Hero Ships
Post ideas and suggestions on new features or improvements here.
posted on March 7th, 2009, 11:42 am
Each faction should have a top secret prototype ship as a battlefield flag ship, for instance:
Federation; Premonition -blue heavy damage phaser, damaging pulse shot, temporal stasis
Borg; Lecutis -supercharged beam, transphasic torpedoes, tele-assimilation (send a swarm of nanoprobes through subspace and out directly in the target ship, assimilating it almost instantly)
Romulan; Scimitar -5 pulse disruptors, 3 disruptors, 2 torpedoes, thalaron shockwave (killing everyone onboard any ship in front of the scimitar)
Klingon; this one would need some thinking...
Dominion; Dreadnought -3 polaron beams, 2 tetrion torpedoes, hyperspace artillery (I though the dreadnought would make a good hero unit because it is bigger than DS-9)
Federation; Premonition -blue heavy damage phaser, damaging pulse shot, temporal stasis
Borg; Lecutis -supercharged beam, transphasic torpedoes, tele-assimilation (send a swarm of nanoprobes through subspace and out directly in the target ship, assimilating it almost instantly)
Romulan; Scimitar -5 pulse disruptors, 3 disruptors, 2 torpedoes, thalaron shockwave (killing everyone onboard any ship in front of the scimitar)
Klingon; this one would need some thinking...
Dominion; Dreadnought -3 polaron beams, 2 tetrion torpedoes, hyperspace artillery (I though the dreadnought would make a good hero unit because it is bigger than DS-9)
posted on March 7th, 2009, 12:03 pm
People on the forum don't seem very fond of the Premonition and Scimitar is constantly shot down because it isn't Romulan and only one was ever made by people that are now dead, so more cannot be made.
posted on March 7th, 2009, 4:02 pm
well the dreadnought is already in game so... the idea of hero ship or flagships has been brought up before i think the team is going to include them in a future version
posted on March 7th, 2009, 5:01 pm

50 Offensive Value
500 Defensive Value
100 System Value
Phaser
2x quantum torpedoes
Multi-Layered Shields (passive) Highly increased Defensive Value
Metaphasic Shields (passive) Damage from area weapons decreased by 30%
Ablative Armor (passive) increased defensive value, hull strength, and system durability
Regenerative Shields (passive)
Shield regeneration increased by 100%, increased Defensive Value
Shield Reset
A lot of specials, but that's what is to be expected of a Hero Ship. I'm currently programming a Queen's Diamond and Locutus Cube.
posted on March 7th, 2009, 5:15 pm
As a Flagship, I'd put a slightly stronger lv5 ship with a larger crew and special weapons that don't need research. Just like in the stock.
posted on March 7th, 2009, 5:19 pm
how did you rewrite the tooltip i can never figure out how to assign different values to it. also you could use have it warped in using the code from this thread Star Trek Armada II: Fleet Operations - Flagships
posted on March 7th, 2009, 5:25 pm


posted on March 7th, 2009, 5:28 pm
well ming wrote it but np
posted on March 8th, 2009, 12:45 am
I made a premonition myself, i just didn't put in on warp-in.
It has a large blue beam that does 250 damage base, and one quite fast firing pulse shot that does 300 damage
plus the temporal stasis, a tractor beam (i think practically every ship needs a tractor beam, because they all do in the shows),combat phase cloak, and an auto-assimilator (just cuz), plus it's shielding is practically unbreakable
But i may put in on warpin.
It has a large blue beam that does 250 damage base, and one quite fast firing pulse shot that does 300 damage
plus the temporal stasis, a tractor beam (i think practically every ship needs a tractor beam, because they all do in the shows),combat phase cloak, and an auto-assimilator (just cuz), plus it's shielding is practically unbreakable
But i may put in on warpin.
posted on March 8th, 2009, 1:35 am
BlyTwo wrote:I made a premonition myself, i just didn't put in on warp-in.
It has a large blue beam that does 250 damage base, and one quite fast firing pulse shot that does 300 damage
plus the temporal stasis, a tractor beam (i think practically every ship needs a tractor beam, because they all do in the shows),combat phase cloak, and an auto-assimilator (just cuz), plus it's shielding is practically unbreakable
But i may put in on warpin.
Dude, the weapons are overkill, don't ya think? My Descent's only extra conventional weapons, aside from what it already had, is 2x Heavy Quantum Pulses that I just added, and a Tractor and a Stasis. HOWEVER, it's shields require no less than 24 Tactical Cubes to break, and the Heavy quantum Pulses deal enough damage to a Cube to kill it in around 5 shots. The rest of the vessels damage varients stay the same. I may add a Corbomite Reflector from Stock A2, just cuz, and warp drive.


posted on March 8th, 2009, 2:00 am
I think people who ridiculously mod a mod shouldn't be able to comment on balance threads 

posted on March 8th, 2009, 2:36 am
Rhaz wrote:I think people who ridiculously mod a mod shouldn't be able to comment on balance threads![]()
I agree 100%.
Nor should they butt into feature request posts with completely useless and irrelevant remarks like "develop your own and install 2 FOS on your PC".
posted on March 8th, 2009, 2:39 am
what point is there to making a ship that strong, what stratagy does it take to kill all of your enemies with ships like that.
posted on March 8th, 2009, 2:59 am
Last edited by Anonymous on March 8th, 2009, 3:02 am, edited 1 time in total.
I dont see it being that much of an issue.
In fact it is not intended that this ship have the ability to destroy fleets of ships. the biogenic weapon for example would need to be directed and act in a specific direction. secondly, the recharge of such a weapon would be slow in keeping wth the canon representation.
Also, there isn't any strategy either in getting an early fleet size advantage due to some luck or one mismove by the opponent, and then get to retain that to the end.
In fact a weapon that can act as a last dicth save, puts the strategy of the attackers who have gained the initial advantage to the test.
It also helps reduce the initial rush advantage that many a times carries over to the end for no good reason, other than one guy chose to spend on early attack with a race like the klings, while another with roms is constrained to build slowly and although be able to put up resistance, still be a bit hardpressed by rushers.
besides, there are multiple variations to any strategy and just as one will surely post a reply here preening their skills at countering rushes, one may also emphasize the need for variety and a weapons such as a biogenic weapon or shockwave or anything in that genre would put the strategy of the overconfident headstarter to the test to see how indeed he can cope or compensate for such weapons.
besides, just as breen dampening weapons are trimmed down and do not act like they did in DS9, surely the biogenic weapon for example or any other weapon that comes to mind as balance shifting could also be trimmed down.
In fact it is not intended that this ship have the ability to destroy fleets of ships. the biogenic weapon for example would need to be directed and act in a specific direction. secondly, the recharge of such a weapon would be slow in keeping wth the canon representation.
Also, there isn't any strategy either in getting an early fleet size advantage due to some luck or one mismove by the opponent, and then get to retain that to the end.
In fact a weapon that can act as a last dicth save, puts the strategy of the attackers who have gained the initial advantage to the test.
It also helps reduce the initial rush advantage that many a times carries over to the end for no good reason, other than one guy chose to spend on early attack with a race like the klings, while another with roms is constrained to build slowly and although be able to put up resistance, still be a bit hardpressed by rushers.
besides, there are multiple variations to any strategy and just as one will surely post a reply here preening their skills at countering rushes, one may also emphasize the need for variety and a weapons such as a biogenic weapon or shockwave or anything in that genre would put the strategy of the overconfident headstarter to the test to see how indeed he can cope or compensate for such weapons.
besides, just as breen dampening weapons are trimmed down and do not act like they did in DS9, surely the biogenic weapon for example or any other weapon that comes to mind as balance shifting could also be trimmed down.
posted on March 8th, 2009, 6:45 am
As long as each faction has a very different yet equally powerful flag ship, it is perfectly balanced.
Who is online
Users browsing this forum: No registered users and 15 guests