Fed warpin vet ideas

Post ideas and suggestions on new features or improvements here.
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posted on April 19th, 2011, 3:29 am
C'mon guys it's entirely possible that the pods could be interchangeable. It's also possible that starfleet prefabs each nebula class and then builds the pods on an "as needed" basis. It seems easy to believe they have frames awaiting commission that just need the pods installation to fit what starfleets current need. Whether it be exploration, combat, or humanitarian. Even without the interchangeability the vessels could still serve many purposes and would no doubt get assignments suited to the vessels orientation.
posted on April 19th, 2011, 4:51 am
No, thats because models got reused a lot.

But when a ship is literly identical other than a pod attachment, that kinda clues you in that something else is the case.
posted on April 19th, 2011, 10:37 am
shut up tokra, we argued about this before, stop trolling, if u wanna debate whether the nebula class is modular, go spam it on topic in the debate thread. otherwise shut up. you didnt win the debate there, there is not gonna be an off topic debate here.
posted on April 19th, 2011, 1:40 pm
For the tetryon, how about making it fire pulses? first pulse phasers, perhaps one each side pod, then it upgrades to light quant pulses at 2 gold bars, with an upgrade against pulses being the vet ability? The reasoning being, since the pulses are used so much, the shields were strengthened against similar type weaponry.
posted on April 19th, 2011, 2:10 pm
Remember to keep it friendly and on topic guys :)
posted on April 19th, 2011, 6:57 pm
Richie B wrote:For the tetryon, how about making it fire pulses? first pulse phasers, perhaps one each side pod, then it upgrades to light quant pulses at 2 gold bars, with an upgrade against pulses being the vet ability? The reasoning being, since the pulses are used so much, the shields were strengthened against similar type weaponry.


Obviously not talking about adding ships here, just ideas for the physical vet changes for warpin ships. We've already moved beyond the Tetryon refit anyways. ;)

So again what do you all think about the sensor Nebula, Steamrunner and Decent?
posted on April 19th, 2011, 8:07 pm
086gf wrote:Obviously not talking about adding ships here, just ideas for the physical vet changes for warpin ships. We've already moved beyond the Tetryon refit anyways. ;)

So again what do you all think about the sensor Nebula, Steamrunner and Decent?


Sensor Nebula is all right if you manage to get it to veteran with the warp-in, but i rarely use it. Often i send it for decom to open slots for more useful vessels.

Steamrunner: Already a complete topic about it
Star Trek Armada II: Fleet Operations - Steamrunner/Miranda shuffle

I'm a huge fan of the Steamrunner, but not necessarily of the arty variant. All explained in the other topic.

Descent has its uses with the shield restore. It can turn the tide of a battle with that special, but i rarely use it in the end.
posted on April 19th, 2011, 8:36 pm
the descent is certainly useful, i too rarely use it, i guess that i just value 3 free useful ships with useful specials more. the descent provides heavy torp spam, which is good later on, but for that task most of the fed fleet does enough with torp spam. and the excel 2 certainly does the job. warpins in general do it, especially excel and steamy. there is no dire need for a torp spammer from the race that already has enough torps.
posted on April 19th, 2011, 8:41 pm
Those arn't ideas for physical changes guys lol. We already know about the Galaxy and Excel and have an idea of what they should do for the Ambass and the torp Nebula discussion has been done to death so what are your ideas for the other three?
posted on April 19th, 2011, 8:59 pm
i think the descent could get a couple bubbles on the hull to indicate its new shield special. like domes or cylinders that look techy.

the sensor neb could get a brighter deflector dish (the dish has sensors in it too) and maybe some visual change on the big dish, like extra patches of grey coloured sensory stuff, or a pattern of sensor tech or something.

about the steamy, i think its model should include a clear place that the big torps come from, right now its not clear where they originate from. unless those notches on the model are supposed to be lawnchairs, i thought they were shuttle bays like the sabre, but i guess the arty launchers could have taken the space occupied by shuttlebays. in which case a visual change to the launcher could be a vet thing, they get the torps that go through shields, maybe the launcher could have a stub like barrel that protrudes.
posted on April 19th, 2011, 9:18 pm
Andre27 wrote:Sensor Nebula is all right if you manage to get it to veteran with the warp-in, but i rarely use it. Often i send it for decom to open slots for more useful vessels.

Steamrunner: Already a complete topic about it
Star Trek Armada II: Fleet Operations - Steamrunner/Miranda shuffle

I'm a huge fan of the Steamrunner, but not necessarily of the arty variant. All explained in the other topic.

Descent has its uses with the shield restore. It can turn the tide of a battle with that special, but i rarely use it in the end.


Yeah I'll decom the sensor nebula if beam weps are not that good against the player Im going against, but like the other throwaway warpins such as the E1, I'll keep them arround in a normal MP match because they're extra ships.

Sensor nebula should get a photon since it's cannon that it has one, and it's phaser is overly strong anyway.

Arty Steamrunner I basicly dont use in MP unless it happens to warpin on an expansion or something, I'll decom it or use it as a bait ship and do some damage with it at the same time, tho it can be useful of you get it to vet status, I once killed a veteran Vorcha with a veteran Steamrunner for example, but all in all other warpins are worth far more when you're doing a regular battle, and if you win enough battles you quickly reach the point were arty doesnt matter, you can just go and kill a fully upgraded starbase and LOL @ it's firepower, especily if you or an ally have monsoons which are invincible to starbases, or nearly so.

Personaly I say the Nebula sensor pod should get a reduction in sensor range, and have it's special be a cloak detect that lasts 10 or so seconds, prehaps even give the nebulas an option to when within range of your shipyard or starbase (like klink miners poping pods) to swap out their pods for a resource cost (dil/tri and small supply cost), but have it take a good minute or more.

Steamrunner, I agree the model is too ambigious, I'd rather have it be just below the monsoon on the tech tree for the feds (have it require enginering but no chasis research), and have it be a glass cannon frigate, good damage but not much better defence than the Saber, say put it betwen the saber and monsoon defense wise, have it cost between monsoon/intrepid price wise.


Descent, I find, is over rated. Unless ships/stations with multitargeting are involved you are unlikely to get more than a ship or two healed with it's regen spell, however I do admit it IS useful for healing a starbase or other expenseve unit and prolonging a fight. I once saw a guy raegquit a match cause he was attacking a fully upgraded starbase and THREE descents came in to regen it's shields in the course of the fight..
posted on April 19th, 2011, 9:51 pm
lol tokra you need to learn more about the warpin. a sensor neb may not be the strongest offensive warpin, but its useful and more importantly its free. like most fed ships its not made of paper, and its phaser is quite useful contrasted against other fed ships that have torps that may miss. i dont want it to get a torp, nearly all fed ships have torps, they dont need any more.

if u dont use steamies then you are denying yourself something useful. 1 of them supported with a couple other ships with torps can take down a mining station with ease and in a quick time, it will cost them a ship worth of money to rebuild it, and time in which they arent mining, also your monsoons could take the miners out too. triloader is a bargain for 3 supply. 2 steamies will down a yard with similar style.

i think the feds decloak is already decent enough, no need for sensor neb to get decloak, i like its special a lot, its kinda like prog scan but better as u keep your engines, and its on a much tougher ship. using prog scan and sensor nebs can make up for your lack of cloak. keep a sensor neb or two outside the enemy bases to scout, and when you get your monsoons ready to harass, you can see if they are walking into a fleet, and if the way is clear, the sensor nebs can join in the fun with their 100% accuracy heavy hitting phaser. you could even farm them for ranks by switching the monsoons over to a new target and let the sensor neb finish the job, as you know a sensor neb gets some interesting uses when ranked. at rank 4 it gets a chance to cause cover fire (warpin e1s are valid here) and at rank 5 it nicely stops counting towards the cap. and at vet it gets the ability to do warpins :D imagine their surprise when they think they have the upper hand, but you saved up SFC and a sensor neb vet or two, and 4-5 ships warp in and the tables are turned.

i dont think i've ever decommed a warpin (in a mp game) since they are free and generally useful.
posted on April 19th, 2011, 9:59 pm
Myles wrote:lol tokra you need to learn more about the warpin.

re-read what I wrote. I'll use them, but I'll also consider them my more expendable units.

nearly all fed ships have torps, they dont need any more.


Federation uses torps, get over it.

And since you always cry about your definition of cannon, the Nebula sensor pod variant is showb to have a photon.
posted on April 19th, 2011, 10:10 pm
Tok`ra wrote:re-read what I wrote. I'll use them, but I'll also consider them my more expendable units.


no need to, i read it the first time, and you are not using warpins very well, if u "basically dont use a steamy in mp" then you are being silly, they are great, way more than a "bait ship"

Tok`ra wrote:Federation uses torps, get over it.


nothing to get over, nearly every fed ship has torps, some need to not have torps, or the feds will be super duper against borg and crap otherwise.

and yes this is an example of gameplay beating canon.

Tok`ra wrote:And since you always cry about your definition of cannon, the Nebula sensor pod variant is showb to have a photon.


:lol: you feeling extra troll-y today? to do your old trick of correcting spelling errors, there is only 1 'n' in canon. a cannon is a weapon. and again this is a game, it isnt canon, if this game was all canon then it would be so boring, the romulans wouldnt have many ships to build, the borg wouldnt either, same for the dominion too. and the borg would be super op. plus there are dozens of ways to explain away the lack of torps. maybe starfleet decided to refit away the torp launcher and put in more sensors to focus on the original intent of being a sensor nebula. the sabre had torps in canon too, im glad it only gets them at vet with hyper impulse off and under cover fire.
posted on April 19th, 2011, 10:23 pm
Myles wrote:no need to, i read it the first time, and you are not using warpins very well, if u "basically dont use a steamy in mp" then you are being silly, they are great, way more than a "bait ship"


The 'bait' I mentioned using it as consists of sitting it down and pounding someones stations until they come to kill it, thus forcing an engagement AND doing damage to tehir stations. Sounds useful as bait to me.


Myles wrote:nothing to get over, nearly every fed ship has torps, some need to not have torps, or the feds will be super duper against borg and crap otherwise.

and yes this is an example of gameplay beating canon.


No, it's an example in sillyness due to poor balance.


[/quote]plus there are dozens of ways to explain away the lack of torps. maybe starfleet decided to refit away the torp launcher and put in more sensors to focus on the original intent of being a sensor nebula. the sabre had torps in canon too, im glad it only gets them at vet with hyper impulse off and under cover fire.
[/quote]

Wow a LOT of excuses for poor balance today!  :thumbsup:

Heres a solution to over powerd torpedos: Each torp class (the same as a ship class) per race has well defined stats such as the damage done on impact.

You then balance it by the factors that would change ship to ship, the launching mechanism and number of tubes.

Bigger ships have more tubes. You simulate this by giving them more torps, or by burst fire, or by adjusting the rate of fire and DPS/

So a Saber may get a torpedo, but it will only do damage if it hits, and it would not fire as rapidly as a torpedo tube on a larger ship.

Bang, problem solved.
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