Altering the Defensive Patterns

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Question: If there is going to be a change to the Defensive structure of your bases, which would you rather have (pick your 3 favs)?

Total votes: 60
Add an additional Starbase or outpost that has larger values but has an additional cost5 votes (8%)
Have the turrets able to refit their arrayments (not just the Feds)7 votes (12%)
Have Turrets that can be tractored around4 votes (7%)
Allow the starbase to upgrade up to 6 times for both Defensive and Offensive (Each upgrade would increase in cost)6 votes (10%)
Have Shipyards able to install phaser arrays for short range defense6 votes (10%)
Create an Anti-Sensor station for specific races making spies, probes, and other sensor weapons obsolete in its area of effect4 votes (7%)
Allow sensor arrays to upgrade their sensor range6 votes (10%)
Put an "Area-Cap" on turrents making that the amount of turrets you can have concentrated in a specific area is limited. (See Post)0 votes (0%)
Have stations that can launch fighters to defend stations of choice8 votes (13%)
Have each race able to build a Superior Station (See post)6 votes (10%)
Allow turrets to upgrade giving them multi-target capabilities7 votes (12%)
Have all armed stations capable of detecting cloaked vessels1 votes (2%)
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posted on November 17th, 2009, 9:22 pm
Hmm, I think I only ever get such big fleets in FFA's  :sweatdrop:

In 1v1's my fleets are maybe 6-8 ships large, with a total of maybe 3 fleets max. In 2v2's I usually have even less because ganging up occurs :D
posted on November 17th, 2009, 9:56 pm
Dominus_Noctis wrote:Hmm, I think I only ever get such big fleets in FFA's  :sweatdrop:

In 1v1's my fleets are maybe 6-8 ships large, with a total of maybe 3 fleets max. In 2v2's I usually have even less because ganging up occurs :D

 
I agree.

Small fleets of ships in staggered tiers pleases the kitteh.  Having that one battleship you managed to snake out by the time you're headed for the decisive battle or base-smash is a treat and makes your fleet feel whole.

  FFA's should really be regarded as a whole nother animal as the dynamics of it make for an "un-fleet operations" scenario by encouraging a rapid tech to large ships and ONE SINGLE DECISIVE BATTLE.  Harassing is a little less important because you're simply controlling a smaller percentage of opposing forces given you'd got another play who's rushing to Breen Battleships  :rolleyes:

  And yes, there are plenty of good counters to fed turrets, especially by popping them before they can be upgraded.  Doesn't change the fact that so races have a very hard time in that manner.  Klingons basically have to slow ship production to get one out and have no easy way of destroying a turret built early game.  B'rels aren't up to it and only really the magic Su'Sa are the big dogs for it.  Sang's and Veq's yeah but they are ssssspeeeensive :D.  Not really complaining, just pointing out things that do in fact help the Feds out with their turret shortcomings.

  And yeah I think refine should be researched at the research center too.  Maaaybe even the Tal'shiar center if the POINT is to spread the turret make and ship building out a bit.
posted on November 17th, 2009, 10:19 pm
But do you really want to be building turrets early as Klingon?  Miserable P'tagh!  Have you no taste for battle?  And you forgot to mention that the k'beajq is excellent for taking out turrets, once you ugprade their torpedo/beam.  You can fire it twice if you didn't cloak and burn down turrets fast. B)
posted on November 17th, 2009, 10:40 pm
Mal wrote:But do you really want to be building turrets early as Klingon?  Miserable P'tagh!  Have you no taste for battle?  And you forgot to mention that the k'beajq is excellent for taking out turrets, once you ugprade their torpedo/beam.  You can fire it twice if you didn't cloak and burn down turrets fast. B)


I didn't mention it, no.  And yes the KbeajQ has been to go-to ship lately as Klingon.  I love B'rels but the controls have this bad habit of making the actual cursor stay as "attack" for a few seconds after I've moved it off my opponent's ship.  Thus if you try and tell them to move after you've accidentally run your cursor over the enemy they hear the attack command and don't move as quickly or at all if your opponent is running away.  KbeajQ are much more forgiving of this discrepancy and don't die to Rhienn spams like fodder.

  And HEY!  I want to play in THEIR bases not my own.  I want to farm little little dilithium moons in peace so I can make glorious war upon the laps of mine enemies!  A Big Fucking Gun is just the thing defend the sad p'tah mining my moons.
posted on November 17th, 2009, 10:48 pm
Use the mini map.  It helps with the cursor switch problem. :thumbsup:
posted on November 18th, 2009, 12:31 am
OH really?  You mean just use movement on the mini and it will nullify that problem?

  Mal you have just opened a can of worms on yourself.  I, being the worms.  You, being the opener of said can of worms.
posted on November 18th, 2009, 12:43 am
Hehe, that's how I do most of my scouting too: stops that silly beginning lag when you "look" at someone's base and it all freezes up :)
posted on November 18th, 2009, 12:53 am
Boggz wrote:OH really?  You mean just use movement on the mini and it will nullify that problem?

  Mal you have just opened a can of worms on yourself.  I, being the worms.  You, being the opener of said can of worms.


So, I'm using you as bait? :D
posted on November 18th, 2009, 12:55 am
Dominus_Noctis wrote:Hehe, that's how I do most of my scouting too: stops that silly beginning lag when you "look" at someone's base and it all freezes up :)


Holy crap you get that too?

This is like the first year you start having sex and when you finally talk about it with your dad he tells you shit and you're like "OH WOW THAT'S NORMAL!!?!?!??"

:D

Or maybe it's not like that. ...
posted on November 18th, 2009, 1:10 am
:lol:

Well, to be fair, I think most other players don't use this trick :D

Guess they all are Veeerhens.
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