Altering the Defensive Patterns
Post ideas and suggestions on new features or improvements here.
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posted on November 16th, 2009, 4:34 pm
Okay............................................... I just thought that maybe I can get a public opinion on these. Most of these are self-explanitory. Though for those that are not, just look below.
Anti-Sensor station: Everyone hates when you are playing against a Romulan pro, and then the next thing you know, he starts blowing up your ships at random with the spy thing. And then later on in the game, he knows where every little ship of yours is thanks to the Romulan's Intel-Center Rank 5 ability. Or perhaps you were plying against feds and the player uses probes to find your base. Or maybe it is the Dominion player who just can't get enough use of is Super-sensor station's scan ability. So, what can solve this? I think an Anti-sensor station would be the answer. Basically it would turn all of these sensor weapons obsolete within its affect radius. The only way anything in the field could be seen is if they were to send their fleet in. Though of course where ever there isn't a ship's sensor radius would be completely fogged and shrouded. This means that the scouted path of a ship within the field would be "re-shrouded" by the field.
Superior Station: You can only build one of these! This will take up your special stations cap. So, what is the benefit? Basically this is a large station that is heavily defended. Plus it can build defense pods to help fortify it, it can also build shpyard pods providing repair points for various ships, or it can also build Resource pods to generate any resources you may happen to be running low on. All of this in one super station that has a cost that might blow 1/4 of your late game budget. But in the end it can turn any part of space into a staging ground with a large fortress defending it. :2guns:
Anti-Sensor station: Everyone hates when you are playing against a Romulan pro, and then the next thing you know, he starts blowing up your ships at random with the spy thing. And then later on in the game, he knows where every little ship of yours is thanks to the Romulan's Intel-Center Rank 5 ability. Or perhaps you were plying against feds and the player uses probes to find your base. Or maybe it is the Dominion player who just can't get enough use of is Super-sensor station's scan ability. So, what can solve this? I think an Anti-sensor station would be the answer. Basically it would turn all of these sensor weapons obsolete within its affect radius. The only way anything in the field could be seen is if they were to send their fleet in. Though of course where ever there isn't a ship's sensor radius would be completely fogged and shrouded. This means that the scouted path of a ship within the field would be "re-shrouded" by the field.
Superior Station: You can only build one of these! This will take up your special stations cap. So, what is the benefit? Basically this is a large station that is heavily defended. Plus it can build defense pods to help fortify it, it can also build shpyard pods providing repair points for various ships, or it can also build Resource pods to generate any resources you may happen to be running low on. All of this in one super station that has a cost that might blow 1/4 of your late game budget. But in the end it can turn any part of space into a staging ground with a large fortress defending it. :2guns:
posted on November 16th, 2009, 5:11 pm
The only option out of this entire list which I believe should be implemented is:
"Have the turrets able to refit their arrayments (not just the Feds)"
I think other races should have defense platforms that are at least somewhat as effective. Currently there is no contest Mayson's torps win hands down.
"Have the turrets able to refit their arrayments (not just the Feds)"
I think other races should have defense platforms that are at least somewhat as effective. Currently there is no contest Mayson's torps win hands down.
posted on November 16th, 2009, 6:19 pm
quaddmgtech wrote:The only option out of this entire list which I believe should be implemented is:
"Have the turrets able to refit their arrayments (not just the Feds)"
I think other races should have defense platforms that are at least somewhat as effective. Currently there is no contest Mayson's torps win hands down.
Mayson's turrets are inferior to Klingon turrets in terms of firepower and cost effectiveness. In terms of cost effectiveness, Mayson's turrets are inferior to almost all other stations. Oh, and you can't target specific vessels with them and they do split damage to begin with


An "Anti-Sensor" station would indeed be nice (i.e. similar to RA1-2's Shroud Generator) for at least one faction - another thread brought this up already in fact

I must mention that the "Romulan's Intel-Center Rank 5 ability" is pretty much useless at this moment because it lasts for a rather short amount of time.
posted on November 16th, 2009, 6:22 pm
Dominus_Noctis wrote:Mayson's turrets are inferior to Klingon turrets in terms of firepower and cost effectiveness. In terms of cost effectiveness, Mayson's turrets are inferior to almost all other stations. Oh, and you can't target specific vessels with them and they do split damage to begin with. Hardly no contest
An "Anti-Sensor" station would indeed be nice (i.e. similar to RA1-2's Shroud Generator) for at least one faction - another thread brought this up already in fact
I must mention that the "Romulan's Intel-Center Rank 5 ability" is pretty much useless at this moment because it lasts for a rather short amount of time.
Sure when you take cost into consideration

posted on November 16th, 2009, 6:34 pm
Even then it is still not all that great compared to other turrets. Once the phaser turret has its range switched (assuming costs do not go up all that much), that will be a much better turret (although easier destroyed... sooooo). The award still goes to the Dominion and Klingons for best turrets though
.

posted on November 17th, 2009, 1:19 pm
To be honest i'd appreciate any fortification of the base. This game is somehow too offense-driven and i'd apprecite a strong defense rather than a quick rebuild of ships. Also armed yards are a good idea IMO, not heavily armed, but longranged and able to fight off a single assimilator for example.
posted on November 17th, 2009, 6:42 pm
Dominus_Noctis wrote:Even then it is still not all that great compared to other turrets. Once the phaser turret has its range switched (assuming costs do not go up all that much), that will be a much better turret (although easier destroyed... sooooo). The award still goes to the Dominion and Klingons for best turrets though.
Though you're right in terms of cost effectiveness, do consider:
A fed turret basis costs 200-100. It builds very fast (someone throw in a number?). Several can be placed quickly at expansions and I have even been tricked by Funnystuffpictures time to time when he starts building turrets at my expansion nearly first thing. Granted that is easily overcome but there is a definite advantage in being able to quickly build the thing un-upgraded for cheap and instantly upgrade when it's needed. Klingon turrets may be more efficient, but they take longer and can only be started when LOTS of resources are available.
Not saying it makes Klingon turrets kick less ass, just saying that Feds have a somewhat non-tangible advantage that should be considered

posted on November 17th, 2009, 7:47 pm
I agree it is a defensive tactical advantage for the Feds to drop the "blank turret platform" down and upgrade them when needed. Allthough this is great I'de like to see a Heavy turret platform be developed with a max cap on them of say 6. On the Armada Fleet Command web site in the mod section (Millinium1.9 is the mod you are looking for ) for Armada 1 they had a hvy weaponds platform that was basically twice the off and def stats of the normial platform. I have found the hvy makes a good base for developing a line of turrets to defend a base with the Normal turrets filling in the gaps. Also a Borg turret that was in the mod I liked useing was the Assimulator turrets as I like of thease turrets aginst the AI player. I could once established my defenses I could strip ships of crew faster than a hound dog gets fleas in summer in the woods. As well the normal turets and the Hhvy ones ripping the surviving ships a new one. so Ide like to request thease Items for consideration 1) A Heavy version of the race specefic turrets with a max cap to prevent turret walking. and a higher cost and longer build time to offset offensive use. a2) a possible new turret for the Borg the Assimulator turret , the Turret works like a unmanned assimulator drawinf off crew at a rate of 5 per second of contact with the beam.the turret has one slot for up grade either a regen module , a torpedo module , beam module or a nother Assimulator module to boost assimulation rate to 11 per second
posted on November 17th, 2009, 7:48 pm
I would like to see the Romulan prefine weapons upgrade be more easily accessible. Perhaps move it over to a research station. Being able to choose to do it early would be nice, since turrets aren't used as often later in the game.
Dominion defense turrets are fine. They have cheap turrets that are decently strong, and the "mother of all turrets".
Klingons are fine because you should be mass producing ships anyway, and usually one turret is all you need. Klingons really need the cost effective part more than insta-build turrets.
Mijural turrets are nice in the early game, because they're decent when you bunch them up in twos and threes. But why do you need a turret when you already know where your enemy is headed...
And yes, the ability to upgrade later is nice for the feds. And mayson turrets can build fast (53 seconds). Still, those un-upgraded platforms are weak. They have a defense of 12. Romulans can sneak up with a few rhienn refits and blow them all away in one shot before you can upgrade them. Same with Klingons by decloaking at point-blank range and swarming. Dominion can build bombers and attack one while launching special torpedoes at the other before the fed player can react. So it can go either way. Yes it's nice to have the flexibility, but I think there are enough counters.
Would still like to see a change to prefine weapon parts, however. No one really uses them because we're too busy building ships at our shipyards.
Dominion defense turrets are fine. They have cheap turrets that are decently strong, and the "mother of all turrets".
Klingons are fine because you should be mass producing ships anyway, and usually one turret is all you need. Klingons really need the cost effective part more than insta-build turrets.

Mijural turrets are nice in the early game, because they're decent when you bunch them up in twos and threes. But why do you need a turret when you already know where your enemy is headed...

And yes, the ability to upgrade later is nice for the feds. And mayson turrets can build fast (53 seconds). Still, those un-upgraded platforms are weak. They have a defense of 12. Romulans can sneak up with a few rhienn refits and blow them all away in one shot before you can upgrade them. Same with Klingons by decloaking at point-blank range and swarming. Dominion can build bombers and attack one while launching special torpedoes at the other before the fed player can react. So it can go either way. Yes it's nice to have the flexibility, but I think there are enough counters.

Would still like to see a change to prefine weapon parts, however. No one really uses them because we're too busy building ships at our shipyards.

posted on November 17th, 2009, 8:00 pm
Though I was wondering if everyone would be in favor of upgradable turrets for the other races. Because to me I'd think that if your offense is able to get stronger siginificantly by having new ships and refits, shouldn't the defense get as much? After all, being able to upgrade your turrets can mean a lot in late game because most turrets die by the late game ships faster than you can build them. That is why I think maybe if all turrets could upgrade their weapon arrayments or their defensive strength.
posted on November 17th, 2009, 8:14 pm
Gamer, a lot of your posts seem to revolve around refits and we already know who gets refit type units and why. The point of having turrets is to prevent/stave off harassment. It helps you hold some ground against a small group of units. That's it. That's what they were intended to do. Turrets are not supposed to hold off against fleets of end game units. I've played multiplayer games where people have turtled up and built 15 turrets (not joking) at each expansion, and based on the nature of the map was able to dig in and wait. I broke through of course, but it wasn't fun. This is Fleet Operations, not Turret Operations.
Turrets are just as useful holding off small, fast groups of harassing destroyers in late game as they are in the early game.

posted on November 17th, 2009, 8:37 pm
Boggz wrote: Though you're right in terms of cost effectiveness, do consider:
A fed turret basis costs 200-100. It builds very fast (someone throw in a number?). Several can be placed quickly at expansions and I have even been tricked by Funnystuffpictures time to time when he starts building turrets at my expansion nearly first thing. Granted that is easily overcome but there is a definite advantage in being able to quickly build the thing un-upgraded for cheap and instantly upgrade when it's needed. Klingon turrets may be more efficient, but they take longer and can only be started when LOTS of resources are available.
Not saying it makes Klingon turrets kick less ass, just saying that Feds have a somewhat non-tangible advantage that should be considered
Yes, that's roughly true, but you were talking about Quantum Torpedo turrets, not pulse or phaser turrets


@Mal, generally I find the only time I'm using Prefine is when I'm going for the bigger ships and need the cash (so no small vessels). Definitely not an excuse though - I'd like it to be researched somewhere else too (or the time reduced), as if I have a shipyard, I'm going to be making ships, not researching a reaaaaaaaally slow thing

posted on November 17th, 2009, 8:48 pm
The main thing i dislike about fleetoperations is, that it is all about fleets made of ships you don't really care for. I believe the Star Trek feel would be met better if a each sinlge ship is valuable. I personally was shocked, when I saw the Enterprise-D go down on a planets surface. Now if I lose a ship I dont care about that particular ship, as i can rebuild it within 30 seconds. BUT if ships were too valuable, the loss of a group would turn the game. So the only way of getting the worth of single ships back is to strengthen defense.
I'd like to see this done by a strengthening of the starbases offensive capabilities, especially nealry artillery range for then, so it can effectivly hold off a single longrange ship from destroying your buildings next to it. And a lot more crew, regeneration and shielding for the stations.
I'd like to see this done by a strengthening of the starbases offensive capabilities, especially nealry artillery range for then, so it can effectivly hold off a single longrange ship from destroying your buildings next to it. And a lot more crew, regeneration and shielding for the stations.
posted on November 17th, 2009, 9:00 pm
I don't know about you, but I feel bad when I lose a ship, especially as feds or romulans or borg. It means I screwed up somewhere.
What you're suggesting sounds a lot like Dominion wars, or some other game where you only have about 5-10 vessels. Can you elaborate on "would be better if each ship is valuable"? I find them all valuable, especially in a mixed fleet.
I wouldn't mind either way if there was an expensive upgrade for a starbase to have artillery range. Starbases don't cover most stations all that well, so I could go either way on that.

I wouldn't mind either way if there was an expensive upgrade for a starbase to have artillery range. Starbases don't cover most stations all that well, so I could go either way on that.

posted on November 17th, 2009, 9:18 pm
Well surely you will be unhappy when losing 1 ship out of 30, but it would be wore if you lose one out of lets say 5 or 10. I might say: crap, what have I done wrong again, but not: oh no, i fragged my USS Lacota
Currently the fleets are too large that the exact position in a fight can be adjusted ... well considering the lags we always face, forget every ting i said. 



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