FO ignoring Trek

Post ideas and suggestions on new features or improvements here.
1, 2, 3, 4, 5
posted on May 7th, 2011, 3:28 pm
actually i dont remember a sabre firing photons in FC (doesnt mean it didnt happen though)

i do remember one firing photons in DS9: Tears of the Prophets, the finale of S6. it fired on a turret that was out of batteries (why not keep the turrets and sell the plasma torps or deploy the turrets yourself, no just blow them all up now they are harmless).

but i agree with dom's argument above. that could have been a vet sabre under the effect of cover fire in a fleet.
posted on May 7th, 2011, 3:31 pm
Because the Turretcontrol or the cableless energysource was offline but still able to be activatet (and I think it was activatet after some time).
They tried to shoot as many down as possible before they where activatet.

Dominus_Noctis
You mean the Federation is safe bacause Janeway is far far away? :D
posted on May 7th, 2011, 3:34 pm
Energy wasn't just off-line, the power source for the system was destroyed and would need rebuilding. They most likely just had no interest in the Cardassian turrets.
posted on May 7th, 2011, 3:36 pm
Last edited by Nebula_Class_Ftw on May 7th, 2011, 3:55 pm, edited 1 time in total.
I'd like Sabers firing torps at medium range from rank 1, with more torps burst fire at officer, but I don't think I want a rank 1 Saber to be as powerful as what we saw in FC.

As for the inconsistent BoP armament: I came up with an idea I like so much I'm gonna make a thread for it so it doesn't get lost among the discussion of canon vs. gameplay. Nevermind.

I prefer FO being closer to canon, but only while it stays balanced in doing so.
posted on May 7th, 2011, 3:44 pm
Tyler wrote:Energy wasn't just off-line, the power source for the system was destroyed and would need rebuilding. They most likely just had no interest in the Cardassian turrets.

Then I must mixing some events up. Long time ago I saw DS9. But there where a system with turrets and an cableless energysource they attacked and the turrets where activatet after some time and where offline in the beginning.
posted on May 7th, 2011, 3:54 pm
Cardassia Prime had some of the same Turrets as Chin'Toka, but the ones in their first appearence were tricked into attacking and blowing-up the asteroid their power source was on.

The Homeworld ones were probably powered by a generator on the homeworld. You're probably thinking of that one.
posted on May 7th, 2011, 3:58 pm
Tyler wrote:
Face it Tok'ra; you're fighting a losing battle here.


There was never a battle to win Tyle. Tok'ra can complain to devs as long a he wants - what Tok'ra forgot is that Doca and Co. are not CBS... he should have brought this to them.
posted on May 7th, 2011, 3:59 pm
they completely exploded the only power source the turrets had. the turrets were completely offline. they had no power of their own. the second the generator exploded they just turned off and sat there.

thats free metal, free parts (even simple ones like fuses for exploding consoles) and free plasma torps (which the turrets supposedly were full to the brim inside with torps.

even if u cant shoot the torps, use the metal to build portable toilets or something. use the general parts to repair bridge consoles that exploded. sell the torps to the ferengi for money to buy quantums or something. but noooooo, they just waste their own photons blowing up the turrets when they could have just phasered them :whistling:

oh and it was pretty cheap that if they had arrived just 10 minutes earlier they would have caught the turrets still off and could kill them. if the fleet had left the day before they would have won easily.

the turrets were offline in the beginning cos they were just finishing building them. the fleet arrived seconds before they turned on, and they struggled to destroy many before they turned on. i mean the defiant fired 6 quantums at 1 turret before it died. 4 quantums was enough in FC for a borg sphere. then later 6 quantums again for a bugship in DS9: valiant.
posted on May 7th, 2011, 4:05 pm
The version I usually hear is that they were already finished and just waiting for the fleet to get close to start shelling from point-blank.

Depending on your interpretation, Damars confidence in their success could support that.
posted on May 7th, 2011, 4:09 pm
I've always thought Armada 2 was one of the easiest games to modify, and probably spend as much time changing it as playing it.  It's great being able to make everything work exactly how you want it to.

In regards to Fleet Ops, I have two installations - the current stock one, and my own modified one.  The developers have done amazing work, but we can't all agree on everything.  When I need to see something my way, I go do it.  I've spent months organizing ODF's so I can read them easily (that program they use REALLY butchers them, by the way), setting up Federation torpedoes to fire in bursts or spreads, boosting phasers (which were generally portrayed as rather strong in most canon) against slower torpedo reloads, and taking many of the Klingon and Romulan ships back the the pulse heavy weaponry that I always liked.  The cool thing about the Avatar approach is that you can have a Vorcha with beam weapons, and give the other Avatar one with pulses.  Oh, and quantum pulses look really cool fired in bursts (even if it is contrary to their description)  :D

If you want a new appreciation for how much effort they spent making this game, spend some time modifying it...
posted on May 7th, 2011, 4:09 pm
Tyler wrote:The version I usually hear is that they were already finished and just waiting for the fleet to get close to start shelling from point-blank.

Depending on your interpretation, Damars confidence in their success could support that.


thats an interesting theory. the allies said that they were cutting it close, hoping to nip in just before the turrets were operational. and those jemhadar bugs did go on a ramming mission. im thinking to delay the fleet for precious seconds. i prefer to think they just wrote it cheaply.
posted on May 7th, 2011, 10:36 pm
Last edited by Tok`ra on May 7th, 2011, 10:42 pm, edited 1 time in total.
Lt. Cmdr. Marian Hope wrote:However, the devs have decided that only quantums fire volleys. I don't know why, but they like it that way.



Nebula Class with torpedo pod, does volleys.

Also it's torps have (on infocard) same specs as the Sovergns quantums oddly enough. Same damage, same refire, same volley............. just ones red and ones blue......


Selor Kiith wrote:Try doing it for yourself and you see "easy to balance" is the worst and most ignorant combination of words :D


Im actually tempted.

Of course I wouldnt bother to post anything about it on this fourm, as I wouldnt expect any help here.


Nebula_Class_Ftw wrote:I'd like Sabers firing torps at medium range from rank 1, with more torps burst fire at officer, but I don't think I want a rank 1 Saber to be as powerful as what we saw in FC.


I prefer FO being closer to canon, but only while it stays balanced in doing so.



Agreed, better yet maybe make the Sabre something other than long range, short or medium instead, and move another early fed ship to long range.
posted on May 7th, 2011, 10:53 pm
Canon is irrelivant unless the devs say they are going for canon.  Nuff said. 

Becides, as someone else said, this is a game.  Since when are Star trek games ever completely accurate to canon?  Since when is canon always accurate to canon?!
posted on May 7th, 2011, 11:21 pm
Realism should come first, then balance it using the techtree, resource and time costs, and ranks/modules/both.
posted on May 7th, 2011, 11:24 pm
Realism only comes first in a real war-game, as it's suipposed to be realistic. A fake one like in a computer game puts gameplay and balance first, as those are supposed to be fun before anything else.

Trek realism changed every episode, also complicating matters quite a bit.
1, 2, 3, 4, 5
Locked

Who is online

Users browsing this forum: No registered users and 10 guests