Akira!
Post ideas and suggestions on new features or improvements here.
posted on July 13th, 2006, 2:12 pm
Emmm what about giving the Akira a special weapon that fires loads of torps at once. Or make the torps consume special energy,....
i've tried this, when you make a primary weapon consume special energy as a way of powering it, it is very annoying. even when the target ship is out of range, the special energy is always being used up, even if no torpedoes are fired. plus, lets say that you made each torpedo require 100 special energy to fire (100/1000), thats 10 torps right, but after it has fired those torps, and is recharging it will get to 99 special energy and drop down to zero again thus not firing any torp (cos it hasn't enough energy) and you once again being left with nothing but phasers.
posted on July 13th, 2006, 6:45 pm
Yeah just make it fire a volley of torps for 100% special energy
Like 20 torps at once, there wouldnt be any problems with that 
Also I dont know what u mean with your explanation. Lets say for the sake of the arguement that 1 torp costs 50 special energy, so 50/1000 so it can fire 20 torps. When it runs out of spec energy it cant fire torps anymore. But why wouldnt it be able to recharge the special energy? If it was not in battle no torps would be fired so no spec energy needed....


Also I dont know what u mean with your explanation. Lets say for the sake of the arguement that 1 torp costs 50 special energy, so 50/1000 so it can fire 20 torps. When it runs out of spec energy it cant fire torps anymore. But why wouldnt it be able to recharge the special energy? If it was not in battle no torps would be fired so no spec energy needed....
posted on July 13th, 2006, 8:01 pm
You know i have posted about this before, the akira is first pure pred war ship and it is the first ship to use torpedoe ha sit primary weapon. I all wase wonder why they made a Topredo ship a Phaser cruiser. Heck even the intrepid isn't phaser cruiser, it still has 2 forword burst fire torpedoes tubes. If you can rember federation don't use topredo has their primary weapon because their explores, Torpedo usually destroyed the ship their trying to disable, also if you fire at close range their chance it will destroy the attacker. Federation alwase relied on phaser as their main weapon, becuase Torpedo are to powerfull or well in till dominion war then they said screw phaser some find me topredoe
posted on July 14th, 2006, 1:44 pm
Last edited by Cpt Ryan on July 14th, 2006, 1:45 pm, edited 1 time in total.
Also I dont know what u mean with your explanation. Lets say for the sake of the arguement that 1 torp costs 50 special energy, so 50/1000 so it can fire 20 torps. When it runs out of spec energy it cant fire torps anymore. But why wouldnt it be able to recharge the special energy? If it was not in battle no torps would be fired so no spec energy needed....
when a normal weapon is programed to use special energy you get eratic results from it, you usually have to manually hold off from firing (by using the green alert) untill you are sure you are in range, otherwise the special energy is used up without any weapons firing (its going through the firing cycle but cannot fire because the rules of the game say the target is out of range).
also using your 50 special energy per torpedo, the special energy will recharge, but only until it has reached 49, then it will go into another firing cycle (but the rules of the game say there isnt enough special energy to fire) so nothing actually fires.
hope thats clear. i've experimented alot with this, trying to get a sense of limited torpedo armament & Pulse phaser overheat


posted on July 14th, 2006, 1:54 pm
Last edited by Anonymous on July 14th, 2006, 1:57 pm, edited 1 time in total.
But why does it fire again when it recharges IF the ship is not in combat? Thats what I dont understand :S
I dont see that NeghVar torp overload fireing when not in combat, same for Klingon shield breaking torp or that Sangs spec weapon or Dom Battleships torp bombardment....
Why would this be any different for torps that do exactly the same job but use up less special energy :S
My opinion: You dont know how to do this properly, let the guys who know their business do their thing
Or at least tell us if thats true :S
I dont see that NeghVar torp overload fireing when not in combat, same for Klingon shield breaking torp or that Sangs spec weapon or Dom Battleships torp bombardment....
Why would this be any different for torps that do exactly the same job but use up less special energy :S
My opinion: You dont know how to do this properly, let the guys who know their business do their thing

posted on July 14th, 2006, 4:35 pm
"normal" weapons which use special energy are already implemented on the norexan.
In my opinion the main reason holding the federation from flodding the alpha quadrant with photon torpedos is a very simply one: $
photon torpedos consome a hell of very rare anti mater. there might have been some akira vessels firing a hell of photon torpedos but only under extreme circumstances.
just my two cents ^_^
In my opinion the main reason holding the federation from flodding the alpha quadrant with photon torpedos is a very simply one: $
photon torpedos consome a hell of very rare anti mater. there might have been some akira vessels firing a hell of photon torpedos but only under extreme circumstances.
just my two cents ^_^
posted on July 14th, 2006, 6:38 pm
ouch, cut me real deep just then man :cry:My opinion: You dont know how to do this properly, let the guys who know their business do their thing
and yes, when there is no enemy targets within sensor range, the special energy recharges back to max (if allowed enough time), but the same thing happens again when said unit re-enters combat.
about the norexan. the norexan's "special" reacts the same way as i've described above (although most of the time, the weapon does inially fire untill 0 energy remains). i guess i should have reported this as a bug, but didn't as i believed this to be a bug with A2 rather than fleet ops.
posted on July 14th, 2006, 7:18 pm
the norexans special energy is on 100 until it uses its multi-purpose weapons which will decrease its special energy.. it works as intended 

posted on July 15th, 2006, 10:10 pm
for me, it works just as i described, that is: sometimes it has enough energy to fire and sometimes the energy depletes before it has enough to fire. guess thats a bug i should have reported sorry
by the sound of it, this is just for me
it will always fire the pulse when there is enough energy for it, but when recharging during combat, it does not always shoot properly.


it will always fire the pulse when there is enough energy for it, but when recharging during combat, it does not always shoot properly.
posted on July 16th, 2006, 1:32 pm
I think it works ok for me. Never really took a close eye on the spec energy status.
Im sorry, but its the truth
QUOTE
My opinion: You dont know how to do this properly, let the guys who know their business do their thing tongue.gif
ouch, cut me real deep just then man cry.gif
Im sorry, but its the truth

posted on July 16th, 2006, 7:37 pm
impretty dam good at odf'ing i'll have you know
probably cos its practically the only thing i can do. so... er... shush lol

posted on July 18th, 2006, 2:08 am
What if you gave the Akira class a made up wepond torpo chages with whould basicly be realy fast torpos but also realy week. The upgrade for the Akira class would be the same.
This would give the Akira class some thing like a torpo to make the poeple how wont a torpo loaded Akira class from the start and keep the Akira class week at the begining.
This would give the Akira class some thing like a torpo to make the poeple how wont a torpo loaded Akira class from the start and keep the Akira class week at the begining.
posted on July 18th, 2006, 11:13 am
What if you gave the Akira class a made up wepond torpo chages with whould basicly be realy fast torpos but also realy week. The upgrade for the Akira class would be the same.
This would give the Akira class some thing like a torpo to make the poeple how wont a torpo loaded Akira class from the start and keep the Akira class week at the begining.
*universal translator blows up* sorry man but i am totally lost with that, explain please.
posted on July 18th, 2006, 1:03 pm
I think, ewm wants to have some kind of special-ability for the Akira. So the Akira would stay as she is in the beginning and would not be overpowered. With the upgrade available then, you'd have a fast reload-time for not so strong torpedos as a special-weapon.
I hope I got his point...
Btw: Sounds a bit complicated to me but reminds me of the Dom's excessive strike, just faster and less powerfull.
PS:
Please don't mind any typos... it's just too hot to type...
I hope I got his point...
Btw: Sounds a bit complicated to me but reminds me of the Dom's excessive strike, just faster and less powerfull.
PS:
Please don't mind any typos... it's just too hot to type...

posted on July 18th, 2006, 2:55 pm
No my idea is to haave insted of torpos for the Akira class when the game 1st start it would have torpo chages that would be like a smoler week torpedo.
The reson I think this would be a good idea I feel the same as alot of the forum seems to feel that the Akira class needs some kind of torpdo at the start that can be upgraded later in to pholton torpods.
The reson I think this would be a good idea I feel the same as alot of the forum seems to feel that the Akira class needs some kind of torpdo at the start that can be upgraded later in to pholton torpods.
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