New races
Post ideas and suggestions on new features or improvements here.
posted on February 17th, 2012, 4:43 pm
Tyler wrote:I wonder if FO Iconian ships will have anything in common with their STO counterparts?
Haven't encountered Iconian ships yet.
posted on February 18th, 2012, 4:24 am
Last I heard, Iconian ships in FO are massive time-travelling dreadnoughts. I'll hazard a guess that the STO ones are somewhat different?
posted on February 18th, 2012, 5:05 am
Last edited by Lost_Spaceship on February 18th, 2012, 5:07 am, edited 1 time in total.
My dream is to see new races in Fleet Operations, Fleet Operations is so nice, far better than Star Trek Online when compare both in space battle.
One thing i like to see is the shield color variation. Any race has unique color. The interface of the game, the system of the game, it's a great job.
As i said, Fleet operations don't need full race, my idea is to build ships at some structure that sells different kinds of ships, like a mercenary spacedock.
A Mercenary dock should sell:
*Hyrogen ship (Limit of 5)
*Galor (Limit of 3)
*Keldon (Limit of 2)
*Orion Interceptor (Limit of 10 because they are very weak, the weakest ship in the Fleet Operations but harder to hit, and Bonus to Attack Freighters)
*Orion Corvette (Limit of 5 Bonus to attack Freighters)
*Orion Dreadnought (Limit of 1 because it's cost so much for pirates)
*Gorn Frigate (Limit of 5 with harder shield)
*Gorn Battleship(Limit of 1 with harder shield)
*Kazon Raider (Limit of 5)
*Miradorn Raider (Limit of 5)
I put the limit because the main race is the playable race and can't lose the focus on the main race.
It will turn Fleet Operations more dynamic, more diversified and will cost less time to devs.
One thing i like to see is the shield color variation. Any race has unique color. The interface of the game, the system of the game, it's a great job.
As i said, Fleet operations don't need full race, my idea is to build ships at some structure that sells different kinds of ships, like a mercenary spacedock.
A Mercenary dock should sell:
*Hyrogen ship (Limit of 5)
*Galor (Limit of 3)
*Keldon (Limit of 2)
*Orion Interceptor (Limit of 10 because they are very weak, the weakest ship in the Fleet Operations but harder to hit, and Bonus to Attack Freighters)
*Orion Corvette (Limit of 5 Bonus to attack Freighters)
*Orion Dreadnought (Limit of 1 because it's cost so much for pirates)
*Gorn Frigate (Limit of 5 with harder shield)
*Gorn Battleship(Limit of 1 with harder shield)
*Kazon Raider (Limit of 5)
*Miradorn Raider (Limit of 5)
I put the limit because the main race is the playable race and can't lose the focus on the main race.
It will turn Fleet Operations more dynamic, more diversified and will cost less time to devs.
posted on February 18th, 2012, 6:19 am
Something like this was mentioned as a possibility, but expect a narrow selection of a few well-balanced ships if it's implemented. Maybe 3-5, at most, and you can safely write off all the DQ ships as 'not happening.' Based on previously announced minor races, the mercenary ships would probably be Tholian, Hydran, or Cardassian.
posted on February 18th, 2012, 11:20 am
Lost_Spaceship wrote:My dream ......
...... time to devs.
i'm not sure if thats the best way to limit the number of minor races ships, i fagely remember the devs prefer not to limit ships by a hard number aswell....
if you limit it just by a max number it would often mean the player just makes the max number of ships (if they are worth something) or none (if they dont seem that usefull.
i personaly think a better way would be to make those ships more synergetic then the major races ships, so that a second ship or second ship per fleet would be a lot less usefull then the first.
and personaly i think 1 mercenary building would be just to simple as in you build 1 building and you can build whatever ships you want from there, i like the way the game god emperor of dune did it (if i remember corectly) you could ally yourself with 2 specific minor races so that you could build their buildings and units but that first minor race is an enemy of another minor race so you could not ally yourself with its enemie(s) race and therefor be limitied in the choiche of your second minor race ally....
posted on February 18th, 2012, 4:33 pm
the keeper wrote:i'm not sure if thats the best way to limit the number of minor races ships, i fagely remember the devs prefer not to limit ships by a hard number aswell....
if you limit it just by a max number it would often mean the player just makes the max number of ships (if they are worth something) or none (if they dont seem that usefull.
i personaly think a better way would be to make those ships more synergetic then the major races ships, so that a second ship or second ship per fleet would be a lot less usefull then the first.
...in the choiche of your second minor race ally....
Yes it's a good idea.
It remember the Age of Empires III, you can ally with minor races like Mayans, Toltecs, Shaolins, Tupis etc. When you ally with one minor race, you can do unique upgrades natives from the especific minor race.
And exclude the need to create a full race.
This idea i want to apply in Fleet Operations because will cost less time and effort to develop and will bring fun earlier.
posted on February 18th, 2012, 7:56 pm
Redshirt wrote:Last I heard, Iconian ships in FO are massive time-travelling dreadnoughts. I'll hazard a guess that the STO ones are somewhat different?
Far as I know, they're built in another reality and gated into the mainstream one.
posted on February 18th, 2012, 8:39 pm
Time and relative dimensions in space are hard to distinguish.
posted on February 18th, 2012, 8:44 pm
Redshirt wrote:Time and relative dimensions in space are hard to distinguish.
not really, it's a giant blue phone box, hard to miss.
posted on February 18th, 2012, 10:30 pm
Lost_Spaceship wrote:I put the limit because the main race is the playable race and can't lose the focus on the main race.
It will turn Fleet Operations more dynamic, more diversified and will cost less time to devs.
I doubt many mercenary-units would be superior enough to justify a cap.
Remember the Enterprise-D being attacked by Gul Macet's Galor? Capping ships like that is like willing to sacrifice them anyways.
My best idea of a solution would be the system used in Warcraft 3; Mercenary-camps have a stock of some NPC-units to sell to a willing player. If it has sold a unit, it will be rebuilt. If it survived or not in player-hands doesn't matter, because it will be always rebuilt until the stock is full again.
Possible example for FO:
There is a cardassian mercenary-dock somewhere. A Galor has a build time of 120 seconds (considering it's no well-engineered base with latest tech). The dock has a stock of three Galors. You buy all of them for some reason, the station needs 120 seconds to be able to sell a Galor again. This way you are sort of limited in hiring mercenaries, but you don't have a stupid fixed number where it doesn't make sense.
posted on February 18th, 2012, 10:42 pm
This could be accomplished using a special energy-based timer like the Descent's or SFC's.
posted on February 18th, 2012, 10:49 pm
Redshirt wrote:This could be accomplished using a special energy-based timer like the Descent's or SFC's.
Technically it could... however it would work in a warpin-manner then.
I meant "build" when I wrote it and I'm sure it'd just need a little bit of additional code.
posted on February 19th, 2012, 12:27 am
Warp-in makes more sense than building when it comes to hiring mercenaries.
posted on February 19th, 2012, 4:16 pm
Last edited by RedEyedRaven on February 19th, 2012, 4:17 pm, edited 1 time in total.
Redshirt wrote:Warp-in makes more sense than building when it comes to hiring mercenaries.
That depends on what kind of station the mercenaries are using.
If it's some sort of normal station (an old, modified mining- or research-station) it does.
If they have a facility, capable of production I'd say they build and sell stuff. Your fundings make them stronger, they might let you hire one ship in a cycle while they keep two themselves to strengthen their numbers and grow. Funding minor factions should affect gameplay in that way. If they grow too strong, they might decide to attack a player (or more or less help the player who was investing the most resources to them) or fight another minor race.
posted on February 19th, 2012, 7:01 pm
Last edited by Lost_Spaceship on February 19th, 2012, 7:21 pm, edited 1 time in total.
RedEyedRaven wrote:My best idea of a solution would be the system used in Warcraft 3; Mercenary-camps have a stock of some NPC-units to sell to a willing player. If it has sold a unit, it will be rebuilt. If it survived or not in player-hands doesn't matter, because it will be always rebuilt until the stock is full again.
Possible example for FO:
There is a cardassian mercenary-dock somewhere. A Galor has a build time of 120 seconds (considering it's no well-engineered base with latest tech). The dock has a stock of three Galors. You buy all of them for some reason, the station needs 120 seconds to be able to sell a Galor again. This way you are sort of limited in hiring mercenaries, but you don't have a stupid fixed number where it doesn't make sense.
Man, i agree with you.
But the cooldown would vary from ship to ship.
For example: An Orion Corvette must take less time to build than a Galor or Keldon.
A Hirogen Frigate must take less time to build than an Orion Battleship and Gorn Battleship.
Other idea is about to call ships via Warp-in.
My other idea is put an invulnerable outpost without shields in the center of map to board.
Who boards the outpost will possess it to call or build mercenary ships. Other Player who not possess the outpost, can board it to eliminate the possession of the other player to call or build mercenary ships.
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