New Rom Intel Center Idea
Post ideas and suggestions on new features or improvements here.
posted on May 24th, 2010, 4:48 pm
Dircome wrote:you missed the point its going to be a permanent spy but he moves from ship to ship unless he gets stuck on one ship. And being as I started this thread it is mine and I have a right to police my own thread (keep it on topic)
just like i have to right to post what i like within the thread words and within topic, so far i dont see the problem, and tbh im not interested in a word fight. so lets leave it at that and if you so wish to challenge it, do it over pm.
now your thinking along the same lines i am tyler, it is why i brought it up. when what effect would it have anyway? i mean you already got what 10 spies you can throw at an enemy in one from all the special energy the station has at that point, that is already a balance issue.
why not make the spy last for maybe 120-180 seconds instead and have it take up more energy, it would fit dircomes idea well enough.
posted on May 24th, 2010, 5:53 pm
Why not like the Dom space buoy?
Have intell reports come in only once every minute, and the intel lasts only 30 seconds. And then you have to wait another minute for the next one. Plus the spy could transfer to another ship if someone were to beam people over to another vessel (i.e. keeping a ship with no life support crewed till it reaches the yards).
That would make this the ultimate form of a spy. And if he/she was to ever get onto a starbase, you are talking about the ability to see all their bases and expansions (this would have 30 second intervals, ship tracking once every 3 minutes)
Have intell reports come in only once every minute, and the intel lasts only 30 seconds. And then you have to wait another minute for the next one. Plus the spy could transfer to another ship if someone were to beam people over to another vessel (i.e. keeping a ship with no life support crewed till it reaches the yards).
That would make this the ultimate form of a spy. And if he/she was to ever get onto a starbase, you are talking about the ability to see all their bases and expansions (this would have 30 second intervals, ship tracking once every 3 minutes)
posted on May 24th, 2010, 6:20 pm
Canny wrote:just like i have to right to post what i like within the thread words and within topic, so far i dont see the problem, and tbh im not interested in a word fight. so lets leave it at that and if you so wish to challenge it, do it over pm.
However, you've been offtopic since post one (although that was only half off topic, while the rest were fully off-topic). This was an idea request so you should comment on that, not on whether you think the ability is balanced or not

posted on May 24th, 2010, 6:27 pm
Thank you Dom 
Mostly my idea was to have a roaming spy that moved from ship to ship and sent intel back to you so maybe we could start with that and work out a solution?

Mostly my idea was to have a roaming spy that moved from ship to ship and sent intel back to you so maybe we could start with that and work out a solution?
posted on May 24th, 2010, 6:35 pm
Hm, I just read over your idea again, and I think I misunderstood it the first time. This is my "recap":
Intel Center ability beams over spy to a hostile vessel by using a Romulan vessel as a transfer point.
Spy jumps from hostile vessel to hostile vessel when within range.
Spy cannot jump from ship to ship when enemy cloak is up.
Spy self destructs if left on hostile vessel for longer than a certain amount of time, destroying some subsystems etc.
Spy only provides line of sight when on the enemy vessels normally.
Is that about right? Now that I think about it, it really doesn't require much micromanagement at all, and could be quite nice.
Intel Center ability beams over spy to a hostile vessel by using a Romulan vessel as a transfer point.
Spy jumps from hostile vessel to hostile vessel when within range.
Spy cannot jump from ship to ship when enemy cloak is up.
Spy self destructs if left on hostile vessel for longer than a certain amount of time, destroying some subsystems etc.
Spy only provides line of sight when on the enemy vessels normally.
Is that about right? Now that I think about it, it really doesn't require much micromanagement at all, and could be quite nice.

posted on May 24th, 2010, 6:38 pm
Ideal conditions would make the spy permenant, though. As long as an escape is possible, it will never go away.
posted on May 24th, 2010, 6:45 pm
Or, it'll go; just blow up your ship. Here is a dramatized scenario:
Officer: "Mayson, it is confirmed, one of our ships has a spy aboard!"
Mayson: "Which one?"
Officer: "The USS Descent sir."
Mayson: "..."
Officer: "Should I blow it up sir?"
Mayson: "I guess we have no choice..."
*Ship explodes
Officer: "Sir, the spy is aboard another ship!"
Mayson: "Blow it up!"
*Another Xplosion
Officer: "Again sir, the spy transferred to another ship!"
Mayson: "Blow up any ship that the spy gets on!"
*Several Explosions Occur
Officer: "Sir, all of our fleet is gone!"
*Warbirds decloak around the base
Mayson: "..."
Officer: "..."
Romulan: "Federation Station, lower your shields and prepare to be boarded, or you will be destroyed!"
Mayson: "We surrender!"
Officer: "Mayson, it is confirmed, one of our ships has a spy aboard!"
Mayson: "Which one?"
Officer: "The USS Descent sir."
Mayson: "..."

Officer: "Should I blow it up sir?"
Mayson: "I guess we have no choice..."

*Ship explodes
Officer: "Sir, the spy is aboard another ship!"
Mayson: "Blow it up!"
*Another Xplosion
Officer: "Again sir, the spy transferred to another ship!"
Mayson: "Blow up any ship that the spy gets on!"
*Several Explosions Occur
Officer: "Sir, all of our fleet is gone!"
*Warbirds decloak around the base
Mayson: "..."

Officer: "..."

Romulan: "Federation Station, lower your shields and prepare to be boarded, or you will be destroyed!"
Mayson: "We surrender!"

posted on May 24th, 2010, 6:49 pm
Lol i like gamers scenario
Dom got it about right sorry im not always the most clear about what im thinking but when its up there it makes since

Dom got it about right sorry im not always the most clear about what im thinking but when its up there it makes since

posted on May 24th, 2010, 6:54 pm
Dircome wrote:On leaving one vessel for another he may leave behind a surprise in order to keep the crew distracted, something like a bomb or a virus (all this can do is either destroy or disable a ships subsystem)
This is the part that I'm not too keen on. Every ship he leaves gets nailed? So he perpetually runs around the enemy forces crippling ship after ship after ship?
Consider how long it can take to get engines or life support back on line. That could make this the single most powerful ability in the entire game.
posted on May 24th, 2010, 7:06 pm
good point so change it so that their is only a small chance that the spy disables (not destorys) for 5 seconds a subsystem.
posted on May 26th, 2010, 12:37 am
I very much like your idea, but I do indeed also see a little bit too much power in that.
Perhaps with lesser effects that cause problems that are still useful but not quite so crippling?
Perhaps with lesser effects that cause problems that are still useful but not quite so crippling?
posted on May 26th, 2010, 1:43 am
The spy transporter could also be shorter than the normal ones? Masking you transporter is likely to effect its efficiency.
posted on May 26th, 2010, 1:55 am
I know the nanite special that messed up the GUI was removed because it was annoying and being slammed by the ai, however I could see romulans planting a computer virus that scrambles the enemy targets GUI for a period of time.
posted on May 26th, 2010, 1:57 am
I always liked that ability, even when hit with it.
posted on May 26th, 2010, 2:33 am
It was always fun to chase you buttons around the screen but pretty much useless with hotkeys.
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