Full version, 6th Faction: non-Aligned Coalition
Post ideas and suggestions on new features or improvements here.
posted on May 1st, 2011, 9:49 pm
It seems this didn't post the first time. Sorry!
In the Babylon 5 mod for Armada II, one of the most interesting features was a pair of coalition factions, particularly that of the League of Non-Aligned worlds. Several races contributed to the faction with their various specialties, and it added something extra to game play. I loved this.
Perhaps it has been suggested before, but if not, I'm thinking that a combination of some of the races that are currently not featured or that have non-player roles could provide a fresh take on the game. The backstory would be that due to the continued aggressions between the big five powers--after years of wars that swept through the Alpha and Beta quadrants in particular--a number of other smaller factions joined together in mutual interest in defense. Each race brought a variety of benefits and issues to the coalition, and to play them, a player must master the particular advantages of a mixed-race coalition.
Races could include, but do not have to be limited to: Ferengi, Tamarian, Cardassian, Tholian, Tzenkethi, Gorn, etc. None of these are strong enough to be a major faction, but together, they could offer a challenge.
Some fun ideas:
Ferengi Trading Station, which generates supplies and allows a player to "buy" special weapons that are open to other factions or attributes, such as bulking up shields in the Federation way or gaining better torpeados ala the Klingons;
Tamarian beacon: similar to a warpin, brings in a pair of Tamarian warships to the rescue; timer could be more than 3 minutes for balance, given the ships are Galaxy equivalents or better; this might be the opposite to the Ferengi ability mentioned below.
Ferengi Avatar: gets the special station ability to call in some of the ships that the Ferengi have been scavanging for years from the battlefields. Could be limited to destroyer or cruiser size and with a cap.
Tholian Web: specials that have area effect in disabling enemy vessels
Ideas for the races:
Ferengi Maurader vessels: perhaps two classes, one destroyer, one cruiser; one special that turns the Picard Maneuver back on the Feds with a sensor disruption.
Tholians: having a battleship/carrier, perhaps as the launcher for the Web as a special; view the Federation as the cause of continued warfare. These could also be one race with support ships and specials and a destroyer. One special could be the ability to open rifts through which ships could be sent; perhaps again limiting this to small ships as do the Borg. Another ability might be the able to briefly mind-control an opposing ship.
Cardassians: yes, they are a battered faction and no I'm not trying to ruin the flavor of the game. Zeich is designing them for the game, though, and it might be a fun usage for a couple classes to be used. Backstory: although the Cardassians have been crippled, some elements of the orders are acting in mutual defense with the coalition, particularly as the threat to their borders increases. So perhaps having a destroyer class available and/or a Galor with refits. Favors beam tech, except in refits. Could be a source of a larger ship class for the coalition.
Gorn: Backstory: reemerged after isolation to stake claim on the Alpha quadrant and have been at times associated with Tholians. Bring torpedo heavy vessels to the mix, as acquired/developed through years of war with the Klingons.
Tzenkethi: provides cruisers?
Tamarians: provides a destroyer, support ship, and cruisers, + the call in. They have comparable tech to the Federation, so they could offer powerful ships and specials. Perhaps something clever could be done to relate the communication problem/dampening field in TNG to a disruption of enemy's systems or movement ; additionally, if the beacon is considered overpowered, then perhaps a Tamarian battleship could be constructed
These are just some fun ideas, I think. If we wanted to get crazy, other races such as the Voth or Hirogen might be considered, given their antipathy for the Borg.
In the Babylon 5 mod for Armada II, one of the most interesting features was a pair of coalition factions, particularly that of the League of Non-Aligned worlds. Several races contributed to the faction with their various specialties, and it added something extra to game play. I loved this.
Perhaps it has been suggested before, but if not, I'm thinking that a combination of some of the races that are currently not featured or that have non-player roles could provide a fresh take on the game. The backstory would be that due to the continued aggressions between the big five powers--after years of wars that swept through the Alpha and Beta quadrants in particular--a number of other smaller factions joined together in mutual interest in defense. Each race brought a variety of benefits and issues to the coalition, and to play them, a player must master the particular advantages of a mixed-race coalition.
Races could include, but do not have to be limited to: Ferengi, Tamarian, Cardassian, Tholian, Tzenkethi, Gorn, etc. None of these are strong enough to be a major faction, but together, they could offer a challenge.
Some fun ideas:
Ferengi Trading Station, which generates supplies and allows a player to "buy" special weapons that are open to other factions or attributes, such as bulking up shields in the Federation way or gaining better torpeados ala the Klingons;
Tamarian beacon: similar to a warpin, brings in a pair of Tamarian warships to the rescue; timer could be more than 3 minutes for balance, given the ships are Galaxy equivalents or better; this might be the opposite to the Ferengi ability mentioned below.
Ferengi Avatar: gets the special station ability to call in some of the ships that the Ferengi have been scavanging for years from the battlefields. Could be limited to destroyer or cruiser size and with a cap.
Tholian Web: specials that have area effect in disabling enemy vessels
Ideas for the races:
Ferengi Maurader vessels: perhaps two classes, one destroyer, one cruiser; one special that turns the Picard Maneuver back on the Feds with a sensor disruption.
Tholians: having a battleship/carrier, perhaps as the launcher for the Web as a special; view the Federation as the cause of continued warfare. These could also be one race with support ships and specials and a destroyer. One special could be the ability to open rifts through which ships could be sent; perhaps again limiting this to small ships as do the Borg. Another ability might be the able to briefly mind-control an opposing ship.
Cardassians: yes, they are a battered faction and no I'm not trying to ruin the flavor of the game. Zeich is designing them for the game, though, and it might be a fun usage for a couple classes to be used. Backstory: although the Cardassians have been crippled, some elements of the orders are acting in mutual defense with the coalition, particularly as the threat to their borders increases. So perhaps having a destroyer class available and/or a Galor with refits. Favors beam tech, except in refits. Could be a source of a larger ship class for the coalition.
Gorn: Backstory: reemerged after isolation to stake claim on the Alpha quadrant and have been at times associated with Tholians. Bring torpedo heavy vessels to the mix, as acquired/developed through years of war with the Klingons.
Tzenkethi: provides cruisers?
Tamarians: provides a destroyer, support ship, and cruisers, + the call in. They have comparable tech to the Federation, so they could offer powerful ships and specials. Perhaps something clever could be done to relate the communication problem/dampening field in TNG to a disruption of enemy's systems or movement ; additionally, if the beacon is considered overpowered, then perhaps a Tamarian battleship could be constructed
These are just some fun ideas, I think. If we wanted to get crazy, other races such as the Voth or Hirogen might be considered, given their antipathy for the Borg.
posted on May 1st, 2011, 10:07 pm
And note: yeah, there are some other factions that are being worked on, I agree Tyler. Just was brainstorming on a cloudy Sunday on a feature I really liked in another great Armada mod.
posted on May 1st, 2011, 10:49 pm
what would be great is to see a mercenary faction or something like that.
There is a Babylon 5 mod?? Where is it and how is it?
There is a Babylon 5 mod?? Where is it and how is it?
posted on May 2nd, 2011, 1:07 am
It was located on Armada II files in the past. It was fun to play and had some nice models (all the races were there), but Fleetops is superior overall.
posted on May 2nd, 2011, 2:42 am
I have a feeling that this is the end result that they hope to achieve with the npc races theyre including. Or something similar at least..
Personally, I like the idea, only after they have completed all of the major rebalances and race additions they want to achieve before addressing another possible faction.
<3 gorn
Personally, I like the idea, only after they have completed all of the major rebalances and race additions they want to achieve before addressing another possible faction.
<3 gorn
posted on May 2nd, 2011, 5:19 am
Sure
I think it would be a fun difference for the game, and I of course am in favor of the other races getting their overhauls, etc. And to see those other factions they've been talking about!

posted on May 2nd, 2011, 7:40 am
anyone know were I can find the babylon 5 mod? Just wanna take a look at it 

posted on May 2nd, 2011, 8:05 am
mkman wrote:anyone know were I can find the babylon 5 mod? Just wanna take a look at it
Liatris wrote:It was located on Armada II files in the past.
...and still is. Just go on A2files and search: "Babylon 5". =)
posted on May 2nd, 2011, 11:41 am
Isn't there a mercenary faction planned with ships equipped with technology from various faction?
posted on May 2nd, 2011, 2:55 pm
I don't remember hearing about that, only the Noxter, Iconians & Ciaden.
posted on May 2nd, 2011, 4:59 pm
Last edited by Andre27 on May 2nd, 2011, 5:20 pm, edited 1 time in total.
There was a news release a loooooooong time ago with a screenshot of (i think) and excelsior with a cloak and some other stuff. It was an example of new mercenary additions.
Edit: it may be a mockup to demonstrate the veteran system which at the time was not yet included
Edit: it may be a mockup to demonstrate the veteran system which at the time was not yet included
posted on May 2nd, 2011, 11:45 pm
Yeah, like the Consortium from SW:FOC. A criminal lord of the underworld that has the resources to pull together the best of the worst would be interesting. Though in this case maybe not bounty hunters and such but whole races instead as mentioned above.
posted on May 3rd, 2011, 2:57 am
Isn't this the Borg? 

posted on May 5th, 2011, 9:16 am
To be honest this really wouldn't work that well unless it were to be an orion pirate type faction that simply buys ships/tech from non-aligned factions (and some main factions too), as these factions are spread out and if they fought any of the main powers they would get rolled, fast.
Also, Tholians are kinda a bad idea.
They're xenophobic isolationists who dont ally with anyone.
That said, some of the starfleet command races would be neat to add in, they're great fun to play in the Klingon Academy 2 mod.
Hydran: fighter based. Virtualy all hull types have fighters. Their primary weapons were phasers and Gatling phasers, basically purple beamed phasers that fired in bursts, and were exellent at point defence. Their heavy weapons were the fusion beam (short range, high damage, long cooldown) and the hellbore, in A2 the Hellbore would be arty ranged, in SFC the Hellbore did damage equally to ALL shield arcs (so possibly give it reduced damage to shields, and have it do subsystem damage equally)
While almost all of their ships carried SOME fighters, in the smaller hull types the ones without fighters or with a bare minimum tended to be more short ranged, while the carrier based ones tended to be more hellbore based, with the larger ships more balanced on range on weapons
Lyran: Pulse Disruptor based, their ships also used a unique weapon called the Expanding Sphere
Generator (ESG), which had more options (power/range) on bigger ships. In essence, it is a 360 sphere of energy the ship puts out, any enemy in range (cloaked or not) takes damage, with the field collapsing once exhausted, the range of the field decreases the total power, and each time it hits something it looses power until exhausted. It also doubles as a missle/torpedo shield as incoming torpedos/missles/projectiles are destroyed. Instead of fighters, they deploy psuedo fighters
Mirak: Missle spammers. Their ships have pulse disruptors, and missle racks. The missles can do heavy damage, but take time to reach the opponent and can be out ran, but have the advantage of pretty high range (prehaps replace/chagne weapon upgrades for them to increase missle speed, which would also increase range a tad, and would prevent them acting as arty early ingame).
Gorn: Basacilly, they're tanks. Their ships are slower, but have a good number of their own phaser type as well as their own type of plasma torpedo.
Intelerstellar Concordium: They're what the dominion was based on, from the old trek RPGs Phaser/Plasma based, with a unique weapon, the Plasmatic Pulsar Device (PPD). Basically a long ranged (likely arty range in A2) beam weapon. It fires a carrier wave beam, and several waves of high energy pulses (each of which have a chance to miss) go out on that carrier wjavascriptvoid(0);ave. Each 'shot' fires 3 pulses, with the bigger ships having more. Graphically, it'd look like the fed beam phaser, and the way it has small bulges in it. Damage wise, in the SFC series the pulse spread out
And another race that'd be neat to add ingame.... from the orignal Klingon Academy game that the KA2 mod is based on, the Shi'kuran. They're even more fighter based than the Hydrans. ALL of their ships are carriers, carrying a mix of fighters and bombers, but their hull/shields are weaker. Their fighters get their punch thru missle weapons, (unguided in some cases), and their ships carry guided missles configured to fire in broadside, and they also have rapid fire phasers (they fire near continualy, and rely on DPS adding up). Also, they were the best cloak detect race in the game, and in groups could quickly find a cloaked ship. In A2, give all of their capital ships a very high delay cloak detect (or a continual cloak detect with a low % chance to succeed, so they occasionly just pick up the cloaked vessel, which would make sneaking cloakers by them a gamble).
The backstory for them if I recall correctly was that they were refugees from the delta quadrant that had been decimated by an unknown species (likely borg, as the game came out in the late 90s) and they retreated with a significant part of their fleet. Location wise they're in the beta quadrant 'behind' the klink/rom's from the federation (tho by the flops era the feds, due to the 3d nature of space, have actually expanded over and behind the empries, according to the offical maps and charts).
Also, Tholians are kinda a bad idea.
They're xenophobic isolationists who dont ally with anyone.
That said, some of the starfleet command races would be neat to add in, they're great fun to play in the Klingon Academy 2 mod.
Hydran: fighter based. Virtualy all hull types have fighters. Their primary weapons were phasers and Gatling phasers, basically purple beamed phasers that fired in bursts, and were exellent at point defence. Their heavy weapons were the fusion beam (short range, high damage, long cooldown) and the hellbore, in A2 the Hellbore would be arty ranged, in SFC the Hellbore did damage equally to ALL shield arcs (so possibly give it reduced damage to shields, and have it do subsystem damage equally)
While almost all of their ships carried SOME fighters, in the smaller hull types the ones without fighters or with a bare minimum tended to be more short ranged, while the carrier based ones tended to be more hellbore based, with the larger ships more balanced on range on weapons
Lyran: Pulse Disruptor based, their ships also used a unique weapon called the Expanding Sphere
Generator (ESG), which had more options (power/range) on bigger ships. In essence, it is a 360 sphere of energy the ship puts out, any enemy in range (cloaked or not) takes damage, with the field collapsing once exhausted, the range of the field decreases the total power, and each time it hits something it looses power until exhausted. It also doubles as a missle/torpedo shield as incoming torpedos/missles/projectiles are destroyed. Instead of fighters, they deploy psuedo fighters
Mirak: Missle spammers. Their ships have pulse disruptors, and missle racks. The missles can do heavy damage, but take time to reach the opponent and can be out ran, but have the advantage of pretty high range (prehaps replace/chagne weapon upgrades for them to increase missle speed, which would also increase range a tad, and would prevent them acting as arty early ingame).
Gorn: Basacilly, they're tanks. Their ships are slower, but have a good number of their own phaser type as well as their own type of plasma torpedo.
Intelerstellar Concordium: They're what the dominion was based on, from the old trek RPGs Phaser/Plasma based, with a unique weapon, the Plasmatic Pulsar Device (PPD). Basically a long ranged (likely arty range in A2) beam weapon. It fires a carrier wave beam, and several waves of high energy pulses (each of which have a chance to miss) go out on that carrier wjavascriptvoid(0);ave. Each 'shot' fires 3 pulses, with the bigger ships having more. Graphically, it'd look like the fed beam phaser, and the way it has small bulges in it. Damage wise, in the SFC series the pulse spread out
And another race that'd be neat to add ingame.... from the orignal Klingon Academy game that the KA2 mod is based on, the Shi'kuran. They're even more fighter based than the Hydrans. ALL of their ships are carriers, carrying a mix of fighters and bombers, but their hull/shields are weaker. Their fighters get their punch thru missle weapons, (unguided in some cases), and their ships carry guided missles configured to fire in broadside, and they also have rapid fire phasers (they fire near continualy, and rely on DPS adding up). Also, they were the best cloak detect race in the game, and in groups could quickly find a cloaked ship. In A2, give all of their capital ships a very high delay cloak detect (or a continual cloak detect with a low % chance to succeed, so they occasionly just pick up the cloaked vessel, which would make sneaking cloakers by them a gamble).
The backstory for them if I recall correctly was that they were refugees from the delta quadrant that had been decimated by an unknown species (likely borg, as the game came out in the late 90s) and they retreated with a significant part of their fleet. Location wise they're in the beta quadrant 'behind' the klink/rom's from the federation (tho by the flops era the feds, due to the 3d nature of space, have actually expanded over and behind the empries, according to the offical maps and charts).
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