Captured ships lacking special weaponds ability
Post ideas and suggestions on new features or improvements here.
1, 2
posted on August 24th, 2009, 1:53 pm
Even if you take the research station and they have already researched the tech, you don't get the weapon.
posted on August 24th, 2009, 9:15 pm
That was my point as it is right now there is no real incentive to capture ships. As it stands now you risk less damage to you ships by just destroying you opponents stations and ships and yards. There is real avantage to capture your oponents research stations, yards and ships because the ships you capture have no specials present , nor can you research then if you had captured all the tech stations and yards to do so. So to speak as a Klingon would there are "NO SPOILS OF WAR" advantage. As it is now it is like in a western movie. the robbers take the time robbing a bank of a million dollars ,only to find the money is Confererate dollars which are next to worthless. except for use as tp or firestarter.
posted on August 25th, 2009, 8:36 am
No real incentive?
I suspect you haven't checked the Mixed Tech units. A lot are not that special, but there are a few that are worth risking a fleet to capture one builder to obtain them.
Examples:
The only really crappy (by comparison) Mixed Tech is the Borg. They don't get any cool unit or refit, just a module that provides ONE unit, the Adaptor, with resistance to the captured race weapons. So capturing builders with the Borg is useless. By logic, if you, as Borg, research alien tech, you should either be able to assimilate a good special (ONE!) from the captured race, or make ALL your fleet more resistant to that race weapons. What we have now doesn't follow Borg philosophy.
I suspect you haven't checked the Mixed Tech units. A lot are not that special, but there are a few that are worth risking a fleet to capture one builder to obtain them.
Examples:
- The Dominion V-15 Battleship, it's so powerful you can only have two of them at the same time. Depending on the race, it can be fitted with 6 Tetrion torpedo launchers or a Polaron (?) Beam. Incidentally, Dominion ships from MT Shipyards do NOT need prototypes to be built.
- The RRR (Raptor Repair Refit), with the repair ships removed from all races but the Federation, this is one nice addition to your Romulan fleet.
- The Sanheir, make a swarm of them and you will leave just charred hulls behind. The special weapon consumes supplies, though, not weapon energy.
- The Miranda II, besides the cool design, it's very powerful. A swarm of them eat Borg cubes for breakfast.
- The Newton with Combat Tractor beam, it can stop ANY ship dead in its tracks (for a limited time), allowing your combat units to deal with it at your convenience.
The only really crappy (by comparison) Mixed Tech is the Borg. They don't get any cool unit or refit, just a module that provides ONE unit, the Adaptor, with resistance to the captured race weapons. So capturing builders with the Borg is useless. By logic, if you, as Borg, research alien tech, you should either be able to assimilate a good special (ONE!) from the captured race, or make ALL your fleet more resistant to that race weapons. What we have now doesn't follow Borg philosophy.
posted on August 25th, 2009, 10:09 am
You're right with the incentive to capture an enemy construction ship, but what I believe Pappy63 is trying to say is there is little incentive to capture anything else as absolutely everything except the construction ship does nothing beyond being a paperweight and the risk in capturing combat ships is often high and just not worth it.
Basically it is easier to simply destroy an enemy ship or station and be done with it rather than lowering shields to transport over (effectively lowering your defense against attack and making it possible for the other player to capture your ship(s), and then babysit the most likely disabled ship until it has repaired its engines. If you were at least able to use a captured ship/stations special abilities, it would make capturing them more plausible (as would tractor beams to get your captured prize to the relative safety of your base).
Personally I think that captured shipyards should switch to your empire's build list so you can use them to create your own ships, and/or mixed tech versions of them.
Also captured construction ships should have the same build list as your normal construction ships, just with the mixed-tech yard corresponding to the captured ships race unlocked, not sure why they can only build the one thing and then be basically useless, when I would think you would simply refit and reuse it just as if it was one of your own construction ships.
Basically it is easier to simply destroy an enemy ship or station and be done with it rather than lowering shields to transport over (effectively lowering your defense against attack and making it possible for the other player to capture your ship(s), and then babysit the most likely disabled ship until it has repaired its engines. If you were at least able to use a captured ship/stations special abilities, it would make capturing them more plausible (as would tractor beams to get your captured prize to the relative safety of your base).
Personally I think that captured shipyards should switch to your empire's build list so you can use them to create your own ships, and/or mixed tech versions of them.
Also captured construction ships should have the same build list as your normal construction ships, just with the mixed-tech yard corresponding to the captured ships race unlocked, not sure why they can only build the one thing and then be basically useless, when I would think you would simply refit and reuse it just as if it was one of your own construction ships.

posted on August 25th, 2009, 12:22 pm
Last edited by Tyler on August 27th, 2009, 2:24 pm, edited 1 time in total.
Vorsath wrote:Personally I think that captured shipyards should switch to your empire's build list so you can use them to create your own ships, and/or mixed tech versions of them.
Also captured construction ships should have the same build list as your normal construction ships, just with the mixed-tech yard corresponding to the captured ships race unlocked, not sure why they can only build the one thing and then be basically useless, when I would think you would simply refit and reuse it just as if it was one of your own construction ships.
I suggested that before, and haven't seen much (if any) indication that anyone even bothered with it.
posted on August 27th, 2009, 4:19 am
Last edited by Pappy63 on August 27th, 2009, 4:38 am, edited 1 time in total.
What I was trying to point out is that Even If I was playing as Romulan and captured Romulan ships (AI ships) There there are still no acces to specials even if they were the same Race and avitar. Every ship I captured had no specials it made no mattrer that they were Romulan.The constructor that I captured was used to build a Small yard , however only reihns were able to be build. It kept basically saying I had to build ALL the Nessary Tech tree to unlock the full Tech tree . I had all ready done that with the first two constructors I had built from my starting starbase. Any yard built or station from this "Tainted constructor" had this same problem . The original problem I feel is even If one was able to capture the full tech tree of stations from ones opponent there is no real advantage in doing so. Other than the constructors for the mixed tech yards and ships built from them. Because I was unable to tech up for my captured ships using the captured ships yards and stations.What I was proposing was the specials and upgrades be unlocked for JUST the ships and yards you capture. I also propose that NO ships could be built from the captured yards or the captured tech be applied to you starting races ships.that would make each opponent ship you capture more importiant than just cannon fodder.
1, 2
Reply
Who is online
Users browsing this forum: No registered users and 24 guests