Later features

Post ideas and suggestions on new features or improvements here.
1, 2
posted on May 5th, 2010, 1:58 am
Hello guys!  I think this is actually my first actual idea request thread. :sweatdrop:

Anyway, with the hype of the new patch I've been playing alot of games and I love it.  While playing, mostly Feds(I played a little borgs to test out the dodec's :woot:) I just felt I needed to point out a few things which cause the feds to be, well as Mal says, inflexible. :D

I only have 2 ideas atm, but heres the first. 

1. Turrets:
  • Pro:Atm, they are cool, not overpowered, maybe a little expensive,(800+ dil for the torpedo turret :whistling:) but not over powered
  • Con: Because of this cost related issue, it is very difficult to create turrets.  Usually one would build un- upgraded turrets around mining sets, and upgrade them later, however with the cost limitations, its almost impossible to do this with a torpedo turret.  Because of the cost issues, you would have to wait a very long time to upgrade them and not destroy your resource ratio.  If you attempt to do it, you end up waisting the turret all together because it usually ends up getting destroyed, or you have to make it a lesser turret because there are a few b'rels killing your miners, and your sabers are elsewhere occupied.
  • Idea: Other than the Obvious solution(cost reduction) I suggest a new feature.  What if turrets had the ability to change from say a pulse turret to a photon turret? It would, of course, cost to do this. Optional: Maybe even take the cost of the pulse turret from the cost of making a photon turret, so its a little cheaper, but would actually be the same cost as buying the single torpedo turret in the first place.  It works kinda like a loan.  You use the money you do have to buy a cheap turret, and when you get enough money you upgrade it the rest of the way to a torpedo turret, that way you don't have a bunch of un upgraded turrets lying around until you get enough resources(and an advanced yard) to build them


2. Resource trade:
  • Pro: in this new patch you no longer just have an excess of tritanium
  • Con: I often find myself having an excess of any one resource, never a balance.  I will end up with 1000+ of one resource, and the other resource is gone as soon as I have enough for the cheapest ship I happen to be building
  • Idea: Re introduce a form of trade which allows you to trade resources as a 2:1 deal.(starting with 200:100)  This could be done at 1, the starbase, or 2 SFC.  I am more in favor of the latter, because it would give more usefulness to the station. Optional:There are plenty of ways you could balance this, make it cost 1 supply for each transaction, make it take several seconds for you to get your payment, or even sometimes get ripped off by the ferengi and lose all the resources you just traded, or have them take more than you you said they should


Comments? Ideas?
posted on May 5th, 2010, 2:30 am
I agree on all points. Turrets seem costly and I have noticed having a surplus of one resource but never and equal surplus of all. It would be really nice to be able to swap that extra surplus for a resource that is more lacking. I like your turret upgrading idea seems a good way to fix that time you build a pulse to defend your miners and then it can't be replaced for a better one later on.
posted on May 5th, 2010, 2:43 am
Last edited by Boggz on May 5th, 2010, 2:47 am, edited 1 time in total.
S'klar wrote:I agree on all points. Turrets seem costly


  Just the Fed Turrets or all of them?


EDIT:  I don't think the Fed turrets changed in price, actually.

  What you're probably noticing is that you have to ACTUALLY BUILD SHIPS NOW instead of relying on free Warp-ins early game while you throw up a line of turrets :D.  Imagine that!
posted on May 5th, 2010, 12:18 pm
Haha, no, I always build ships. :D  I have just noticed they use to be around 600 Dil, and now they are 800+.  I could say that Feds are early game lacking, but I think a turret fix to help them defend their moon sets when they have nothing but sabers, is a good solution.  And its not like I"m complaining about Warpin. :rolleyes:  I think it is actually balanced properly.  Normally you would build a few turrets first, and then bigger ships/warpin later, but now you buiild turret bases, and never upgrade them until its too late.


But yeah, I"m pretty sure they were cost increased.  I"ll go check though.
posted on May 5th, 2010, 12:33 pm
Hmm, well they were increased, but not nerely as much as I thought. they were 797, and now they are 811...  I wonder what could be the problem then?  I mean maybe its just that resource ratio.  I mean 800 Dil and 200 tri will definitely change your balance, so maybe my second Idea would fix the first?

Being able to fix the balance of your resources might just do the trick.  You could even make sure you had more dilithium before you built them so it would balance it, or you could do the opposite if you end up having more dilithium in the first place.

I'll go try a different strategy though, and see if I can do it all without turrets. I am just soo use to building turrets while I build my other ships, they now just seem like they aren't worth the cost.
posted on May 5th, 2010, 1:20 pm
Wasnt the old klingon turrets like 600 and the new ones 800. Thats ok with me because they are still a beast.
posted on May 5th, 2010, 1:26 pm
resource trading is planned for a future version :)
posted on May 5th, 2010, 1:33 pm
Cool, I figured as much.  Thats why I titled the thread "later features" :D

It sure seems like it would help top get that balance back under check.  It really stinks when you lose a miner at a moonset and it sets all your resources a out of whack.
posted on May 5th, 2010, 4:21 pm
It'll be a key feature when playing on Blue Amber.  Entirely possible to end up firmly entrenched with 5 Dilithium moons and 1 Tritanium moon on that map.  In that situation, you just have to pray that everyone else is similarly supressed, or sooner or later your defenses are taking a fleet they can't hold back.
posted on May 5th, 2010, 5:28 pm
trading is possible in 3 ways
1) just add stock a2 trade station (they still work and will give u ferengi problem with this is that they give u tritanium not a specific resource
2) same way as supplies can be added make a new build item for each resource
3) make a replace weapon that gives u sum resources but costs some of the others
posted on May 5th, 2010, 5:34 pm
The Fed turrets are fine IMO.  I think people will have to adjust to the fact that you must now rely on building a larger number of baseline vessels from (most likely) TWO YARDS in order to keep your numbers competetive.

  No more free ships in the beginning = less money for turrets :).
posted on May 5th, 2010, 5:53 pm
Last edited by Anonymous on May 5th, 2010, 5:56 pm, edited 1 time in total.
You can win with only one base line yard? :blink:

Heh, ok so heres a problem. I just played a game against 2 Merc AI,s and was swept off the field in about 20 minutes, but I kept adding ships via map editor inorder to survive. :sweatdrop:  In the end I won, of course, but when I looked at the Adms Log, the Klingons had built over 800 ships, most of which were Neghvars, and vorchas. :crybaby:  This has to be fixed because the game wasn't really that long.  maybe 1-2 hours, and they only had 3 moon sets.  there is no way to win against the merc atm.  Can anyone confirm, or have they just changed so much in the last patch I can't figure out their  strategy.


I think that this really needs to be fixed.(I reserve the right to de-rail my own thread :P)
posted on May 5th, 2010, 6:07 pm
Federation Merciless AI hasn't changed.  Just beat it while tooling around with a new Dominion build.  T-15s are much nicer now.  Finally! :D

The Klingon AI is harder because they spam a ton of ships.  I'll check them out and see how that goes.
posted on May 5th, 2010, 6:37 pm
Ohh, Really :woot:  I will have to kick some Fed Tail :assimilate:
posted on May 5th, 2010, 9:32 pm
I beat kling on hard with fed i dont know how i would fair vs the mercy though because hard was a pain.
1, 2
Reply

Who is online

Users browsing this forum: No registered users and 9 guests