New Idea: Starbase industrial upgrade
Post ideas and suggestions on new features or improvements here.
posted on December 6th, 2011, 1:17 am
Last edited by Tryptic on December 6th, 2011, 1:20 am, edited 1 time in total.
I just got done posting in the Chonaq thread about how I think late-game cloak detect is more powerful than people think. To be fair, I realized that it isn't always that easy for the feds, when the enemy is really good at sniping your scouts. The Romulans have this problem too, but their late-game spike damage is high enough to kill enemies before they can cloak.
When someone is being harassed heavily, it can be frustrating to have their scouts blown up over and over, especially considering how long those suckers take to build and that you can't build new miners at the same time. So I thought, "how can we make this easier on them without breaking the current system?"
How about reducing their build time? An industrial upgrade to the starbase that allows them to be built much faster in the late-game, when you need them in numbers far greater than in the early-game. But I know there are already a ton of ODF files for the starbases to track their offense and defense upgrades, and this would just add more.
Then I thought, why not integrate it into the existing defense upgrade? Tritanium is the utility resource, spent on various upgrades that support your main dilithium-based fleet, so it matches up perfectly. Yes, this would encourage people to upgrade their defenses resulting in a more drawn-out siege (which I consider a bad thing overall) but you could simply reduce the defense bonus a little to compensate.
I'm thinking something like this:
Constructor build time reduced by 5% per upgrade, down to 90% of normal
Miner build time reduced by 10% per upgrade, down to 80% of normal
Scout build time reduced by 25% per upgrade, down to 50% of normal
I know in the beginning of the game it's important to limit how fast people get additional scouts, but as the game progresses people have more important things to think about. Reducing the build time is only a small help in some cases, but if a fed finds himself in a bad situation where people keep killing his scouts over and over, this could really help ease his frustration. It also helps with building new miners, of course, allowing people to use their excess tri to lower the impact of enemy raiding just a little bit.
A cost reduction would also be an option, but I'm not so sure it's a good idea. Maybe for fed scouts ONLY, because of the situation I described above. I think if a fed is able to bring in 5 scouts to ping the battle, it will greatly improve the fun of the game and make the balance of cloaky ships less extreme. Actually, they already CAN do this, it's just annoying because it takes so much time to get them out so most people don't bother even when it's the right way to deal with the situation.
What do you guys think?
When someone is being harassed heavily, it can be frustrating to have their scouts blown up over and over, especially considering how long those suckers take to build and that you can't build new miners at the same time. So I thought, "how can we make this easier on them without breaking the current system?"
How about reducing their build time? An industrial upgrade to the starbase that allows them to be built much faster in the late-game, when you need them in numbers far greater than in the early-game. But I know there are already a ton of ODF files for the starbases to track their offense and defense upgrades, and this would just add more.
Then I thought, why not integrate it into the existing defense upgrade? Tritanium is the utility resource, spent on various upgrades that support your main dilithium-based fleet, so it matches up perfectly. Yes, this would encourage people to upgrade their defenses resulting in a more drawn-out siege (which I consider a bad thing overall) but you could simply reduce the defense bonus a little to compensate.
I'm thinking something like this:
Constructor build time reduced by 5% per upgrade, down to 90% of normal
Miner build time reduced by 10% per upgrade, down to 80% of normal
Scout build time reduced by 25% per upgrade, down to 50% of normal
I know in the beginning of the game it's important to limit how fast people get additional scouts, but as the game progresses people have more important things to think about. Reducing the build time is only a small help in some cases, but if a fed finds himself in a bad situation where people keep killing his scouts over and over, this could really help ease his frustration. It also helps with building new miners, of course, allowing people to use their excess tri to lower the impact of enemy raiding just a little bit.
A cost reduction would also be an option, but I'm not so sure it's a good idea. Maybe for fed scouts ONLY, because of the situation I described above. I think if a fed is able to bring in 5 scouts to ping the battle, it will greatly improve the fun of the game and make the balance of cloaky ships less extreme. Actually, they already CAN do this, it's just annoying because it takes so much time to get them out so most people don't bother even when it's the right way to deal with the situation.
What do you guys think?
posted on December 6th, 2011, 7:13 am
I Love it. Except for the fact that its for the feds.
You forget the feds have to be very easy to play, so when new players join they can play then and avert leaning anything about stratagey.
So the feds will probly get som easy to use, sure-fire way to detect cloaked ships, after all, its cannon, and noob friendly.
Making it Faster to produce scouts would probly go unnoticed by most players, let alone actualy using them to time ping ships. its just expecting to much from players i think.
That aside, skilled players would find this very nice, and i would like it implemented.
You forget the feds have to be very easy to play, so when new players join they can play then and avert leaning anything about stratagey.
So the feds will probly get som easy to use, sure-fire way to detect cloaked ships, after all, its cannon, and noob friendly.
Making it Faster to produce scouts would probly go unnoticed by most players, let alone actualy using them to time ping ships. its just expecting to much from players i think.
That aside, skilled players would find this very nice, and i would like it implemented.
posted on December 6th, 2011, 7:27 am
its just expecting to much from players i think
lol is all I can say about this. The worst thing one could say about feds...
posted on December 7th, 2011, 7:16 pm
I could go for this.
posted on December 7th, 2011, 8:22 pm
Hrm, well I've never really had too much problem with cloak-detect late game. While Scouts can seem like a bit of a hassle to use, the Fed ones are really just "use and forget". They're really not expensive and you can equip one to Team 8 or 9 or something and just run it in and hit Scan when cloakers are getting out. Keep in mind that as long as 1 "ring" hits the vessels while cloaked or visible, that's like 10 seconds of visibility right there 

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