Luna Class
Post ideas and suggestions on new features or improvements here.
posted on October 9th, 2011, 5:16 am



posted on October 9th, 2011, 5:43 am
Meh, either way I am fine. Not a huge fan of the design personally but I wouldn't get my nickers in a knot if the dev's did include it.
posted on October 9th, 2011, 6:04 am
I don't really like the design of the nacelles, but the overarching structure isn't bad in my opinion
. Thanks for posting it 


posted on October 9th, 2011, 7:35 am
Pretty good picture there 
I have no real opinion on the ship, I wouldn't mind its inclusion.

I have no real opinion on the ship, I wouldn't mind its inclusion.
posted on October 9th, 2011, 7:45 am
Shes a fine ship, I rather like the design. I find it has an interesting look and catches the eye.
posted on October 9th, 2011, 8:56 am
I like the Luna-Class Starship. Yes, the nessels are a bit slim in the ST:O version but the basic idea/design isn't bad. I often like to see this class as a warpin in fleet ops. Perhaps as an alternativ to sensor-nebula?!
posted on October 9th, 2011, 12:00 pm
i find it a kitbash of all sorts of things... hanger looks like intrepid saucer looks very generic, the pod from the nebula.
overall it looks like a flattened enterprise with a torp pod on it.
i don''t mind having it in the game but i won't miss it either
overall it looks like a flattened enterprise with a torp pod on it.
i don''t mind having it in the game but i won't miss it either
posted on October 9th, 2011, 5:12 pm
Was the Lunar Class not proposed a few times before?
Anyway, i don't mind seeing it ingame but making it unique will be difficult.
It's a science/exploration vessel like the Intrepid (maybe a little buffed) and with the abundance of these in the federation tech tree it'll be difficult to make it unique.
Perhaps a Risner replacement for the Intrepid.
If this ship was added then what would be its special.
Anyway, i don't mind seeing it ingame but making it unique will be difficult.
It's a science/exploration vessel like the Intrepid (maybe a little buffed) and with the abundance of these in the federation tech tree it'll be difficult to make it unique.
Perhaps a Risner replacement for the Intrepid.
If this ship was added then what would be its special.
posted on October 9th, 2011, 7:09 pm
Wasn't my Luna Class already ported to Fleet Ops before?
Anyway, I really would like to see that ship in the stock FO, because it would be a fine addition to the game. It could be some kind of support ship with a special weapon related to its powerful sensors. SOmething what enhances the hit chance of the torpedoes perhaps...?
Anyway, I really would like to see that ship in the stock FO, because it would be a fine addition to the game. It could be some kind of support ship with a special weapon related to its powerful sensors. SOmething what enhances the hit chance of the torpedoes perhaps...?
posted on October 9th, 2011, 9:06 pm
My main concern is how to keep it an unique vessel.
We're talking about a long range exploration vessel which, with the dominion war in mind, probably has teeth to defend itself.
So what are the options. Long sensor range steps into the scout's terrain. Increased accuracy for the torpedoes will be a pain to balance since the federation is torpedo heavy already.
Since its intended use would be the gamma quadrant the option of a (Romulus) cloak is there. This also makes it a possible mixed tech.
The launched sensor probed previously on the Canaveral are an option.
So once again. how do we make it an unique ship if added.
We're talking about a long range exploration vessel which, with the dominion war in mind, probably has teeth to defend itself.
So what are the options. Long sensor range steps into the scout's terrain. Increased accuracy for the torpedoes will be a pain to balance since the federation is torpedo heavy already.
Since its intended use would be the gamma quadrant the option of a (Romulus) cloak is there. This also makes it a possible mixed tech.
The launched sensor probed previously on the Canaveral are an option.
So once again. how do we make it an unique ship if added.
posted on October 9th, 2011, 11:24 pm
k_merse wrote:Wasn't my Luna Class already ported to Fleet Ops before?
Anyway, I really would like to see that ship in the stock FO, because it would be a fine addition to the game. It could be some kind of support ship with a special weapon related to its powerful sensors. SOmething what enhances the hit chance of the torpedoes perhaps...?
Actualy, because of the direction of this thread, i was going to e-mail you for permission to Re-port her to fleetops........
As for uniques, i figures she woud be an antires yard, risner specific, Chasis 2 support ship.
Long range,
No initial passives.
Armemants would be just a single high output XV phaser, with the specials being
Level 1: Emegency Torpedos, Powers up nthe torpedo launchers on the top for 30 dseconds to attack with.
Level 2: Targeting Shroud, Disables auto-targeting on the ship for 2o seconds, can still be manualy targeted.
Level 3:: Mobile command, Actvates all defencive systems and weapons systems, to bcome a mobile command center. Torpedos are active, other abiliitys aren't, speed reduced by 20%. also gets the civilian hangers passive. Lasts until canceled.
Vetreran, Gets the Civ Shutter bays as an all time passive, and mobile command gets tweake with some secret features.
My thoughts in a nutshell.
posted on October 10th, 2011, 12:00 am
Specials remind me of the Canaveral.
posted on October 10th, 2011, 12:17 am
EC3M boosts the defenses of the Canaveral at the expense of all its regeneration capabilities (both special energy and shield/hull regeneration). As a consequence, if the Canaveral is going to be involved in heavy combat (i.e. relying on its passive to engage your opponent's interceptors), this ability should be switched on by default. However, as soon as it disengages from combat and is needed for its primary/tertiary ability or needs to repair, EC3M should be disengaged. EC3M also reduces the damage incurred from vessels with Tactical Weapon Arrays, thus increasing its effectiveness against ships like the B'rel and S-2 Escort Cruiser.
The Sensor Synergy special ability, available at Starfleet Science, boosts the sensor radius of a nearby station by several times. It lasts quite a while and can be used very effectively to spot ahead of your base structures to see if enemy fleets are approaching. Since the ability is cheap in terms of special energy, you can keep a station providing you with information for an unlimited amount of time, provided you keep hitting the ability.
The tertiary ability, Sensor Blackout (from Starfleet Science) consumes much of the special weapons energy of the Canaveral, but decreases the rate of fire of a few vessels in your opponent’s fleet for 25 seconds. Using this ability several times to blanket an opponent’s fleet can be very effective in reducing the amount of damage you receive. Always engage EC3M and retreat this vessel from the field of battle after making use of this special weapon – or at least make sure it is at long range – as it will not be able to use any other special abilities for some time, and will more than likely be the first to be targeted due to its relatively weak stats, long range, and size.
well i agree with you on mobile command, Aside from EC3M, they are hardly the same.
Sensor blackout slows weapon firing rates of the enemy, the TArgeting Shroud Disables the enemys abbility to Auto target the luna, making it easyer to retreat.
Sensor Syengy Vs. Torpeds,
Yeah those are the same

posted on October 10th, 2011, 8:45 am
Styer Crisis wrote:
Level 1: Emegency Torpedos, Powers up nthe torpedo launchers on the top for 30 dseconds to attack with.
Level 2: Targeting Shroud, Disables auto-targeting on the ship for 2o seconds, can still be manualy targeted.
Level 3:: Mobile command, Actvates all defencive systems and weapons systems, to bcome a mobile command center. Torpedos are active, other abiliitys aren't, speed reduced by 20%. also gets the civilian hangers passive. Lasts until canceled.
Vetreran, Gets the Civ Shutter bays as an all time passive, and mobile command gets tweake with some secret features.
Rushed reply earlier:
1st special: E1. Extra torpedo fo special energy.
2nd special: decreases RoF only you say "it cancels auto targeting". Same result as sensor blackout.
3rd: Name sounds like nova elite, acts like EC3M or Norway level 3.
That's 3 of the most powerful specials in 1 vessel. Doesn't look like a good idea.
Civilian shuttle bay should be reserved for Akira and Sovereign IMO or otherwise the Intrepid should receive one as well.
posted on October 10th, 2011, 1:40 pm
Last edited by trekkiefan2 on October 10th, 2011, 9:57 pm, edited 1 time in total.
Styer Crisis wrote:Level 1: Emegency Torpedos, Powers up nthe torpedo launchers on the top for 30 dseconds to attack with.
Level 2: Targeting Shroud, Disables auto-targeting on the ship for 2o seconds, can still be manualy targeted.
Level 3:: Mobile command, Actvates all defencive systems and weapons systems, to bcome a mobile command center. Torpedos are active, other abiliitys aren't, speed reduced by 20%. also gets the civilian hangers passive. Lasts until canceled.
Vetreran, Gets the Civ Shutter bays as an all time passive, and mobile command gets tweake with some secret features.
My thoughts in a nutshell.
Sounds pretty interesting, especially the command center one. Some questions:
Level 1: Is that one torpedo launcher or two? One would probably be good, two might be overpowered, especially when you put the other abilities into consideration.
Level 2: This ability seems a bit too powerful, I can see people misusing it and spamming it for every battle, especially if your opponent doesn't realize there was an attack. Since turrets auto attack anyways, there might be the unforseen glitch of completely shutting down turrets.
Level 3: First off, I really like this idea

Great ideas, they've made me want the Luna ingame now

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