Death Passives

Post ideas and suggestions on new features or improvements here.
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posted on January 16th, 2011, 4:27 am
Pretty self explanatory right?? Simply these would be a catarogy of effects that would activate on a ships death. Right now i only have two but i think it would be a good idea to expand on.

The first one is based on remores new PDP. I think it should be a veteran level passive (or level 5) and instead of simply dieing the ship hangs on for a few more seconds and destroys all the torpedoes in the area before blowing up.

Secondly a new passive for the bug ship that would cause them to suicide themselves into a nearby ship. However as the ship is already heavily damaged it would only cause 50% of the normal damage and maybe no engine disable.

Discuss please :)
posted on January 16th, 2011, 5:02 am
I like the idea. Maybe we could see Klingons do some ramming occasionally (suicide is honorable if it takes out an enemy.) And some Romulans might try some last ditch polaric ion bombs that could deal random severe damage for a while (would need research, and should have a high failure chance. Also give it a cool effct so that players know where it is.)
posted on January 16th, 2011, 5:22 am
My two cents: A death passive is a very badly damaged ship doing something. that means massive system failures.

So what do pretty much all ships have in common ? (other than Romulan and possibly Borg ships)

The fuel source. They carry large amounts of antimatter.


So... Have ships have a % chance of having a warp core breach and/or antimatter containment failure.

That happens, the ship becomes a huge bomb.

The bigger the ship, the bigger the explosion, always give the explosion very short range. Have it cause damage to all ships.

Basically, it'd be like a self destruct option, except there's only a  low % chance of the ship detonating before it drifts off away from the battle
posted on January 16th, 2011, 7:46 am
Well romulans use a micro singularity for their main power.
The Tarava gains a expereimantal omage-core as veteran.

What would happen, if this veteran Tavara gets destroyed? I think the omega-particle will cause a really huge and heavy area damage to all nearby ships. Cause of an resulting shockwave smaller ships get pushed away. loosing their engines for 10 seconds.

That is what I see as a passive death. ;)
posted on January 16th, 2011, 10:59 am
the bug cant be given something for nothing, otherwise it would be op. bug spam used to be seriously nuts, imagine if randomly it automatically did ramming just before dying, so u get all the dps and defence of a bug, then ramming as well :D

i dont like ships all randomly exploding. look at the battles in ds9 they look about the same as fleetops explosion effects, presumably when in a fleet battle any crew whose ship is about to blow up will make the fuel safe, to cause a safe detonation, otherwise the explosion would hurt their comrades in other ships.

klingon ramming i like the idea of for martok, taqqy doesnt have the ships to waste as she is a fringe person. martok represents traditional honour and values while taqqy is kinda like duras, where honour can be maleable. maybe brels can ram but with more negatives than a bug, so higher fail chance, lower damage, and no system disable.
posted on January 16th, 2011, 11:34 am
Myles wrote:maybe brels can ram but with more negatives than a bug, so higher fail chance, lower damage, and no system disable.


I think, that the b'rel could cause even the same damage as a bug, or even more.
Look how these ships are construcked. - I think the big difference between a ramming bug and a ramming b'rel is in detail what subsystems are hit.
The bug is much more massive than the b'rel, so it hits one subsystem very hard.
A ramming b'rel would cause damage to all subsystems.
Like the bridge if it hit the deflector - damaging sensors - one of the two disruptor canons causes a hull break - damaging livesupport. the scecond disruptor hits the impuls engine...
You see what i mean?
posted on January 16th, 2011, 12:05 pm
klingons probably arent trained to be good at ramming though, jemhadar probably have a 4 day course on how to effectively ram :D ramming is something done more often by the dominion we see it a couple times in canon, so they should be better at it.
posted on January 16th, 2011, 12:35 pm
Myles wrote:klingons probably arent trained to be good at ramming though, jemhadar probably have a 4 day course on how to effectively ram :D ramming is something done more often by the dominion we see it a couple times in canon, so they should be better at it.


Would you please stop destroying the worlds in my mind XD
- OK, jemhardar have a ramming training.  :lol:
posted on January 17th, 2011, 2:29 am
Last edited by RedEyedRaven on January 17th, 2011, 2:32 am, edited 1 time in total.
I would go for the pure "Divert shield-power to weapons!" when a ship is, say at 10% hull-integrity. The Galaxy-class could seperate then and try some fancy stuff before getting destroyed.

For the Tavara and the Omega-core, I would do something more radical. If a Tavara gets destroyed, there should be a high probability to cause a very nasty anomaly which would cover a radius as big as the Tavara was, and then move around slowly and shoot powerful discharges at nearby ships and stations (similar to what happened on Command&Conquer: Red Alert when a player used the Chronosphere-system). You could do nothing but wait (and hope it doesn't get close to your base) until the anomaly would eventually disappear.
posted on January 17th, 2011, 2:39 am
Myles wrote:
i dont like ships all randomly exploding. look at the battles in ds9 they look about the same as fleetops explosion effects, presumably when in a fleet battle any crew whose ship is about to blow up will make the fuel safe, to cause a safe detonation, otherwise the explosion would hurt their comrades in other ships.


re-read what I wrote.


So... Have ships have a % chance of having a warp core breach and/or antimatter containment failure.


A percentage chance. That means only some just blow up straight away. The rest break up and drift away from anything before exploding.
posted on January 17th, 2011, 2:56 am
Yeah, a last ditch effort by the crew to do something in the battle would be neat... but at the same time, it shouldn't be guaranteed. A decent failure rate, and I'm actually wondering about some of the specifics. Does this guarantee a kill for the ship while it dies? Or just some additional damage to help the rest of the fleet? Because if I am attacking a ship four to one, and that lone ship activates a death passive... it shouldn't get a kill or anything. Even in a ramming case, the four vessels should be able to take it out fairly enough.


But yeah I like the idea, especially some nice eye candy or fire works of some kind. Imagine a command cube that realizes it is outnumbered and going to be destroyed momentarily, it could have maybe a last ditch assimilation attack or computer override where it forces a portion of the vessels to turn on one another (not very creative I know, as these things already done before). But even so, a coming up with a unique command cube ability would be sweet, being death passive, aside from obvious self destruct. The next most obvious would be a sphere eject like in First Contact. But something along those lines. Command cube, being borg advanced design, deserves a few tricks up her sleeve.

Only other thing.. because ships are destroyed all the time in some cases, maybe only certain level of death passives, I don't want every ship destroyed to mean some crazy attack gets done on me. Then even when I destroy a ship (while that should be a positive for me) I have to worry about the negatives.

Overall good idea, I'm sure people who are more aware of game balance and such can think up some pretty good uses.
posted on January 17th, 2011, 3:58 am
Last edited by Nebula_Class_Ftw on January 17th, 2011, 4:02 am, edited 1 time in total.
Tok`ra wrote:My two cents: A death passive is a very badly damaged ship doing something. that means massive system failures.

So what do pretty much all ships have in common ? (other than Romulan and possibly Borg ships)

The fuel source. They carry large amounts of antimatter.


So... Have ships have a % chance of having a warp core breach and/or antimatter containment failure.

That happens, the ship becomes a huge bomb.

The bigger the ship, the bigger the explosion, always give the explosion very short range. Have it cause damage to all ships.

Basically, it'd be like a self destruct option, except there's only a  low % chance of the ship detonating before it drifts off away from the battle


The energy in an explosion spreads out very quickly. With shields on, any nearby warp core breaches won't do much. This is why multiple times in TNG we see a ship have a warp core breach and the nearby ship watching takes no damage (off the top of my head I remember the Enterprise exploding near a shuttle in the one with the time dialation bubbles, and the Yamato or whatever it's called having a warp core breach right in front of the Enterprise in the one with the ancient wormhole doors and the computer virus.)

Myles wrote:i dont like ships all randomly exploding. look at the battles in ds9 they look about the same as fleetops explosion effects, presumably when in a fleet battle any crew whose ship is about to blow up will make the fuel safe, to cause a safe detonation, otherwise the explosion would hurt their comrades in other ships.


If they had to make the fuel safe to prevent friendly fire on ships blowing up, I don't think that ships would always do that (like wen surrounded by just the enemy, why bother preventing friendly fire explosions?)
A ship can blow up in a fleet, with no warning to make them know to make fuel safe, and the rest of the fleet isn't damaged.
posted on January 17th, 2011, 7:44 am
Nebula_Class_Ftw wrote:The energy in an explosion spreads out very quickly. With shields on, any nearby warp core breaches won't do much. This is why multiple times in TNG we see a ship have a warp core breach and the nearby ship watching takes no damage (off the top of my head I remember the Enterprise exploding near a shuttle in the one with the time dialation bubbles, and the Yamato or whatever it's called having a warp core breach right in front of the Enterprise in the one with the ancient wormhole doors and the computer virus.)


The problem was that TNG wasnt always always consistent. We also in TNG have mention of not being able to fire photon torpedos under a certain range without damaging the ship that fired it. And as a photon is a small antimatter bomb, the antimatter storage pods on a large warship all poping at once would be quite powerful. Not, in space, the longest ranged weapon, but powerful in proximity. Have the power level depend on the size of the hull of the dead vessel, the range be dogfight or lower, and have the chance of it occuring be a very low % (since most ships manage to drift away first).
posted on January 17th, 2011, 12:39 pm
Tok`ra wrote:re-read what I wrote.


reading a bad idea twice doesnt make it better tokra. your idea is bad since in fleetops ships bunch into dogfight range easily, i dont want my ships exploding and damaging my other fleet ships.

in star trek this never happened either. as nebbie said warp core breaches dont always cause that much damage, presumably the warp cores were designed to be as safe as they can.
posted on January 17th, 2011, 4:27 pm
Myles wrote:reading a bad idea twice doesnt make it better tokra. your idea is bad since in fleetops ships bunch into dogfight range easily, i dont want my ships exploding and damaging my other fleet ships.

in star trek this never happened either. as nebbie said warp core breaches dont always cause that much damage, presumably the warp cores were designed to be as safe as they can.




Having a low% chance for the ships explosion to damage ships makes sense.

Prehaps have it only damage enemy ships, and have the tooltip (if there is any) read something like the ship alerts nearby allied ships to evade, giving them the nessacary second or two to doge out of the blast.
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