More Terrain! - Ideas?
Post ideas and suggestions on new features or improvements here.
posted on August 3rd, 2009, 6:33 pm
Don't know, but I think they should cause minor hull damage any way. 

posted on August 3rd, 2009, 7:03 pm
A nebula or field of some sort that drains special energy would be cool.
posted on August 7th, 2009, 5:43 am
How about a Temporal null nebula: a Dark grey nebula that displaces time and Ages the ships hull and crew , and also drains special energy . once in, the ship has a 60% chance it might get stuck. if stuck in the void the ship cannot fire or move. The ship has to be towed back because all systems burnt out.
posted on August 7th, 2009, 5:45 am
What about a nebula that causes random increases or decreases to ships speed?
posted on August 7th, 2009, 6:03 am
Planets - already suggested with a huge topic with "what to do with them"
Moons - could act like planets with a lesser bonus and the need of much more ressources
Sun - Could, if implemented, count as energy source (You know - defense platforms and such things) and for gathering dilithium
Small fixed asteroid belts - you can use them to build a mining station on it and this could replace the actual raw-material moon
Pulsars, neutron stars and other kinds of collapsed suns - different effects like sensor blockouts and such things
Effect nebulars - you CAN build stations in there but they will have a certain effect, like for example reduced/increased shield reg rate, reduced damage of beam weapons, sensor protection and so on
With these nebulars, we can put in a new sensor station, that will analyse the nebular, collect data and with this station at hand, you can build other stations around it (in a certain radius) to get the bonus. If you build station in the nebular outside the special monitoring station, you wont recieve the bonus or it may get even worse: You get a disadvantage.
Slipstream-regions: These regions are fields of highly compressed plasma flowing around the map. This slipstream will damage ships if they enter the region and will also kill the crew, because of massive radiation. Some species can "adapt" and use it then without to fear any damage and can build a "steam collector" on it, for energy gathering.
Lightning pulsar: This pulsar will send lightning bolts to objects nearby. Cloaking will be ineffective. Can kill shields/weapon/propulsion/sensors but not life support. Nice additional defense if you build your base nearby.
Gas giant: You mights hide ships in there. Scouts and destroyers wont take damage, if they hide in there. Cruisers and battleships might get problems.
/end of brainstorm
Moons - could act like planets with a lesser bonus and the need of much more ressources
Sun - Could, if implemented, count as energy source (You know - defense platforms and such things) and for gathering dilithium
Small fixed asteroid belts - you can use them to build a mining station on it and this could replace the actual raw-material moon
Pulsars, neutron stars and other kinds of collapsed suns - different effects like sensor blockouts and such things
Effect nebulars - you CAN build stations in there but they will have a certain effect, like for example reduced/increased shield reg rate, reduced damage of beam weapons, sensor protection and so on
With these nebulars, we can put in a new sensor station, that will analyse the nebular, collect data and with this station at hand, you can build other stations around it (in a certain radius) to get the bonus. If you build station in the nebular outside the special monitoring station, you wont recieve the bonus or it may get even worse: You get a disadvantage.
Slipstream-regions: These regions are fields of highly compressed plasma flowing around the map. This slipstream will damage ships if they enter the region and will also kill the crew, because of massive radiation. Some species can "adapt" and use it then without to fear any damage and can build a "steam collector" on it, for energy gathering.

Lightning pulsar: This pulsar will send lightning bolts to objects nearby. Cloaking will be ineffective. Can kill shields/weapon/propulsion/sensors but not life support. Nice additional defense if you build your base nearby.
Gas giant: You mights hide ships in there. Scouts and destroyers wont take damage, if they hide in there. Cruisers and battleships might get problems.
/end of brainstorm
posted on August 10th, 2009, 10:24 pm
Last edited by mimesot on August 11th, 2009, 1:53 am, edited 1 time in total.
posted on August 10th, 2009, 11:36 pm
Okay... I hope someone would like my ideas... because I thought about them for quite a while.
First... I think reintroduction of the Colonization system should be considered. I'm pretty sure the Crew element was removed from gameplay because of balancing issues. Which I think can easily be overcomed. Now in order to do this colonizable planets would have to be brought back. Which of course is a pain in the neck for modelers because of having to make sure the model is centered and all that. I can with ease provide some colonizable planets. Though the Colony sizes definitely should be reprogrammed. Since I already worked on reworking the colony system I can help with that. So I propose these colony sizes...
//Size Population
Minor Colony: 4000
Small Colony: 16000
Moderate Colony: 28000
Major Colony: 36000
Large Colony: 64000
Now... these colony sizes are numerous, especially the major and large colonies. So I can easily propose a reworked version of the stock colonization special weapon. Each colonization gives a population of 4000 colonists. Now colony ships will have their size. But the pathing of course would have to be improved before this system is introduced. About the planets... the planets I call 'True planets' are the ones with actual gravity and and all that. Now these planets would vary greatly and there would have to be several classes other than just your ordinary stock ones. So when this goes through I'll propose planets as the project continues. But I'm expecting the majority to be moons, gas giants, and other uninhabitable planets. Since in reality the majority are uninhabitable, this is also true in the Star Trek Universe.
Okay... now about the nebulas. I propose that of course there should be numerous different nebulas with different effects. So I am going to leave nebula types to you. BUT!!! I have an idea to put in (Yay!). I was hoping of a custom nebula system. So what I was thinking was that you'd put this trigger down (when mapping). The trigger you can actually 'shape' it to give the shape of the nebula. One the shape is put in then there will be this window that will appear. The window will give you an option to choose up to 6 different nebula types that will have their SPRITES put in... not their effects but their sprites! Now there will be this check box saying "Effect Health", once checked a dropdown menu will appear. There will be four (4) choices you cna pick... the choices include "Damage", "Regenerate Shields", "Regenerate Hull", and "Regenerate Health" (This one regenerates both hull and sheilds). Once one of them is selected there will be these boxes that you will put in that will discern a rate in points per second (whether damage or regeneration... it is points per second). Now... there will also be these check boxes listing the various systems... if you were to check "Shields", than it would give options such as "Disable", "Regeneration Reduction", and "Regeneration Boost". Once one of these is checked it will apply the effect, effect types vary from system to system. If you were to choose Weapons... there would be "Disable", "Damage Infliction Reduction", "Damage Infliction Boost". For "Sensors there would be "Disable", "Range reduction", "Range Boost". And the this would continue to vary from system to system.
Phew... Okay... got those down... couple more ideas to go...
Alright, my next idea is by putting in more types of "Wormholes". Like the one we'd have now would be a Class 1. This wormhole of course will need size rescaling. Because it SHOULD BE TINY when closed and HUGE when open. Similar to the Bajoran wormhole... you cannot see it when it is closed! So the closed scale should be shrunk to where you can barely see it (Plus I think it should be given better texturing like that of the actual show). Now, the Class 2 will have a more complex system. It will have the 'Triangle system'. This means it has 3 ends, not 2; End 1 will lead to end 2, end 2 to end 3, and end 3 to end 1. This will really shake the game strategically. Now, the Class 3, this one is going to sound funny, and a bit confusing. The Class 3 is a wormhole where the ride is rough... so when a ship goes through it will recieve a loss of health depending on its chassis size. The damage will most often be minor. But I wouldn't recommend sending a heavily damaged ship through one (Hmph... maybe a lightning effect should come from the wormhole to indicate it is a class 3, or some indicator of some kind). A Class 4 is a micro wormhole... only small ships can fit through these. But don't worry, no damage given. A Class 5 is... well... the last type of wormhole anyone wants to go through. Avoiding going through one is critical on your ships health, because this thing will basically destroy any ship with a defensive value short of 30 because of the rough ride. Which as you can imagine is basically a death wish to your fleet because any surviving ship would come out the other end fataly struck. But... it will look very similar to a class 3! So be careful!
Now... about starfeilds. Personally i'd like to see some new ones. Some made for beauty, others having a sparse amout of stars... and maybe one with a lot of stars and maybe a few galaxies far off. But new starfeilds would in fact be nice. Also some new backgrounds could help make a wider variety.
Okay... now onto Blackholes! I've mentioned them before... so those who didn't hear it listen to it. I was thinking of some good quality Blackholes of various sizes, appearences, and gravity wells. But, there is a catch... the black hole will be slow moving. On a path determined by the map itself. But basically whoever was an unknowing idiot to build in its path will lose anything within its wake. These black holes will move across the map at a rate you can only notice if it has been well over a few hours... because of it being so slow.
Now... I was tinking of having stars that are 3D much like the colonizable planets... of course these will be HUGE. Plus they are more than a source of light. Get to close and you get damage... and... SOLAR FLARES! That is right! after some long period of time it will launch a Solar Flare in a random direction... any unlucky stations the flare passes to close to will recieve system failures... moderate damage... and large crew losses. So this will make people have their eyes peeled. But once the flare exits the system then there should be no worries for a while... until it reoccurs.
Okay, just a little more.
I was tinking of also having moving asteroid belts! This will make players have to think out their strategyies out a bit harder because of these mobile asteroids flying through the sector with openings that is only four (4) Akira sized ships wide (I dunno how to put that into meters... sorry).
First... I think reintroduction of the Colonization system should be considered. I'm pretty sure the Crew element was removed from gameplay because of balancing issues. Which I think can easily be overcomed. Now in order to do this colonizable planets would have to be brought back. Which of course is a pain in the neck for modelers because of having to make sure the model is centered and all that. I can with ease provide some colonizable planets. Though the Colony sizes definitely should be reprogrammed. Since I already worked on reworking the colony system I can help with that. So I propose these colony sizes...
//Size Population
Minor Colony: 4000
Small Colony: 16000
Moderate Colony: 28000
Major Colony: 36000
Large Colony: 64000
Now... these colony sizes are numerous, especially the major and large colonies. So I can easily propose a reworked version of the stock colonization special weapon. Each colonization gives a population of 4000 colonists. Now colony ships will have their size. But the pathing of course would have to be improved before this system is introduced. About the planets... the planets I call 'True planets' are the ones with actual gravity and and all that. Now these planets would vary greatly and there would have to be several classes other than just your ordinary stock ones. So when this goes through I'll propose planets as the project continues. But I'm expecting the majority to be moons, gas giants, and other uninhabitable planets. Since in reality the majority are uninhabitable, this is also true in the Star Trek Universe.
Okay... now about the nebulas. I propose that of course there should be numerous different nebulas with different effects. So I am going to leave nebula types to you. BUT!!! I have an idea to put in (Yay!). I was hoping of a custom nebula system. So what I was thinking was that you'd put this trigger down (when mapping). The trigger you can actually 'shape' it to give the shape of the nebula. One the shape is put in then there will be this window that will appear. The window will give you an option to choose up to 6 different nebula types that will have their SPRITES put in... not their effects but their sprites! Now there will be this check box saying "Effect Health", once checked a dropdown menu will appear. There will be four (4) choices you cna pick... the choices include "Damage", "Regenerate Shields", "Regenerate Hull", and "Regenerate Health" (This one regenerates both hull and sheilds). Once one of them is selected there will be these boxes that you will put in that will discern a rate in points per second (whether damage or regeneration... it is points per second). Now... there will also be these check boxes listing the various systems... if you were to check "Shields", than it would give options such as "Disable", "Regeneration Reduction", and "Regeneration Boost". Once one of these is checked it will apply the effect, effect types vary from system to system. If you were to choose Weapons... there would be "Disable", "Damage Infliction Reduction", "Damage Infliction Boost". For "Sensors there would be "Disable", "Range reduction", "Range Boost". And the this would continue to vary from system to system.
Phew... Okay... got those down... couple more ideas to go...

Alright, my next idea is by putting in more types of "Wormholes". Like the one we'd have now would be a Class 1. This wormhole of course will need size rescaling. Because it SHOULD BE TINY when closed and HUGE when open. Similar to the Bajoran wormhole... you cannot see it when it is closed! So the closed scale should be shrunk to where you can barely see it (Plus I think it should be given better texturing like that of the actual show). Now, the Class 2 will have a more complex system. It will have the 'Triangle system'. This means it has 3 ends, not 2; End 1 will lead to end 2, end 2 to end 3, and end 3 to end 1. This will really shake the game strategically. Now, the Class 3, this one is going to sound funny, and a bit confusing. The Class 3 is a wormhole where the ride is rough... so when a ship goes through it will recieve a loss of health depending on its chassis size. The damage will most often be minor. But I wouldn't recommend sending a heavily damaged ship through one (Hmph... maybe a lightning effect should come from the wormhole to indicate it is a class 3, or some indicator of some kind). A Class 4 is a micro wormhole... only small ships can fit through these. But don't worry, no damage given. A Class 5 is... well... the last type of wormhole anyone wants to go through. Avoiding going through one is critical on your ships health, because this thing will basically destroy any ship with a defensive value short of 30 because of the rough ride. Which as you can imagine is basically a death wish to your fleet because any surviving ship would come out the other end fataly struck. But... it will look very similar to a class 3! So be careful!
Now... about starfeilds. Personally i'd like to see some new ones. Some made for beauty, others having a sparse amout of stars... and maybe one with a lot of stars and maybe a few galaxies far off. But new starfeilds would in fact be nice. Also some new backgrounds could help make a wider variety.
Okay... now onto Blackholes! I've mentioned them before... so those who didn't hear it listen to it. I was thinking of some good quality Blackholes of various sizes, appearences, and gravity wells. But, there is a catch... the black hole will be slow moving. On a path determined by the map itself. But basically whoever was an unknowing idiot to build in its path will lose anything within its wake. These black holes will move across the map at a rate you can only notice if it has been well over a few hours... because of it being so slow.
Now... I was tinking of having stars that are 3D much like the colonizable planets... of course these will be HUGE. Plus they are more than a source of light. Get to close and you get damage... and... SOLAR FLARES! That is right! after some long period of time it will launch a Solar Flare in a random direction... any unlucky stations the flare passes to close to will recieve system failures... moderate damage... and large crew losses. So this will make people have their eyes peeled. But once the flare exits the system then there should be no worries for a while... until it reoccurs.

Okay, just a little more.

I was tinking of also having moving asteroid belts! This will make players have to think out their strategyies out a bit harder because of these mobile asteroids flying through the sector with openings that is only four (4) Akira sized ships wide (I dunno how to put that into meters... sorry).
posted on August 10th, 2009, 11:45 pm
wow, that is the most I have ever seen you write gamer.
No planets, that is all I will say.
if you wan't customizable stuff you should play with the map editor.(not to be rude) I just don't think we should bug the devs with soo much cosmetic stuff. I would rather see more ships, stations, races... You get the picture.
No planets, that is all I will say.
if you wan't customizable stuff you should play with the map editor.(not to be rude) I just don't think we should bug the devs with soo much cosmetic stuff. I would rather see more ships, stations, races... You get the picture.
posted on August 11th, 2009, 12:38 am
Crew was removed because of the unrealistic aspect of colonizing planets in a warzone. 

posted on August 11th, 2009, 4:19 am
I agree It was Not the best military planning to have a Colony in a warzone. If and when there is a Campain type play again it might make more sense to try to colonize a planet and hold it. But for now it is Stupit to try to bring it back
posted on August 11th, 2009, 9:54 am
The other problem with planets is the pathfinding. Did anyone play Star Wars Fleet Command? I spent at least an hour trying to get a Super Star Destroyer around a planet, while it was being constantly attacked. Also since we don't have warp anymore planets have lost their purpose as warp blockers.
Maybe if the planets were on a different level to the ships it would work, as they wouldn't get wedged in them.
Maybe if the planets were on a different level to the ships it would work, as they wouldn't get wedged in them.
posted on August 11th, 2009, 10:18 am
What i you do something else with the planets ...
Inhabitated Planets:
If the war is taking plave in vicinity of you will have two opions. If you are an allied race of that planet (you need to be of an acceptable race for the planet, send a diplomat ship there and pay a small amount for a confederation contract) you will get certain boni, e.g. an automatical supply yield, defense support, an additional mixed tech option, local built or strength boost. If you are an enemy you can raid the planet, thus gain enomous resources and probably steal a useful artefakt, or an additional mixed tech option as well. After a raid, it will need some time for the civilization to recover. If an allied player allows a raid on that planet it will get a penalty depending on the planets properties (e.g. if fed players let a Andorian planet be raid this is far more painfil for them, compared to a romulan planet lost for the klingons).
Uninhabitated Planets:
You will not be able to colonize planets, just to explore them. Depending on the type of planet ypu have different options. You can for example find an artifact, build a gas mine, that lets you research improvements of the impulse engines, you may build a planetary defense cannon or a automated supply-factory. Maybe you find a hidden native species that suddenly rises its fleet to the skies and hunty everyone off the map.
Inhabitated Planets:
If the war is taking plave in vicinity of you will have two opions. If you are an allied race of that planet (you need to be of an acceptable race for the planet, send a diplomat ship there and pay a small amount for a confederation contract) you will get certain boni, e.g. an automatical supply yield, defense support, an additional mixed tech option, local built or strength boost. If you are an enemy you can raid the planet, thus gain enomous resources and probably steal a useful artefakt, or an additional mixed tech option as well. After a raid, it will need some time for the civilization to recover. If an allied player allows a raid on that planet it will get a penalty depending on the planets properties (e.g. if fed players let a Andorian planet be raid this is far more painfil for them, compared to a romulan planet lost for the klingons).
Uninhabitated Planets:
You will not be able to colonize planets, just to explore them. Depending on the type of planet ypu have different options. You can for example find an artifact, build a gas mine, that lets you research improvements of the impulse engines, you may build a planetary defense cannon or a automated supply-factory. Maybe you find a hidden native species that suddenly rises its fleet to the skies and hunty everyone off the map.
posted on August 11th, 2009, 1:43 pm
Okay... Maybe planets are out... what about my other ideas?
posted on August 11th, 2009, 2:57 pm
Good ideas in general (the wormhole ones seem a little strange, but ok
). The Devs are thinking of a map object redo in a few patches... so I am sure that some of these sort of ideas will make it on there in time 


posted on August 11th, 2009, 3:22 pm
About wormhole size: it could be nice if it is huge when open and tiny when closed but it is minor detail that doesn't affect the gameplay.
One idea for wormhole: At the moment ships "jump" in and out of the wormhole. I think it would be nicer that the ships pass slowly trough the wormhole when it is open (and much larger than now in 307) and also the travel wouldn't be instant (would take 5 to 10 sec perhaps). The ships could move a little bit extra outside of the wormhole, so there wouldn't be the crowd outside when fleet emerges. With bigger wormhole it would be nice to see the ships coming from distances (minor thing, but would be nice effect).
(More wormhole ideas in this old thread Wormhole ideas )
One idea for wormhole: At the moment ships "jump" in and out of the wormhole. I think it would be nicer that the ships pass slowly trough the wormhole when it is open (and much larger than now in 307) and also the travel wouldn't be instant (would take 5 to 10 sec perhaps). The ships could move a little bit extra outside of the wormhole, so there wouldn't be the crowd outside when fleet emerges. With bigger wormhole it would be nice to see the ships coming from distances (minor thing, but would be nice effect).
(More wormhole ideas in this old thread Wormhole ideas )
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