Klingon overhaul - ideas?

Post ideas and suggestions on new features or improvements here.
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posted on July 27th, 2009, 1:14 pm
Likewise, I think the Klingons need some boost currently... so I'm not so sure a counterbalance is needed really. Maybe this could be just for Martok (the honor driven Klingon) as TaQ'roja (a dishonorable Klingon) is closer to being balanced.... I'd still like it to be for both though.  :whistling:
posted on July 27th, 2009, 1:50 pm
The most federation ships are explorers, the most klingon ships are warships, therefore i think theyre better armored. And if i remember right Klingon ships have not as many windows as Federation ships, i think that is also a sign for better protected hulls.


What you see in the shows with the ramming bugs ships should stay in the shows. You could also kill a planet with a bug ship if youre fast enough.
posted on July 27th, 2009, 2:03 pm
some good ideas :) i was thinking about focusing the Klingons a bit more on combat, experience and expansion, but i'm not yet sure, if thats a good choice gameplay wise, some thing remain to be evaluated. once all the Interface stuff is done, i will take a second look at it all again :)
posted on July 27th, 2009, 2:08 pm
I can't wait  :D (wishes that 3.0.8 + were out that way he could enjoy Klingons.... ^-^)
posted on July 27th, 2009, 9:59 pm
One thing I would like to see is the K'vort's shield breaking torpedo go back to the way it was, where i t could fire 2-3 times, but only against ships.  The K'vort has always seemed more focused on ship-to-ship combat anyway, rather than attacking stations, because of its pulse weapons.  Right now a small fleet (6-8) of them can take out one ship, or do a little damage to a station, but I really liked them before when they could snipe a vessel or two.  More than once I or some other jackass would do the "I can see you, Kirk.  Can you see me?" :rolleyes: line while taking out those pesky canaverals.  It doesn't sound as cool when you can only do it once! :crybaby:
posted on July 27th, 2009, 10:32 pm
Agree completely. We want our beautiful useful K'vorts back!
posted on July 28th, 2009, 12:00 am
Zebh wrote:When the disruptor banks (and weapons officer) warms up during the battle they could work more efficiently (and do more damage). (Similar thing with combustion engine: when it is warm it works better)


Actually, it fits with the Klingon's character. The more time they spend in battle, surviving and killing enemies ( the more the better! ), the more focused they become. Battle frenzy, very Klingon.

Also, their weapons may achieve some kind of optimal operating temperature, recycle faster and do more damage.

Harder to represent in the game, but also very Klingon, would be the effect of trying to surpass their peers when operating in packs. Each ship would try to overdo the others.

Incidentally, the first time I got rammed by a Dominion ship, it reminded me that Klingons had ships that rammed through an enemy's ship hull and allowed the Klingon warriors to massively board the ship.

I agree on the "less shields, bigger guns, more armor" concept as being very Klingon. Specially if you keep those laughable weapon ranges. You either need more speed or more armor on the bigger ships.
posted on July 28th, 2009, 1:31 am
DarthThanatos wrote:
"less shields, bigger guns, more armor" concept as being very Klingon. Specially if you keep those laughable weapon ranges. You either need more speed or more armor on the bigger ships.


and they shouldn't be too fast either.  Klingons have no need to run. :thumbsup:
posted on July 28th, 2009, 2:04 am
Yet they do want to get into combat awfully badly  :lol:
posted on July 28th, 2009, 2:26 am
True...so, maybe there should be some kind of combat speed increase.  When you tell it to attack a ship, it will accelerate quickly, but other than that it is pretty slow.
posted on July 28th, 2009, 3:32 am
Mal wrote:One thing I would like to see is the K'vort's shield breaking torpedo go back to the way it was, where i t could fire 2-3 times, but only against ships.  The K'vort has always seemed more focused on ship-to-ship combat anyway, rather than attacking stations, because of its pulse weapons.  Right now a small fleet (6-8) of them can take out one ship, or do a little damage to a station, but I really liked them before when they could snipe a vessel or two.  More than once I or some other jackass would do the "I can see you, Kirk.  Can you see me?" :rolleyes: line while taking out those pesky canaverals.  It doesn't sound as cool when you can only do it once! :crybaby:


the k'vort's weapon could always fire against stations, it just wasnt controllable before. If you set the special weapon autonomy to high it would fire at stations.
posted on November 23rd, 2009, 9:08 am
Hey there,

i'm not sure if  this is the right place to post this, but i couldn't find a better one.

I love the klingons, i think they're great to play and highly adaptive to every strategy your opponent throws at you. What i think is a bit odd is the K'bejq (i hope i spelled that right) class. They cost a lot more than a K'vort, take longer to build, have a weaker offensive and defensive value and are much slower. Yes they are medium ranged, but that advantage isn't that important for a race which has cloak anyways.

I'd really like to build them frequently, but if you don't control your enemy right away there isn't much point of producing this class.

So. Suggestions: Weapon range long (klingons lack that anyway)  or in mind that later on a veteran k'bejq becomes a heavy armored destroyer: higher defensive value right away, or some kind of dodging ability. Most importantly: reduced build time (that little destroyer takes longer to build than a vorhca class???).
posted on November 23rd, 2009, 1:42 pm
Dominus_Noctis wrote:Yet they do want to get into combat awfully badly  :lol:
GIVE ME MORE POWER!
posted on November 23rd, 2009, 5:46 pm
Adm. Zaxxon wrote:and they shouldn't be too fast either.  Klingons have no need to run. :thumbsup:

Klingons run... they are fighters, not stupid. They know the importance of retreating when they need to. Hit-and-Run type ships would need speed especially.
posted on November 23rd, 2009, 5:56 pm
Last edited by Dominus_Noctis on November 23rd, 2009, 6:33 pm, edited 1 time in total.
gonzo wrote:Hey there,

i'm not sure if  this is the right place to post this, but i couldn't find a better one.

I love the klingons, i think they're great to play and highly adaptive to every strategy your opponent throws at you. What i think is a bit odd is the K'bejq (i hope i spelled that right) class. They cost a lot more than a K'vort, take longer to build, have a weaker offensive and defensive value and are much slower. Yes they are medium ranged, but that advantage isn't that important for a race which has cloak anyways.

I'd really like to build them frequently, but if you don't control your enemy right away there isn't much point of producing this class.

So. Suggestions: Weapon range long (klingons lack that anyway)  or in mind that later on a veteran k'bejq becomes a heavy armored destroyer: higher defensive value right away, or some kind of dodging ability. Most importantly: reduced build time (that little destroyer takes longer to build than a vorhca class???).

K'beajQ are actually better in a lot of situations than K'vort. Although K'vorts have marginally stronger offense and defense, with the K'vorts pulse weapons it does less damage to medium and large units, not to mention having a short range and relatively slower speed means it is easily taken out before it even gets to fire. Range is quite a big deal, and the bulk of a Klingon fleet should be composed of K'beajQ vessels. The special weapons available to both avatars also make the K'beajQ quite powerful.

DarthThanatos wrote:GIVE ME MORE POWER!

FASTER!

EDIT: OH, and don't forget Everlasting Design!
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