Defensive Patterns
Post ideas and suggestions on new features or improvements here.
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posted on March 15th, 2009, 3:43 am
Hi everyone!
I just wanted to introduce myself, and to thank the FO team for such an incredible mod. This has definitely been a “labor of love” for all the years that you have been developing, and I appreciate it. I’ve been playing Fleet Ops since pr3, and reading the forums for about a year now. But I never decided to post anything until now. The Sovereign durability thread got me thinking about how I never use Sovereigns in my fleet and what it would take to make me want to use them.
Understand, I think the Federation is fine in terms of balancing, and arguably one of the strongest races in the game at the moment. The stats on the Sovereign are on par with other race’s capitol ships, so their stats are fine. But I’ve always thought Distortion Field was an odd choice for its special weapon. Back in stock A2 the Steamrunner, which was an artillery cruiser, had the same ability. Disabling a ship’s engines seemed more like something a cruiser would do. This brings me to the Akira.
One of the best ships in the Federation fleet, the Akira is incredibly powerful. The extra buffs from either avatar make it tough in its own right, and it also has defensive patterns, one of my favorite special abilities. Clicking on Defensive Patterns makes the Akira crazy durable. I can often send a fleet of them into a base assault without relying on capitol ships if I feel like it, because I know they’ll last. It always seemed somewhat overpowered for a ship of that size and cost.
That’s when I thought: Why not swap their abilities? Instead of the Akira being capable of heavy sieges, make its special ability more tactical. A faster ship with the ability to slow down parts of a fleet would make the Akira very useful. Also, putting Defensive Patterns on the Sovereign would give it that extra durability I think people are looking for, and would make it the perfect frontline vessel for base assaults and heavy fleet engagements.
What I like about this idea is that it keeps all the same federation abilities “in the family” so to speak. You would still have access to the same abilities, just at different times. I’ve tested putting defensive patterns on the Sovereign, and it felt powerful, but not overpowered. I liked it. These weren’t extensive tests, but that’s why I figured I’d put the idea out there. It’s relatively easy to try out.
Obviously, their special energy cost would have to change to be tailored for both ships. Distortion field might have to be trimmed down so that its energy cost will fit inside the Akira, but there’s only a 13 point difference between the two. Defensive Patterns costs 166 energy and Distortion field costs 179, if I remember right. Maybe shaving its effect time from 6 seconds to 4 or 5 would work for the Akira, I don’t know. I’m really interested to know what you think!
I just wanted to introduce myself, and to thank the FO team for such an incredible mod. This has definitely been a “labor of love” for all the years that you have been developing, and I appreciate it. I’ve been playing Fleet Ops since pr3, and reading the forums for about a year now. But I never decided to post anything until now. The Sovereign durability thread got me thinking about how I never use Sovereigns in my fleet and what it would take to make me want to use them.
Understand, I think the Federation is fine in terms of balancing, and arguably one of the strongest races in the game at the moment. The stats on the Sovereign are on par with other race’s capitol ships, so their stats are fine. But I’ve always thought Distortion Field was an odd choice for its special weapon. Back in stock A2 the Steamrunner, which was an artillery cruiser, had the same ability. Disabling a ship’s engines seemed more like something a cruiser would do. This brings me to the Akira.
One of the best ships in the Federation fleet, the Akira is incredibly powerful. The extra buffs from either avatar make it tough in its own right, and it also has defensive patterns, one of my favorite special abilities. Clicking on Defensive Patterns makes the Akira crazy durable. I can often send a fleet of them into a base assault without relying on capitol ships if I feel like it, because I know they’ll last. It always seemed somewhat overpowered for a ship of that size and cost.
That’s when I thought: Why not swap their abilities? Instead of the Akira being capable of heavy sieges, make its special ability more tactical. A faster ship with the ability to slow down parts of a fleet would make the Akira very useful. Also, putting Defensive Patterns on the Sovereign would give it that extra durability I think people are looking for, and would make it the perfect frontline vessel for base assaults and heavy fleet engagements.
What I like about this idea is that it keeps all the same federation abilities “in the family” so to speak. You would still have access to the same abilities, just at different times. I’ve tested putting defensive patterns on the Sovereign, and it felt powerful, but not overpowered. I liked it. These weren’t extensive tests, but that’s why I figured I’d put the idea out there. It’s relatively easy to try out.
Obviously, their special energy cost would have to change to be tailored for both ships. Distortion field might have to be trimmed down so that its energy cost will fit inside the Akira, but there’s only a 13 point difference between the two. Defensive Patterns costs 166 energy and Distortion field costs 179, if I remember right. Maybe shaving its effect time from 6 seconds to 4 or 5 would work for the Akira, I don’t know. I’m really interested to know what you think!

posted on March 15th, 2009, 4:28 am
Best post in ages. I would honestly love to try this out.
posted on March 15th, 2009, 6:43 am
Commendable idea. Very nicely posted. Welcome to FO, glad we could be of service. OK...not that I've done a whole lot...it just sounds cool 
I love the idea, and Rhaz is right, this is one of the best posts I've seen in ages. And, in my opinion, you're right, the Akira would be really cool with those modifications. Also, a defensive ability seems like something a capital ship would do, especially for the fed. Almost like an, "Ok, the Soveriegn's here, boost defensive capabilities." I like it.

I love the idea, and Rhaz is right, this is one of the best posts I've seen in ages. And, in my opinion, you're right, the Akira would be really cool with those modifications. Also, a defensive ability seems like something a capital ship would do, especially for the fed. Almost like an, "Ok, the Soveriegn's here, boost defensive capabilities." I like it.
posted on March 15th, 2009, 9:43 am
great ideea, this would make the sovy as it should be
posted on March 15th, 2009, 10:32 am
Heyho and welcome to the forums!
Hm, that sounds indeed like a good idea. When redoing the Federation I will take that into account, looks like a good solution
Hm, that sounds indeed like a good idea. When redoing the Federation I will take that into account, looks like a good solution

posted on March 15th, 2009, 2:48 pm
I'd love to see that on the warp in Galaxys too. Or on some older Excelsiors...
posted on March 15th, 2009, 5:45 pm
Switching defensive patterns and distortion field... That's a GREAT idea!
Wow, so simple and yet so perfect, and it solves the problem of the Sovereign's staying power. =D
I'm all for this one. =)
Wow, so simple and yet so perfect, and it solves the problem of the Sovereign's staying power. =D
I'm all for this one. =)
posted on March 15th, 2009, 5:47 pm
Should prove interesting.
posted on March 15th, 2009, 10:28 pm
Thanks for the warm welcome! My Avatar bonus now grants me +8 to self esteem value.
Something else to consider is adding a subsystem repair rate increase to Defensive patterns, since the Sovereign can handle the extra cost. In testing, I shot up a Sovereign to the brink of destruction and then clicked Def Patterns. Its shields and hull recharged quickly enough, but the engines that were offline and at 30% took forever to repair at the normal rate. It’s like those hotshot Starfleet engineers scrambled to repair the shields and hull, and then went off to lunch! Or maybe they found a pretty girl and went off to a holodeck. Or maybe being engineers, they went off to a holodeck and “found” a pretty girl. I can’t be certain. 
Also, I’m working on a Fleetops manual, which describes each ship and some of the general tactics that one might employ. I’m hoping that it will help new players understand the changes from stock A2, like what supply is, why there is no warp, etc. It’ll probably end up being over 20 pages long (it’s about 12 pages now), if not more.


Also, I’m working on a Fleetops manual, which describes each ship and some of the general tactics that one might employ. I’m hoping that it will help new players understand the changes from stock A2, like what supply is, why there is no warp, etc. It’ll probably end up being over 20 pages long (it’s about 12 pages now), if not more.

posted on March 15th, 2009, 11:00 pm
Welcome to the forums Mal and you have some nice ideas

I completely agree with the switch special weapon bit and also about the systems repair speed. I hope they implement it


I completely agree with the switch special weapon bit and also about the systems repair speed. I hope they implement it

posted on March 15th, 2009, 11:17 pm
it will close to certainly come with the larger Federation redo planed for the future patches
posted on March 16th, 2009, 6:10 am
Good idea, although personlly Id like to see the sovereign get photon torps as well as quantum torpedoes. Id like to see an offensive weapon as well as the defensive one, the offensive one could fire photons and quantums while having fast burst firing phaser strikes like in Nemesis. to off set this obviously a lower shield recharge would be necessary. The defensive one should be what you suggested. Gives the Sovereign longevity and teeth but neither at the same time.
posted on March 16th, 2009, 9:00 am
Congratulations, Mal ! 
You managed what billions of threads and self-proclaimed experts haven´t.
Why didn´t anyone else think about it, i wonder. Maybe it´s because everyone wanted a "god special" for the sovie, but no one knew how to sell it to the FO team.

You managed what billions of threads and self-proclaimed experts haven´t.
Why didn´t anyone else think about it, i wonder. Maybe it´s because everyone wanted a "god special" for the sovie, but no one knew how to sell it to the FO team.

posted on March 16th, 2009, 9:38 am
Congratulations, Mal !
You managed what billions of threads and self-proclaimed experts haven´t.
Why didn´t anyone else think about it, i wonder. Maybe it´s because everyone wanted a "god special" for the sovie, but no one knew how to sell it to the FO team.
Spot on

posted on March 16th, 2009, 8:21 pm
Now all we need to do is add +500 Offensive value to the Galaxy Class because of the extra photon torpedo launcher it has during saucer separation and the Federation will be fine. But not before we make the “Photonic Cannon” standard issue on all Intrepid Classes! 
In all seriousness, I think the Def Patterns swap and making Steamrunners buildable at the Antares yard with a cap of 4 or 5 (or just easier to get somehow) would make me completely content with the Federation. I suppose the Avalon and Phalanx could be looked at again, but since Ben Mayson :2guns: is like the Chuck Norris of Fleet Ops, those ships are never available to me anyway.
Thanks again for welcoming me. I really care about this mod, and am blown away by how well the FO team understands how to make this game have the star trek feel while still making it fun to play.

In all seriousness, I think the Def Patterns swap and making Steamrunners buildable at the Antares yard with a cap of 4 or 5 (or just easier to get somehow) would make me completely content with the Federation. I suppose the Avalon and Phalanx could be looked at again, but since Ben Mayson :2guns: is like the Chuck Norris of Fleet Ops, those ships are never available to me anyway.
Thanks again for welcoming me. I really care about this mod, and am blown away by how well the FO team understands how to make this game have the star trek feel while still making it fun to play.

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