. Marian Hope wrote:As for Klingons: a turret can't be the way to improve their late game weaknesses - rather an improved Neggie or cheaper imperial yard...
I agree new turrets won't fit klingon playstyle, a stronger Negh'var would be one way to go. The costs for the imperial yard are okay though, it's not that expensive compared to a warbird- or large construction yard. Especially for Martok.
posted on December 4th, 2011, 2:18 pm
The Klingon already have a late game turrent and it rivals the fed torp turrent, but you propose to add another that does direct hull damage and completely ignores shields and give it to a cloaked race, pfff i cant take that seriously because it sounds like a joke.
posted on December 4th, 2011, 2:35 pm
I'd rather build a pair of Vorcha or a Negh'Var. 

posted on December 4th, 2011, 4:36 pm
Last edited by Falaffelboy on December 4th, 2011, 4:41 pm, edited 1 time in total.
Look guys it doesnt have to be somethimg that deals direct hull damage.
I would lilke to propose somethimg that can influence the subsystems maybe for a short time
or slows down ships for lets say 5 to max 8 seconds.
And by the way if you attack a klingon turret with multiple ships you can clearly see that it never rivals the mason torpedo turret in performance it has also a slower fire rate and shorter RANGE than mason torp turret. (Especially bigger ships like the breen battleship ....)
There is also to consider that klingon supply cost is much higher than fed supply cost!!!
So maybe just maybe we should consider a second defense device for klingons.
I would lilke to propose somethimg that can influence the subsystems maybe for a short time
or slows down ships for lets say 5 to max 8 seconds.
And by the way if you attack a klingon turret with multiple ships you can clearly see that it never rivals the mason torpedo turret in performance it has also a slower fire rate and shorter RANGE than mason torp turret. (Especially bigger ships like the breen battleship ....)
There is also to consider that klingon supply cost is much higher than fed supply cost!!!
So maybe just maybe we should consider a second defense device for klingons.
posted on December 4th, 2011, 4:48 pm
Ach and don't get me wrong I said it before and I'll say it again.
I like the idea of forcing the player to be more agressive with the klingons.
I like the idea of forcing the player to be more agressive with the klingons.

posted on December 4th, 2011, 6:00 pm
Falaffelboy wrote:Look guys it doesn't have to be something that deals direct hull damage.
I would like to propose something that can influence the subsystems maybe for a short time
or slows down ships for lets say 5 to max 8 seconds.
Why? Those specials are already distributed amongst Klingon vessels.
So maybe just maybe we should consider a second defense device for Klingon.
Seems like a waste of resources for the Klingon especially since their whole gameplay is aimed at aggression. A stationary turret equals lost resources for the Klingon.
posted on December 4th, 2011, 6:31 pm
If you have a powerful defence, offensives are much easier to pull off.
I'd rather have the Klingon turret than mayson's torpedo turret. Is the torpedo turret really stronger? I find that hard to believe.
The current turret doesn't need to be a late game turret for the Klingons. if you get one up early it destroys every early game ship on the board. Then it gives you time to really mount an offensive and collect resources. Build a turret and hold off on building two kvorts.
In any case, I stated that I was looking at introducing a turret that does hull damage. I stated why I chose Klingons since they only have one, and they don't need another early game turret. But I don't really care where it goes. Imagine if I had introduced this for the Feds, then you'd be saying the feds already have 3! If I introduced it to the Dominion you'd say, they already have the perimeter, and you want to give them one that does direct hull damage! Romulans, ... crazy!!! Borg... well borg don't use turrets so I wasn't sure. If you were going to suggest a hull damaging turret who would you have given it to??
Another thing is, you can build a turret that is balanced for borg and the other factions. If the turret had the ability to make attacks based on size of ship, that would solve the problem. Some sort of energy field etc that attacks the hull that bases the damage on the mass or size of the ship. Then a fed scout would get very light damage, a dominion v-13 would get higher damage, and a borg sphere would get a lot of damage.
In any case, this might be an idea for much later on in FO. There is one race that is sort of like space creatures planned isn't there? Noxter maybe? Or actually I can't remember. But let's say a race found a way to create fake nebulas that do hull damage. Their turret system isn't even about shooting torpedoes or phasers. They just observe their environment that they live in, and create turrets that mimic harmful environments for protection.
It would almost be like a landmine in space. Enemy ships travel towards the turret and as they get close enough to fire, they start experiencing ... problems.
I'd rather have the Klingon turret than mayson's torpedo turret. Is the torpedo turret really stronger? I find that hard to believe.
The current turret doesn't need to be a late game turret for the Klingons. if you get one up early it destroys every early game ship on the board. Then it gives you time to really mount an offensive and collect resources. Build a turret and hold off on building two kvorts.
In any case, I stated that I was looking at introducing a turret that does hull damage. I stated why I chose Klingons since they only have one, and they don't need another early game turret. But I don't really care where it goes. Imagine if I had introduced this for the Feds, then you'd be saying the feds already have 3! If I introduced it to the Dominion you'd say, they already have the perimeter, and you want to give them one that does direct hull damage! Romulans, ... crazy!!! Borg... well borg don't use turrets so I wasn't sure. If you were going to suggest a hull damaging turret who would you have given it to??
Another thing is, you can build a turret that is balanced for borg and the other factions. If the turret had the ability to make attacks based on size of ship, that would solve the problem. Some sort of energy field etc that attacks the hull that bases the damage on the mass or size of the ship. Then a fed scout would get very light damage, a dominion v-13 would get higher damage, and a borg sphere would get a lot of damage.
In any case, this might be an idea for much later on in FO. There is one race that is sort of like space creatures planned isn't there? Noxter maybe? Or actually I can't remember. But let's say a race found a way to create fake nebulas that do hull damage. Their turret system isn't even about shooting torpedoes or phasers. They just observe their environment that they live in, and create turrets that mimic harmful environments for protection.
It would almost be like a landmine in space. Enemy ships travel towards the turret and as they get close enough to fire, they start experiencing ... problems.
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