I heard of a race redo....

Post ideas and suggestions on new features or improvements here.
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posted on February 3rd, 2012, 5:18 am
Are construction ships, repair ships, and scouts also civil profile?
posted on February 4th, 2012, 11:09 pm
@Doca:
Thanks.




Here is the long awaited Klingon and Dominion redos.

Klingons

Overall Changes: I believe since the Klingons are very serious about dealing good damage. So I believe overall the Klingons would sacrifice hull strength (less power to the structural integrity field) for more power to the weapons. Torpedoes would be unaffected unless its an Ion torpedo. The special weaponry would be focused on special abilities and toggle abilities that expand on the variety of types of damage that your fleet can deal.

Specific Changes:

B'rel Bird of Prey:
Range: Short
Weapons:
- 2x Pulsed Disruptors
- 1x 'Micro-Torpedo'
Description: I believe the weapon fatigue is great, but maybe it should be specific to your avatar. Instead of weapon fatigue, Martok would give the bird of prey the ability to toggle off the torpedo launcher in exchange of boosting the range of its disruptors to medium. The damage would be slightly less than the short range but I believe the range boost would be worth the trade off.

K'Vort Bird of Prey:
Range: Medium
Weapons:
- 2x Pulsed Phasers
- 1x Torpedo
Description: I think that the shield breaking torpedo is great. But maybe we should have an extra trade off since basically I think we could boost its damage with an additional penalty. I think that the torpedo should briefly drain energy from the engines decreasing your getaway speed. This way people who use area damage weapons to KO the cloaked ships. Its simply a mild balance thing. Thats all.

Vorcha:
Range: Medium
Weapons:
- 1x Beam Disruptor
- 1x Torpedo
Descrition: Maybe we could have an active torpedo and have the Polaron Torpedo effect passively applied to the torpedo via toggle effect. The toggle ability would decrease shield capacity and recharge rate.

Vutpa:
Range: Medium
Wea[on:
- 2x Pulsed Disruptors
- 1x Torpedo
Description: I think there should be some befits keeping the original version since the amount of refits you can have are limited. I think that it should have a special ability that switches its torpedoes for a large volley of missiles. The missiles would deal small damage but can attack multiple targets. The effect will last for 5 seconds and has a 20 second cool down. Missiles would have a 15% greater hit chance than torpedoes per vessel size. And there would be no hit chance penalty against civil units. But as a trade off Pulse Cannons would have a slower shot rate giving you one pulse shot at most during the duration.

Vutpa Refit:
Range:Medium
- 4x Pulsed Disruptors
- 1x Torpedo
Description: The refit though being an assault vessel gets a weapon bonus of two pulse cannons. The refit cost will be boosted and it will cost 8 supply. But rank ups will get a 25% supply bonus. Exp needed per rank is increased by 20%, shield recharge rate is 30% slower. There will be the special weapon that diverts more power to its launcher to extend its range to long. As a trade off the pulse cannons will be cut to short range and have a 15% damage loss. Torpedoes will have a 15% hit rate reduction, 10% damage reduction, but it allows a  20% chance to disable engines allowing you to catch up to your prey and take them down. The length of effect will last 30 seconds. But the supply bonus per rankup will be lost.

Cho'naq:
Range: Long
Weapons:
- Assault Beam
- 2x Pulsed Disruptors
Description: The two pulsed disruptors will be short ranged. The toggle ability that I remember it having will increase the damage of the Assault beam allowing it to deal direct hull damage. Pulsed Disruptors will be deactivated. Shield rate is cut by 40%. And fire rate is 15% slower. Beam damage per shot will be the same.




Dominion

Overall: The Dominion is practically according to canon spammer's heaven. Overall shield and hull strength is low. And Weapon damage is mildly increased. Construction cost economy reshaped to increase the cost of each ship slightly. There is a nice give back. Ships that rank up will give some dilithium and tritanium back. You get a 30% total refund of the expense of each ship that reaches rank 5. Ranking to veteran will allow the ship to get supply from the vessels it destroys allowing you to have another source of income.

Dominion Freighter:
Weapons:
- Polaron Beam (medium)
Description: The Freighter will have a defensive beam that is to help it defend itself. There is also an added bonus. To make up for the increase in costs, the freighter can rank up, getting small bonuses in mining rate and cargo capacity each rank. The Veteran Rank will loose the chance to switch its function for permanently installed cargo bays that hold twice the original capacity of resources. Switching the function of the vessel will reset it to rank one!




What do you guys think?
posted on February 4th, 2012, 11:32 pm
You want Dominion to have Klingon supply gains?

I agree Dominion probably have the worst supply problems... but so do the Klingons at second worse. That's the Klingon solution. Dominions is to mine supply. Even if it is only upper rank for Dominion, doesn't seem right.
posted on February 4th, 2012, 11:50 pm
dominion don't have supply "problems", they just have a different and harder to understand mining system.

dominion can make a crap ton of supply with their mining if done right. 1 dominion player can bankroll a 3 player team with ease, and I've played that role before, i got 4 supply stations on a tri moon i didn't need, and had my allies help me with tri donations once or twice. i reached the b5 cap and was spamming v13s like crazy and still was giving away supply.

klink supply is different, if you are on the back foot and not getting kills then you will gradually bleed to death through the ranks=supply mechanic, it forces you to be aggressive at all times, which isn't a problem really, but against borg you won't get many kills for the simple fact that even the entire enemy fleet is just a few ships. even if you arrange a complete massacre and kill them all you won't get much ranking action.

dominion work well with klink allies as klinks tend to struggle to spend their tritanium, and tend to need supply, especially when they aren't getting kills. and dominion can dedicate a tri moon to get enough supply for the klinks to spam ships even when not getting kills.

don't underestimate the dominion supply system, it's the cheapest way in the game to get huge quantities of supply, it's better value than borg incubators. it can even make intelligence report far more accessible.
posted on February 5th, 2012, 12:57 am
Last edited by godsvoice on February 5th, 2012, 12:59 am, edited 1 time in total.
well maybe i need to get a lesson from you in how to properly go about dominion supply. Every ship from large yard is a fortune to spend on prototype. And even afterwards, every ships is twice to three times or more expensive than other factions.

It is not so bad when you pick one ship to build only. But it entirely depends on how many yards you are building from. I agree if you only build from two small yards, its decent rate. But anything like getting two large yards spamming two different units, and two small yards spamming even the sam unit (aside from bug) I find to be immensely difficult to maintain.

With other factions, spamming from multiples yards is doable. How do I spam from two large yards and two small yards without screwing myself?
posted on February 5th, 2012, 12:24 pm
godsvoice wrote:well maybe i need to get a lesson from you in how to properly go about dominion supply. Every ship from large yard is a fortune to spend on prototype. And even afterwards, every ships is twice to three times or more expensive than other factions.


dominion ships are actually dirt cheap in dil/tri, a v13 costs less dil than a leahval, which many romulan players start with. they only cost more supply, which you need to mine.

the guide has details on the basics of setting up mining. but you need to have a feel for when you should start building supply miners. dominion can get large amounts of ships out before they start supply mining, you can afford the first supply purchase, and occasionally you can get the second if desperate, but then you must mine.

deciding whether to split your supply mining between a pair of moons or whether to simply convert 1 tri moon to a supply moon is about gut feeling. in a team game i recommend the latter, 4 supply mining on a moon will leave you with loads of supply, once you have a huge supply income, just have other players give you some dil to spam v13s or something, the dil will get more ships per unit if a dominion player is spamming with it, as they are limited mainly by supply. also you can give klinks supply to spam when they aren't getting kills, and give anyone supply to spend on intelligence report (use that to set up awesome ambushes).

godsvoice wrote:With other factions, spamming from multiples yards is doable. How do I spam from two large yards and two small yards without screwing myself?


i don't play instant action, so you'll have to find that out by trying, I'm talking about mp strats. spamming v13s from 1 yard will give you plenty of them, add some b8s from the lower yard, or some s2/c11 for specials. the v13 special is incredible, and a bunch of c11s can recharge it fast. s2s are a good part of any fleet for ketracel alone.
posted on February 5th, 2012, 5:14 pm
Yes, I think the problem comes with Instant Action. I imagine MP to be fine more or less.

But still, while I agree the mining is nice for Dominion, I am unsure how good it is if you can not spam from three - four yards. Even klingon can go 2 bop, and 2 kbeajq extension spam and battle yard. I would imagine. So thats five stations of ships. With those kills from five ships at a time its decent.

In any case, regardless of the 'problems' I was just saying getting supply from kills was a Klingon thing, not a ranked Dominion thing.
posted on February 5th, 2012, 6:41 pm
I appologize for the misunderstanding.  The supply gain when ranked up would be nearly negligable (like 1 or 2 supply per veteran ship). But I want to focus on the fact that ships give dilithium and tritanium back in small amounts per rank up. Since the hull and shield strength is weak it would be hard to rank ships up.

How about my Klingon changes, any opinions?
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