Nebula (Sensor Pod) and Nova class ability ideas.
Post ideas and suggestions on new features or improvements here.
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posted on July 29th, 2010, 3:42 pm
Right now the Sensor Nebula is pretty useless compared to the Torpedo Nebula, and seems to be more of a support ship in stats, but only has one special (which is pretty useless if you have a Venture around.) I think it would be more useful if it got a second ability, but no third, call it a "semi-support" ship.
I think the Nova should also be a "semi-support" type of ship, that is in between combat and support roles (since this is what people use the Nova for anyways, as by the time you can build them you really should have Akiras for combat instead of the Intrepid-like stats of the Nova.)
Idea for the Sensor Neb:
Advanced targeting link: The Nebula cuts its speed by over a third to enable its targeting system to be more accurate, while feeding targeting data to up to 3 nearby ships, thus increasing its weapon range and all 3 other ships' weapon range up to long (Similar to C-11 I know, but I think it is different enough.)
Long range. Lasts 20 seconds and costs 220 energy, special energy barely regenerates while active.
Idea for the Nova:
Extend shields: The Nova's shields are extended around a target vessel that has lost or is close to losing shields, allowing it some protection but making the Nova's shields more vulnerable (damage taken increased by 40%.)
Dogfight range. Last 15 seconds and costs 100 energy.
I think the Nova should also be a "semi-support" type of ship, that is in between combat and support roles (since this is what people use the Nova for anyways, as by the time you can build them you really should have Akiras for combat instead of the Intrepid-like stats of the Nova.)
Idea for the Sensor Neb:
Advanced targeting link: The Nebula cuts its speed by over a third to enable its targeting system to be more accurate, while feeding targeting data to up to 3 nearby ships, thus increasing its weapon range and all 3 other ships' weapon range up to long (Similar to C-11 I know, but I think it is different enough.)
Long range. Lasts 20 seconds and costs 220 energy, special energy barely regenerates while active.
Idea for the Nova:
Extend shields: The Nova's shields are extended around a target vessel that has lost or is close to losing shields, allowing it some protection but making the Nova's shields more vulnerable (damage taken increased by 40%.)
Dogfight range. Last 15 seconds and costs 100 energy.
posted on July 29th, 2010, 7:03 pm
Hahha, I would die if the Fed warpin got any stronger at this point ...
The addition of the new monster Weapons-pod Nebula and it's arrival chance boosted has made the warpin a far more powerful thing in some ways than it used to be offensively. I see no reason to increase the overall power of the warpin by making one of the less offensively-oriented vessels stronger.
The Sensor Neb is basically the old Nebula, just with no pulse phaser.
Why complain?
The addition of the new monster Weapons-pod Nebula and it's arrival chance boosted has made the warpin a far more powerful thing in some ways than it used to be offensively. I see no reason to increase the overall power of the warpin by making one of the less offensively-oriented vessels stronger.
The Sensor Neb is basically the old Nebula, just with no pulse phaser.
Why complain?
posted on July 29th, 2010, 7:11 pm
Boggz wrote:Hahha, I would die if the Fed warpin got any stronger at this point ...
or you could play feds and fedroll everyone.

Boggz wrote:Why complain?
he loves the nebula class

posted on July 29th, 2010, 7:23 pm
Also, the suggestion to make the Nova a semi-support ship is kinda pointless, because that is what it is right now, with only one special ability.
The sensor-Nebula also is already semi-support. Doesn't make your fleet stronger, but you can do field-reconnaisance within your fleet and look into bases you're approaching without being endangered of getting too close to a starbase. Both of the Nebula-variants already have lots of benefits to any fleet they're added to
The sensor-Nebula also is already semi-support. Doesn't make your fleet stronger, but you can do field-reconnaisance within your fleet and look into bases you're approaching without being endangered of getting too close to a starbase. Both of the Nebula-variants already have lots of benefits to any fleet they're added to

posted on July 29th, 2010, 7:24 pm
Last edited by Nebula_Class_Ftw on July 29th, 2010, 7:30 pm, edited 1 time in total.
Boggz wrote:Hahha, I would die if the Fed warpin got any stronger at this point ...
The addition of the new monster Weapons-pod Nebula and it's arrival chance boosted has made the warpin a far more powerful thing in some ways than it used to be offensively. I see no reason to increase the overall power of the warpin by making one of the less offensively-oriented vessels stronger.
The Sensor Neb is basically the old Nebula, just with no pulse phaser.
Why complain?
Feds don't necessarily get stronger as a whole, the Nova idea could easily be balanced by the damage increase and remember it's already weak to pulses.
Sensor Neb idea isn't all that powerful since when you warpin, getting a Sensor Neb means you likely won't get a Galaxy or Torp Neb. With Ambassadors it would be nice (extending their range to medium.) The ability wouldn't do anything for E1s or Steamies, so most of the time really not very useful on other warpin ships, but quite useful with the rest of your fleet. This way it encourages the defensive or fleet supporting use rather than sacrificial mining killer use.
Also, maybe I didn't make it clear it only bumps up range to the next longer range, with long range as the maximum. So short goes to medium and medium goes to long.
I complain because altho one Sensor Neb is fine, if you get unlucky and have two or more their ability is essentially useless. And in a battle a Sensor Neb is not quite useless, but it's way preferable to have other ships.
RedEyedRaven wrote:Also, the suggestion to make the Nova a semi-support ship is kinda pointless, because that is what it is right now, with only one special ability.
The sensor-Nebula also is already semi-support. Doesn't make your fleet stronger, but you can do field-reconnaisance within your fleet and look into bases you're approaching without being endangered of getting too close to a starbase. Both of the Nebula-variants already have lots of benefits to any fleet they're added to
I just think that it should get 2 because 1 ability is a sign of a combat-oriented ship, also having 2 abilities would make it more weak to cascade feedback, an anti-support weapon.
I do agree it is nice to look into bases, but scouts do a better job of it in my opinion because they are faster (can get away if pursued by small ships.)
posted on July 29th, 2010, 7:39 pm
Nebula_Class_Ftw wrote:I complain because altho one Sensor Neb is fine, if you get unlucky and have two or more their ability is essentially useless. And in a battle a Sensor Neb is not quite useless, but it's way preferable to have other ships.
to that I say GOOD
warpins are whatever happened to be flying around and responded to your distress call, sometimes warpins should be crap, so its risky to throw them on kamikaze runs at poor expansions.
not all warpins should be good.
the excel is probably the weakest warpin, but its not a bad ship. its does ok damage over long range. its only downside is that its rather slow. but basically its some dps for free, all dps is good. there really is no such thing as a bad warpin, no warpin will remove dps from your fleet, only add to it. just some warpins are stronger than everything others.
posted on July 29th, 2010, 7:46 pm
Last edited by Nebula_Class_Ftw on July 29th, 2010, 7:54 pm, edited 1 time in total.
This randomly strong or weak aspect can cause some trouble in Fed vs. Fed, as one player can get double Galaxies (with Ambassador) while the other gets Galaxy/Sensor Neb (with Excelsior), who do you think will win? Right now the Torp Neb is the absolute warpin king, but it's close relative the sensor Neb is probably the worst.
I think that Starfleet would have more well-rounded ships lying around, rather than one ship that can only extend its sensor range while the others pwn things.
I already mentioned why this would make it still a risk to kamikaze run, as only certain warpin combos would make the ability effective without the fleet of built ships. And even if you got a Galaxy/Ambassador/Sensor Nebula then it wouldn't help against some immobile mining stations to have a longer weapon range, instead it would allow more damage to be done to ships right as they come in to defend but make it hard to get that Sensor Neb out of there.
I think that Starfleet would have more well-rounded ships lying around, rather than one ship that can only extend its sensor range while the others pwn things.
I already mentioned why this would make it still a risk to kamikaze run, as only certain warpin combos would make the ability effective without the fleet of built ships. And even if you got a Galaxy/Ambassador/Sensor Nebula then it wouldn't help against some immobile mining stations to have a longer weapon range, instead it would allow more damage to be done to ships right as they come in to defend but make it hard to get that Sensor Neb out of there.
posted on July 29th, 2010, 8:20 pm
Yeah, warpins are FREE SHIPS. You can't always get the best ones. 
The Sensor Neb is still a strong vessel, just not the monster that the Ambassador, Galaxy, or Nebula is.

The Sensor Neb is still a strong vessel, just not the monster that the Ambassador, Galaxy, or Nebula is.
posted on July 29th, 2010, 8:53 pm
LOL its funny how everyone complains that warpin is too powerful.... it is quite strong and the vessels available are adequately equipped.... the only way i could think to nerf it would be to throw in more cannon fodder vessels like the miranda - but no fleetops is in the future the miranda isnt in production any more - personally id think it funny as hell to call for warpin and have 2 mirandas and an excelsior show up and get diced..... hows that for nerfing!
posted on July 29th, 2010, 9:03 pm
It would be funnier if this one wasn't complaining that one of the Warp-In ships was weak, rather than strong.
posted on July 30th, 2010, 12:39 am
That would be funny it will be a warpin followed by 3 explosions... Also whats with you guys and leaving out my Steamies they are going to NOM NOM your expasions for your disrespect.
posted on July 30th, 2010, 1:18 am
Nebula_Class_Ftw wrote:This randomly strong or weak aspect can cause some trouble in Fed vs. Fed, as one player can get double Galaxies (with Ambassador) while the other gets Galaxy/Sensor Neb (with Excelsior), who do you think will win?
Who will win? The guy who is keeping his stuff clustered tight around the starbase, and carefully guarding those early expansions. Or the guy who built ships to back up the warpin (or is using the warpin to back up his ships).
Nothing happens in a vacuum.
posted on July 30th, 2010, 1:26 am
^^ too true
I think warpin is fine how it is. the galaxy isn't too strong, the ships are free, but not game changing, and you can't rush with them because SFC requires both research stations to be built.
//Edit:
though a few centaurs, Miranda's, and constellation's in the mix couldn't hurt.
I think warpin is fine how it is. the galaxy isn't too strong, the ships are free, but not game changing, and you can't rush with them because SFC requires both research stations to be built.
//Edit:
though a few centaurs, Miranda's, and constellation's in the mix couldn't hurt.

posted on July 30th, 2010, 3:50 am
I guess i agree with the devs that the Mirandas are too old but i would love to see a few centaurs and i think the Constellation is somewhere on the ToDo list.
posted on July 30th, 2010, 5:00 am
Last edited by navyguy on July 30th, 2010, 5:02 am, edited 1 time in total.
I thought id throw this in, its nice to see the Ambassador mentioned
the Nebula with the sensor seems so darn weak its a wonder its even around, love the other Nebula.

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