Federation warp in ship's

Post ideas and suggestions on new features or improvements here.
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posted on October 26th, 2010, 12:16 am
Galaxy's hit with their torpedoes just as often as any other torpedo-armed vessel.


Torpedoes will hit:

Small - 60%
Medium - 80%
Large - 100%

  Galaxy's are no different.  They are the most powerful standard warpin in terms of stats and will do enormous damage to medium/large vessels (especially long ranged ones).  On top of that, people like to target them first for some reason, making them absorb damage that otherwise might be directed at your weaker vessels.
posted on October 26th, 2010, 12:53 am
Tok`ra wrote:As it stands, warpin ships are pointless Kammakazie ships, other than a support type or so.

Excelcior: Why bother ? The Mk2 is better in every way, and doesnt tie up warpin slots.

Ambasador: I cant even get those to do good against easy AIs, not even with an ambasador swarm, most of the time they just miss.

Galaxy: Misses smaller ships too easily, too weak against larger ships, even when leveld up. Dominion bugs are the bane of these things, missing them early and often, as with the Ambasador its partly a balance issue, but is rather funny to see the ship unable to land many hits.

Nebula: Nice concept, but it doenst really work that well in practice. Better would be to allow it to switch its torp type via a special weapon, and at that point the special weapon gets a 5min or so countdown before it can switch again, that gives it tactical use.

Nebula (Sensor pod): Very useful ship, main lack is KEEPING the sensor on/off, as well as a cloak detector for higher levels (Trained crew: The crew of this science ship consists of many experinced officers, and may detect the occasional cloaked vessel. max of 2 cloaked ships can get picked up, unless a largeish number are present, then it picks up at least half of them, say 10+)

Steamrunner: Ive never liked the idea of a ship whose ONLY weapon is an arty torp. Yes, it can ream a stationary ship with its triloader (especily in groups) but it's supposed to be a cruiser type, albiet an older one, as I recall, and it does as easily as a frigate almost.

The Descent class is actualy worth it of course, but it does tie up a lot of slots.



Personaly, I say either make the warpin ships, especily leveld up ones, be actualy worth it, or swap them with the buildable ones that are actualy new models.


Wow, just wow.

I'm wondering if you make use of the warp in correctly. The only real drawback of the warp-in vessels is their lack of speed.

Nebula + sensor variants can wreck havoc on mining operations.

Nebula Torpedo variant is like getting a Remore without having to tech up. Usually at a time where most of your opponents are still at a build up stage. Used correctly it can wreck havoc.

The ambassador is a touch (insert strong language) and is actually one of the hardest vessels to kill.

The Galaxy can soak up weapons fire and if you get it promoted to elite it deals direct hull damage.

I've always been a great fan of the frigate variant of the steamy, but a steamrunner can be a killer. There's a reason why people tend to target vessels like the Steamrunner and Serkas first.

The Descent can heal half an assault fleet in a matter of seconds. Any less slots and an invasion fleet would be unstoppable. The cost limits the number to two descent max. Lower that and you can get 3 which can do a shuffle and restore an assault fleet almost faster than anyone can damage it.

I'd like some extra options, but the warp-in is far from useless. In fact most complaints I've seen is that it is actually overpowered.
posted on October 26th, 2010, 1:09 am
It's 3 free ships, anywhere you want them.  Even if you get excelsiors instead of galaxies/steamrunners (both of which are actually really useful) you can still do a lot.  They won't do much if you hit an enemy fleet with them alone, but you can use them to take out mining, or defend your own mining (or, of course, do a dozen other things).
posted on October 26th, 2010, 1:35 am
I am personally against this proposal. It would be very annoying when you warpin a ship, and you get spammed with messages. :lol:

On the Excel: IMO, it's great against Dominion (If you're fighting the Doms, pray that you get them, or aren't fighting Elim)and K't'inga rush. Without Excels while fighting a K't'inga rush, you're screwed :lol: .
posted on October 26th, 2010, 2:23 am
It's an interesting idea, but I think we've already got enough lore for an RTS game.  I mean, each ship gets a name and all of its kills are logged, not to mention mechanics like subsystems and crew that are just as much for looks as they are functional.  Plus if you warp-in 3 ships, that means 3 windows you have to close whether you read them or not.  Maybe someday there'll be a campaign version with a special warp-in that has extra info, but not in multiplayer.

As for Tokra... you're obviously doing it wrong.  By the words "swarm of ambassadors" it sounds like you're spending 15 minutes warping in ships until you hit the limit, then sending them as a fleet with nothing else.  The term "reinforcement" indicates that you're supposed to already have a fleet of built ships that you are adding the warp-ins to.  If you're expecting it to be like the show, where a Galaxy can take on 4-5 bugs or 2-3 Vorchas, or even a cube, of course you're going to get wasted.

Also, if you can't keep an ambassador alive against an easy AI, you need to learn better micromanagement before you even start looking at strategies and balance.
posted on October 26th, 2010, 4:20 am
Tryptic wrote:It's an interesting idea, but I think we've already got enough lore for an RTS game.  I mean, each ship gets a name and all of its kills are logged, not to mention mechanics like subsystems and crew that are just as much for looks as they are functional.  Plus if you warp-in 3 ships, that means 3 windows you have to close whether you read them or not.  Maybe someday there'll be a campaign version with a special warp-in that has extra info, but not in multiplayer.

As for Tokra... you're obviously doing it wrong.  By the words "swarm of ambassadors" it sounds like you're spending 15 minutes warping in ships until you hit the limit, then sending them as a fleet with nothing else.  The term "reinforcement" indicates that you're supposed to already have a fleet of built ships that you are adding the warp-ins to.  If you're expecting it to be like the show, where a Galaxy can take on 4-5 bugs or 2-3 Vorchas, or even a cube, of course you're going to get wasted.

Also, if you can't keep an ambassador alive against an easy AI, you need to learn better micromanagement before you even start looking at strategies and balance.


Warp them in ?

I just build from Mckenly station .........
posted on October 26th, 2010, 10:27 am
The McKinley station isn't normally available.  It's only available via map editor (and maybe some maps).  The only way to get warp-ins normally (meaning in multiplayer, which is what FO is balanced for) is to, well, warp them in.

If you use/build the ships in the way they're intended to be used/built, you'll probably find that they're a bit more useful.
posted on October 26th, 2010, 12:05 pm
lol mckinley, why dont u just add 20 perimeters to your enemy's base using map editor? Or delete their fleet of 10 vorchas, and replace it with 5 chors.
posted on October 26th, 2010, 12:34 pm
Thanks for the suggestion.
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