New Starbase System.

Post ideas and suggestions on new features or improvements here.
posted on June 2nd, 2009, 10:00 am
  The current starbase system imo is tooo simple. You have a simple starbase, and nothing else. I would like to suggest a few changes, probably not fot 3.7 but for a future ( but not so distant version ) if accepted.
  The first part about this suggestion is making 2 starbases. Let's take the Federation example for now. We have the outpost. Now that imo isnot exactly a star base, but a verry powerfull frontier defense station. So i the creation of a new starbase model, one bigger and alot more complicated than the outpost. The player would actually start with this new starbase, while the outpost would become a advanced fensive station. The new starbase could build the construction ship, scout ship and have alot of defensive systems but would be limited to only 2 for each player. It would also be required to built the outpost and defense platform ( so loosing it would cripple the player defensive gameplay ). The outpost, would become the heavy defense platform of each race, in this case feds, but looses the abillity to build construction ships, and also looses some of it's defensive level. Would still be upgradable with multi-ple weapons systems, but would become less powerfull ( not by much ) then it is now. Also the outpost would be the only structure capable of producing supplies ( as it does now - call it improved supply lines or something like that as theoreticly this would be supposed to guard the supply routes and stuff like that ), so supply production is no longer at the starbase. Also the starbase would play a much more important role in mixed tech gameplay. If you would capture a starbase, it would give acces to a few of that race's special powers as well as a few bonuses for your own ships, based on that race gameplay ( for example if you would capture a romulan starbase you could research the grifin sensor jammer or the rhien multi-phaser strike and at the same time the defiant would gain a cloaking abillity ). Also it would be the structure that researches the mixed tech ( if captured ) and after that the player would be able to build the mixed tech yard ( wich in this case would build some mixed tech ships, and not same player ships with an additional torpedo or special power ). For the other races:

Klingon current starbase ( once it would recive a better model/texture ) would remain as a starbase, while they would need a new model for the outpost ( although the moqbara model could be used as the outpost model, while the special power the moqbara has could be transfered to another station such as the ordinance depo as it sounds like a weapon center and limit that one to just one ).

Romulan - same as klingon - current starbase stays the same, while a new outpost model would be created.

Dominion - current starbase stays the same ( although i hope it will get a better model - like the one i sketched :P in an old topic ), while the perimeter becomes the new outpost ( would also get a bigger size as well to match the rest of the outposts ).

Borg - current starbase stays the same, while the outpost would look similar the the armada 2 nexus model ( imo that would make an awsome outpost model for the borg ).

Also the starbase can no longer use the tachion scan, as this abillity would be available only to the outpost.

Part 2 of the suggestion - starbase/outpost modules.

1. Starbase new modules : i think we can all agree that the current starbase suffers from a lack of interesting mechanics. So here is my ideea. Each starbase ( from my first ideea that would be 2 ) can be upgraded ( also visualy not just by code ) with some additional modules :
- Improved officers quarters - this would inc the number of limited units/stations a player can build - for example for the feds - it would inc the SF command limit to 2, the phalanx and avalon limits as well. For the romulans it would inc the max number of special stations to 2, while each avatar would gain an additional buildable tavara. And so on.
- Additonal weapon systems - already ingame, same 2 levels but with visual details added to the station.
- Additional defensive systems - same as weapons systems.
- Mixed Tech Facility - available only if you have an ally - acts the same way as the captured starbase allows research of the mixed tech research as well as a few allied race special powers.
- Resource Deposits - allows the station to produce a small trikle of resources / sec .

The officer upgrade and resource deposits upgrade would be verry expensive in bouth time and resources, so it would take some time before the player can gain acces to them.

Same applies to the new outpost ( visual updates on the model ):

- additional weapon systems - the last one would be an artillery range weapon, different for each race.
- additional defense system - increaes shield/hp amount as well as regeneration.
- Supply Docks - an additional module on the outpost wich allows the outpost to create supplies ( same system as now, but would require a upgrade to be enabled ) - this one for the feds outpost would add the 4 circle platforms on the outpost as those would be unavailable on the std model :) .
- Advanced Sensor relay - enables the tachyon scan and adds a radius cloaking detection ( requires level one tachyon upgrade ).
- Hangar Bay - the outpost gains the ability to build saber and monson class ships as well as well as repair allied ships
- Point Defense System Control Facility - each outpost can be upgraded with a point defense, wich takes out a torpedo every second ( would be a cool and also logical thing for such a station ).

Well this is it. Imo this would improve the starbase mechanics, add a cool new mechanic imo, and also make the player take additional strategic decisions.
posted on June 2nd, 2009, 10:17 am
sounds intresting but to do the visual improvements there are only three ways atm that this can be done by (both with limitations)

1) module base however if the main structure is destroyed then so is the rest and you'll need a seperate build bay as you cnt have pods and ships building from the same station (i know the fed yards can research but i think they work by building invisable ships that can not be targeted or selected)

2) evolution simular restrictions to modular base but each section can not be targeted and its functions are slightly more limited but would be enough for your idea. unfortunately you cnt have evolution and buildable ships (also from my experiments trying to get 8472 and the noxter ingame the ai dsnt like evolution

3) replace weapon simular to evolution restrictios but can build ships however there is no build time for this yet.
posted on June 2nd, 2009, 10:25 am
actually mixed starbases with construction times are also possible.

some nice ideas. we have thought about that already, but Fleet Operations focuses on - you guessed it - fleets :) a modular and advancable starbase would be a cool feature for a certain race, but i dont think we need two types of starbases for all factions. ^-^
posted on June 2nd, 2009, 10:33 am
not really two types, but some kind of outpost to built freighters and have some defense power.
posted on June 2nd, 2009, 12:27 pm
actually thanks to optecs new classlabel buildyard with a few tweaks, quite a lot is possible and so are modular ones though i'd prefer the buildyard classlabel to advance myself...

and however i do agree with optec to an extent that it shoud be fleet orientated, most maps are based on the amount on players, it would be great to have some huge maps where its beneficial to build a second starbase to defend ur far of settlement but are still only designed for a few players...
posted on June 2nd, 2009, 12:51 pm
Last edited by Optec on June 2nd, 2009, 12:55 pm, edited 1 time in total.
we will have modular and extended bases, but not for all races. we want to deploy a few different mechanics

the Federation redo will feature the first step ^-^
posted on June 2nd, 2009, 1:09 pm
Optec wrote:actually mixed starbases with construction times are also possible.


i was meaning that you couldnt have a station that builds the pods and build ships from the same node. I knew that stations could be trade station, mining stations and either shipyard or research stations (even if the build button dsnt show)
posted on June 2nd, 2009, 1:26 pm
The outpost is not a starbase. It's a heavy defense platfrom, capable of producing supplies. the starbases, are much bigger, and with different modules available. So it's not 2 starbases, but one starbase. the other is a outpost. Think of it as a defense platrofm on heavy steroids :P , and with some additional mechanics. I know fleet ops is based on ... fleets :P ... but improved base mchanics and base strategical options would make the gameplay alot better. Plus the focus on fleets is still rather limited, as alot of the big ships have verry strict limits, and the maximum number of units you can select at one time is verry small.
posted on June 2nd, 2009, 1:50 pm
What I think the Borg could have as a New station is the Unicomplex! And of course, it would be a bit large. The only gimmick is that you can only build it if all 4 adaptation modules. Plus it can be upgraded 4 times for offense and 4 times for defense. Plus a new upgrade that comes only after using the other upgrades is a Self Adapting Module that reduces damage from all non-borg weapons by 60%. And increases sheild recharge rate by 50%. Seriously, the borg need more stations!  :borg:

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posted on June 2nd, 2009, 4:51 pm
Dude I used that exact model to create a modular Borg race, where all the stations are built on to the Unicomplex.  The problems with that one is that the hard points are screwed up, and Mining stations don't work as an add on.
posted on June 2nd, 2009, 5:16 pm
Last edited by Anonymous on June 2nd, 2009, 5:47 pm, edited 1 time in total.
I like the ideas ventured for the fed outpost and kling/rom redos. If I may be permitted to contribute my views as well :)..

Romulan outposts IMO would be more of extended LOS outposts like larger monitoring stations, not packing that kind of firepower.

Klingon outposts IMO should be more along the heavily armed stations we see in DS9's Apocalypse Rising. The kling torp turrt is itself a large station and IMO is overpowered. This could be the base unit which evetually gets modular upgrades from the klings to make it the DS9 style heavy outpost we have seen.
Costs should vary accordingly.

I would not want the Dominion and borg to function along similar lines as the standard races.

IMO the borg do not need a starbase. They should have a heavily armoured (but not armed)Twarp hub that is gating in vessels from the delta quadrant.
Borg constructions should be limited to incubation centers, conduction matrices and the Research matrix. As well as defense stations - not turrets.
The defense stations will have borg firepower and range from about 500-1200 dil INCLUSIVE of modules and upgrades. They should take about the same time to build as a perimeter, but carry more firepower.
they should be customizable like the current borg ships with torps, regen modules, armor, and beams.
The Twarp hub should be constructable by the construction ship instead of an Sbase. IT will cost about 1000 dil 1000 tri.

If more than 1 Twarp aperture exists on the map, in addition to warping in mining, construction, detector and probe ships from the delta quadrant, the player can move his fleets between the 2 locations.
Meaning, I Twarp hub on the map should be able to link to the other Twarp hub on the map, and allow passage of our current fleets of borg ships to move from one location to the other.
In effect the borg would not start with an Sbase, instead it would start with one central Twarp hub flanked by 2 basic unit defense turrets whose modules can be upgraded by the player to be more robust (as detailed above). for these 2, the first module selection should be free or very minimal in cost as other races are already starting with armed sbases.



For the Dominion, I like the current Sbase style. It reminds me of the canon outpost view from DS9.
We may consider expanding the limit on perimeters and increasing their upgraded firepower and defense.
But I would like to see the dominion unique from the other alpha quadrant races.

If we ever see an extra resource for the dominion that would need to be synthesized from supplies, the synthesizer unit can function as an outpost style factory that churns out the extra resource as well as has defense/offense value.

If this sbase idea ever takes off, I would hope to see the Borg and Dominion retaining more unique styles instead of regurgitating the same Sbase/outpost logic that is primarily alpha quadrant in nature.
But I love your ideas on the redo  :thumbsup:
posted on June 2nd, 2009, 5:49 pm
And incubation centers should be expanded, not duplicated.  Turrets should be Defense module add ons, not individual stations, all sorts of different things are possible with that Idea, and I completely agree.

Dominion stations should, as someone else said rely on t-White, and have the same defence upgrades as their turret thing has. But I don't play them enough to have any good Ideas. 

Great Ideas, I hope they get implemented in some way in the future.
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