Defense Refit for Rom Transmitter
Post ideas and suggestions on new features or improvements here.
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posted on September 9th, 2010, 10:56 pm
Well a lot of people are quacking about the defense system of the Romulans, and though I think that it has been much improved by stronger base stats, one major problem still remains that the transmitter itself is expensive and a very juicy target for heavy hitting ships.
While that needs to be so in order to keep the auto-cloaking turrets balanced, I think that, if a person were willing to spend a little extra cash, a defensive upgrade "Refit" for the Transmitter might help them survive some of the heavier hitting middle-game ships like Akiras, Steamrunners, Warp-ins, Vorcha, Sang, Generix, blah blah blah.....
Since the Rommies are big Refitters, perhaps a refit that adds a defensive bonus to the Transmitter itself in order to boost it's solidarity would be helpful.
Personally I've always wanted to see it's active ability researched not at a station but as a refit like the AT Charges on the Perimeter. I'm a little embarrassed that I can't recall what the Transmitter's ability s called, but the Shield Recharge one. Having a spendy refit available to increase the staying power of the Transmitter might allow Romulan Defense networks that were very attentively placed to survive a bit more capably into the mid-later game stages.
Additionally, if the Transmitters were to have an expensive refit upgrade that made them last longer in combat, the beginning price for them might be able to be brought down a bit along with their natural defensive value to make them a bit more practical for powering turrets
.
While that needs to be so in order to keep the auto-cloaking turrets balanced, I think that, if a person were willing to spend a little extra cash, a defensive upgrade "Refit" for the Transmitter might help them survive some of the heavier hitting middle-game ships like Akiras, Steamrunners, Warp-ins, Vorcha, Sang, Generix, blah blah blah.....
Since the Rommies are big Refitters, perhaps a refit that adds a defensive bonus to the Transmitter itself in order to boost it's solidarity would be helpful.
Personally I've always wanted to see it's active ability researched not at a station but as a refit like the AT Charges on the Perimeter. I'm a little embarrassed that I can't recall what the Transmitter's ability s called, but the Shield Recharge one. Having a spendy refit available to increase the staying power of the Transmitter might allow Romulan Defense networks that were very attentively placed to survive a bit more capably into the mid-later game stages.
Additionally, if the Transmitters were to have an expensive refit upgrade that made them last longer in combat, the beginning price for them might be able to be brought down a bit along with their natural defensive value to make them a bit more practical for powering turrets

posted on September 10th, 2010, 12:33 am
I thought it was a good idea in the past and I still think so 

posted on September 10th, 2010, 12:56 am
The Ambassador Class...... 
Oh wait!
I mean.... it's a great idea!!!


Oh wait!

I mean.... it's a great idea!!!


posted on September 10th, 2010, 2:56 am
Last edited by dob on September 10th, 2010, 3:02 am, edited 1 time in total.
clever words Boggz,only agree
my personal opinion is that Romulan turret should have an similiar offensive upgrade avaliable too.It have not good DPS even when set to long range.I would be happy to pay more for every turret to get decent DPS out of them
my personal opinion is that Romulan turret should have an similiar offensive upgrade avaliable too.It have not good DPS even when set to long range.I would be happy to pay more for every turret to get decent DPS out of them
posted on September 10th, 2010, 8:58 am
Idea supported
as always

posted on September 10th, 2010, 10:19 am
Great idea, Boggz! 
As we're already talking about refitting something came into my mind:
Anyone around who played C&C Tiberium Wars? Somehow the Transmitter as some kind of base structure for the turrets made me think of the NOD turrets. You deploy a base structure and are free to place three guns in a radius around the base structure. (So turrets aren't buildable as single structures anymore.)
Maybe the Romulan turrets could work like that, too. Build the Transmitter and with the Transmitter as base structure you're free to place up to three turrets in a radius around it for some dil and tri.
This might work well with Boggz' refit idea

As we're already talking about refitting something came into my mind:
Anyone around who played C&C Tiberium Wars? Somehow the Transmitter as some kind of base structure for the turrets made me think of the NOD turrets. You deploy a base structure and are free to place three guns in a radius around the base structure. (So turrets aren't buildable as single structures anymore.)
Maybe the Romulan turrets could work like that, too. Build the Transmitter and with the Transmitter as base structure you're free to place up to three turrets in a radius around it for some dil and tri.
This might work well with Boggz' refit idea

posted on September 10th, 2010, 10:27 am
Would the turrets basically be expansions of the singularity (similar to the Klingon field yard)? Because that would require a redo for the Romulan turret system (though that is the idea). I don't know if you can set it up so the expansions can cloak but the central singularity can't. The singularity may need a defensive boost as well (as opposed to a decrease with an upgradable defense) because if you destroy it you also destroy the 3 turrets.
(Of course, most of the above points are moot if you don't actually mean for the turrets to be physical expansions of the singularity.)
I still think it's a good idea. I don't know how well it would work, though. Generally people space their turrets out a bit to provide more cover. The Romulan turret system is supposed to be different, though, and they can be artillery range, so it's not a huge issue.
(Of course, most of the above points are moot if you don't actually mean for the turrets to be physical expansions of the singularity.)
I still think it's a good idea. I don't know how well it would work, though. Generally people space their turrets out a bit to provide more cover. The Romulan turret system is supposed to be different, though, and they can be artillery range, so it's not a huge issue.
posted on September 10th, 2010, 10:39 am
Refit the Transmitter to get the Singularity Implosion and a defense boost? I do not oppose the idea. I assume the avatar defense bonus wouldn't be affected?
The turrets can already switch to an artillery range platform at will. That gives them an advantage over most turrets, even if they do lose 3 offensive.
dob wrote:my personal opinion is that Romulan turret should have an similiar offensive upgrade avaliable too.It have not good DPS even when set to long range.I would be happy to pay more for every turret to get decent DPS out of them
The turrets can already switch to an artillery range platform at will. That gives them an advantage over most turrets, even if they do lose 3 offensive.
posted on September 10th, 2010, 11:21 am
at the moment there are no intentions to boost the singularity transmitter
posted on September 10th, 2010, 11:43 am
Optec wrote:at the moment there are no intentions to boost the singularity transmitter
Well, Optec has spoken, we may as well all go home now...

posted on September 10th, 2010, 1:24 pm
hey we are still open for ideas
some mechanics will be introduced in the next patch playing with the disruptor turrets, but we do not want to make the singularity transmitter itself more powerful

posted on September 10th, 2010, 1:50 pm
What about a passive ability?
Singularity Field:
Effect: Reduces damage from Beams and Pulses, and decreases hit-chance slightly
Descritpion: The large gravimetric field caused by the large Singularity core is manipulated to act as a secondary shielding mechanism. The large gravimetric flow around the station bends and distorts energy beams and often times redirects Pulsed Energy weapons. This factor mildly reduces the damage taken from Beams and Pulses. The field also slightly decreases the hit chance of Pulses and torpedoes (no greater than 5% decrease) because of the rather large gravimetric field that occasionally simulates gravity fluctuation, however small they are, they can only mildly effect weaponry and occasionally small shuttle craft.
Basically it is just to fairly much give it some more endurance. Explosive or Area Weaponry shouldn't be much effected. Though it simply just makes it a little more interesting.
Singularity Field:
Effect: Reduces damage from Beams and Pulses, and decreases hit-chance slightly
Descritpion: The large gravimetric field caused by the large Singularity core is manipulated to act as a secondary shielding mechanism. The large gravimetric flow around the station bends and distorts energy beams and often times redirects Pulsed Energy weapons. This factor mildly reduces the damage taken from Beams and Pulses. The field also slightly decreases the hit chance of Pulses and torpedoes (no greater than 5% decrease) because of the rather large gravimetric field that occasionally simulates gravity fluctuation, however small they are, they can only mildly effect weaponry and occasionally small shuttle craft.
Basically it is just to fairly much give it some more endurance. Explosive or Area Weaponry shouldn't be much effected. Though it simply just makes it a little more interesting.
posted on September 10th, 2010, 2:52 pm
TheOldMan wrote:Great idea, Boggz!
As we're already talking about refitting something came into my mind:
Anyone around who played C&C Tiberium Wars? Somehow the Transmitter as some kind of base structure for the turrets made me think of the NOD turrets. You deploy a base structure and are free to place three guns in a radius around the base structure. (So turrets aren't buildable as single structures anymore.)
Maybe the Romulan turrets could work like that, too. Build the Transmitter and with the Transmitter as base structure you're free to place up to three turrets in a radius around it for some dil and tri.
This might work well with Boggz' refit idea
I like this idea, it would make Rom turrets more unique, in that you can place a whole group at once.
Tyler wrote:The turrets can already switch to an artillery range platform at will. That gives them an advantage over most turrets, even if they do lose 3 offensive.
Umm...what? You should try playing online sometime.
Artillery range only means that long rangers can't use the edge-of-range exploit (artillery still could.) Their DPS is so stupidly low to begin with (I usually just plain ignore them, three can only barely take out shields of one of my small ships by the time I've crushed a few miners with my fleet of 5-9 ships), a reduction of 3 makes them even less effective.
posted on September 10th, 2010, 3:05 pm
Last edited by Tyler on September 10th, 2010, 3:07 pm, edited 1 time in total.
Anyone who's had their defensless turrets hit by artillery should know that a decrease of 3 is a small price to pay to fight back and hit the fragile artillery ships. Out of a -3 to attack or your expansion goes with even a chance to protect itself, you consider the latter to be the lesser of two evils?
Are you also forgetting (or ignoring) the repeated posts saying they are not meant to kill, only delay?
Are you also forgetting (or ignoring) the repeated posts saying they are not meant to kill, only delay?
posted on September 10th, 2010, 3:45 pm
Tyler, if you sit a ship at the edge of arty-range, an arty-range structure won't fire. It's a problem caused by the section the weapons come from being in the center of the structure, while ships have them on their edges.
Ignoring, because they don't delay anything. The damage is just too low, so if I come to an expansion and I see Rom turrets, I just ignore the turrets and retreat damaged ships. Miners then die, I get out of there, I have lost nothing and have not been delayed. The singularity gen, together with cloak ambushes can indeed delay and possibly even kill my fleet if I find it at an expansion. If you mean that they delay my attack until my fleet is stronger, no they don't, they just don't damage enuff for me to worry about them.
Ignoring, because they don't delay anything. The damage is just too low, so if I come to an expansion and I see Rom turrets, I just ignore the turrets and retreat damaged ships. Miners then die, I get out of there, I have lost nothing and have not been delayed. The singularity gen, together with cloak ambushes can indeed delay and possibly even kill my fleet if I find it at an expansion. If you mean that they delay my attack until my fleet is stronger, no they don't, they just don't damage enuff for me to worry about them.
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