New Warp In System...

Post ideas and suggestions on new features or improvements here.
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posted on June 25th, 2009, 2:29 pm
Last edited by 1337 64M3R on June 29th, 2009, 4:07 pm, edited 1 time in total.
I was wondering if there could be a new warpin system. Because lately I am a bit disappointed how sometimes i would get 3 Excelsiors as "help". So I was wondering if a new system could be arranged allowing for even more ships to be available. It will be a 4 stage system, the first 3 stages will have three ships available in that classsification, the 4th will be the Experimental. Here is how the new system will work. Each stage has a weak ship, a fair ship, and a Power horse of its priority level.

Low Priority (3 ships per fleet, Time till next warp-in command = 80 sec, arrival delay = 5 sec):
- Nova Class (1 slot)
- Excelsior Class  (1 slot)
- Steamrunner (1 Slot)

Medium Priority (3 ships per fleet, Time till next Warp-in command = 120 sec, arrival delay = 20 sec):
- Nebula Class (2 Slot)
- Galaxy Class (2 slot)
- Century Class (2 slots)

High Priority (3 ships per fleet, Time till next Warp-in Command = 160 sec, arrival delay = 30 sec):
- Achilles Class (3 slots)
- Prometheus Class (3 slots)
- Eximius Class (3 slots, image attached)

Experimental (1 ship, Time till next Warp-in Command = 240 sec, arrival delay = 45 sec)
- Descent Class (6 slots)
- Excalibur Class (6 slots, image attached)
- Soulwolf Class (6 slots, image attached)

Due to high slot consumption, I have suggested raising the Max warp-in slots to 24 (because we need a system that realistically portays reenforcement system). And here is how slot reduction works. Low and medium priority ships when reaching an officer rank have slots reduced to 0. High priority vessels when an officer has slots reduced to 1, reduced to 0 when a veteran. Experimental vessels when an officer have slots reduced to 4, 3 slots when a veteran. With this system it will make warp-in be more like how the Feds limit their reenforcements.

What do you guys think?
posted on June 25th, 2009, 2:39 pm
sounds good, but 3 Prometheus would be a bit overpowered  :borg:
posted on June 25th, 2009, 2:42 pm
Wanna place bets on how many people would actually use low and medium priority Warp-Ins?
posted on June 25th, 2009, 3:14 pm
Meaning that you cannot get 3 of a kind of anything. The main reason I want this is because in one game, 3 times i got nothing but Excelsiors!


Well, since you NEVER EVER get 3 Excelsiors anyway, the normal Warp-In shouldn't be a problem. You have my guide: you can check the probabilities yourself quite easily ;) (or just look in the odf's, that's what I did).

I like the way the Warp-In is done right now: if we were to implement your method (although decently thought out) the entire Fed tree would have to be restructured... thus getting rid of most of their ships as the Warp-Ins would become the Federation Fleet (which is not how it is supposed to be: it is an emergency call).
posted on June 25th, 2009, 3:15 pm
I like this. This would be cool.

Tyler wrote:Wanna place bets on how many people would actually use low and medium priority Warp-Ins?


What if placed limits on when you get high priority warpins. For example, low priority is available from the start. Then Medium priority is availavble after researching starship classes chases level 1. High can be after starship classes chases level 2. And experemantal after starship classes chases level 3.
If we do this the cooldown rate should be the same or not drastically different. Also keep the warpin slots to 10. But make it possible to research (or include with researchin the starship chases) additional warp slots.

Now that would be so awesome.
What do you think Devs?  :thumbsup:
posted on June 25th, 2009, 3:19 pm
Dominus_Noctis wrote:Well, since you NEVER EVER get 3 Excelsiors anyway, the normal Warp-In shouldn't be a problem. You have my guide: you can check the probabilities yourself quite easily ;) (or just look in the odf's, that's what I did).

I like the way the Warp-In is done right now: if we were to implement your method (although decently thought out) the entire Fed tree would have to be restructured... thus getting rid of most of their ships as the Warp-Ins would become the Federation Fleet (which is not how it is supposed to be: it is an emergency call).


I see what you mean Dominus, but look at my post. This would be what you could call a compromise. This way all the warpins wouldn't be free.

In fact, how about after all the 10 slots are use up, you could buy warpins? They'd still be usefull to "supprise attack" your enemies or send reinforcment while being attacked via warp.
posted on June 25th, 2009, 3:21 pm
Last edited by Selor Kiith on June 25th, 2009, 3:27 pm, edited 1 time in total.
Scrap those butt ugly "new" ships... (Achilles and such) and I would reconsider if it is viable...
But please consider... it must be balanced! You propose an essentially Free-Kill System for the Feds... the current system provides a ballanced unique Feature for Feds...

And just because YOU can't work with the Ships you get, doesn't mean that system is bad or has to be changed... please reconsider your tactics and style of play instead of wanting the game to accomodate your style...
posted on June 25th, 2009, 3:26 pm
I agree with Dominus, the current type of Warp-In is fine. I've never got 3 of the same type.

It still doesn't make sense to research more advanced Starship chassis in order to unlock a distress call.

I like the ship choices, but they'd be best added to the current Warp-In.
posted on June 25th, 2009, 3:43 pm
I do see your point Funnystuff, and it is a good compromies... however I am still partial for keeping the current system as I really don't want the Feds defined by this feature: it is a good fleet enhancer early on and even for mining facilities under attack (or for that matter, attacking them) but at a certain point your own built fleet should be the main force de tour--not the Warp In. It represents the far flung resources of the Feds, but to have it be the mainstay implies that the Feds don't have any real shipbuilding capabilities... plus, they'd have to cost resources after a time... which means that essentially every faction should get this feature because it would no longer be an "emergency ability"... which means the uniqueness of the game is killed. Oh, and the commies are coming :pinch: (woot, mountain outta mole-hill).

Indeed Tyler, it is actually impossible to get 3 of the same type :) :
                      "Slot" 1  "Slot" 2    "Slot" 3
Galaxy:          28.6%  0.00%  11.1%
Excelsior:        0.00%  75.0%  44.4%
Steamrunner:  0.00%  25.0%  22.2%
Nebula:          14.3%    0.00%  11.1%
Ambassador:  57.1%  0.00%  11.1%
posted on June 25th, 2009, 3:49 pm
Dominus_Noctis wrote:I do see your point Funnystuff, and it is a good compromies... however I am still partial for keeping the current system as I really don't want the Feds defined by this feature: it is a good fleet enhancer early on and even for mining facilities under attack (or for that matter, attacking them) but at a certain point your own built fleet should be the main force de tour--not the Warp In. It represents the far flung resources of the Feds, but to have it be the mainstay implies that the Feds don't have any real shipbuilding capabilities... plus, they'd have to cost resources after a time... which means that essentially every faction should get this feature because it would no longer be an "emergency ability"... which means the uniqueness of the game is killed. Oh, and the commies are coming :pinch: (woot, mountain outta mole-hill).

Indeed Tyler, it is actually impossible to get 3 of the same type :) :
                      "Slot" 1   "Slot" 2    "Slot" 3
Galaxy:          28.6%   0.00%   11.1%
Excelsior:        0.00%   75.0%   44.4%
Steamrunner:  0.00%   25.0%   22.2%
Nebula:          14.3%    0.00%  11.1%
Ambassador:   57.1%   0.00%   11.1%


I ave to agree with Dominus. I like the current system and ships. But what about researchin additional slots or faster cooldown time?
posted on June 25th, 2009, 3:57 pm
Last edited by Tyler on June 25th, 2009, 4:01 pm, edited 1 time in total.
Why replace the Excelsior? Well-known, common (in canon) and fast.
posted on June 25th, 2009, 4:27 pm
Personally, I'm quite happy with the current system. I think that the FO team has implemented a tricky gameplay element rather well and have kept it in good balance. I think the warp in is most useful early on as a supplement to regular ship building and has the added advantage of instantly striking anywhere on the map. Useful for keeping the enemy occupied at least for a little while.

I do think that the regular Warp is perhaps a tiny bit underpowered compared to a single Decent and the Excelsiors do seem to fall pretty quickly but I've never had a massive issue with that B)
posted on June 25th, 2009, 4:53 pm
Making things up in order to proof your point isn't cool at all.

Also I like the current warp-in system (the station not so much, but that was another topic :whistling:). More ships? Sure, would be great. Would also please the fandom's desire to include as many canon ships as possible. But in no way should they be much stronger than the current ones.

As someone said before: Change your gameplay style, not the game. ;)
posted on June 25th, 2009, 5:10 pm
Well, what I really want is better ships. If we were to replace the Excelsior with a Century, and maybe add the Achilles class.


Gamer, the ships you can get from the Warp-In right now are good. Weren't you satisfied with the responses given in your other thread? Star Trek Armada II: Fleet Operations - Nebula Class, any purpose?

There is going to be another ship added to the Experimental Warp-In in the future, but this isn't a Fed-only mod... so adding tons more Federation vessels (whether canon or not) should be out of the question.

In my opinion Phoenix the regular Warp-In is more powerful than the Experimental. The Descent is really only good end game: it won't do to much to those destroyers, given that it's quantum torpedoes miss 40% of the time and the ship only has 35 offense anywho. Although, if anything, most online gamers tend to think of Warp-In in general as slightly overpowered because of the tactical advantage it gives you, as well as the huge boost to fleet power (basically it's a bottle neck for most players, as it capitalizes on any mistakes you make as another faction in the early game phase).

To me the Excelsior should either be refitted or removed, because it can't serve any purpose other than being a target you could easily destroy. I'd rather have a Nova than an Excelsior because at least a Nova shows power for its chassis. The Federation are too weak, even with Warp-in support. Either make their feild ships stronger or give them stronger Warp-in support. I don't care which but I need a stronger Fed!


Don't be old Ray 2.0 please (look back on old threads if you don't understand). The Federation is most certainly NOT underpowered. It is probably either the most powerful faction, or second most at the moment. The Excelsior is a very powerful ship. It has speed equivalent to Sabers, but has a heck of a lot more firepower and shielding, thus allowing you to make very good hit and run attacks when combined with a Canaveral. I'll gladly play some games with you if you'd like to learn how to use them more effectively. Unless you have played a ton of games with and against the Federation, I don't think it is right for you to state that a faction is under or overpowered Gamer.
posted on June 25th, 2009, 5:31 pm
Last edited by Dominus_Noctis on June 25th, 2009, 5:37 pm, edited 1 time in total.
That's because it. is. not. a. cruiser.  >:(
It's a destroyer. And check the defensive values. Certainly not 12.
20% of my standard strategy consists of single ship attacks


Well then change your strategy or play a different faction. You cannot expect single ships to outperform fleets for freaking's sake.

Hmph, Trust me, I've seen other "Balanced" games where the Excelsior was more powerful.

Well, it seems no one else but you has a problem with this, and you've told us you are not an experienced online player before--so why should I trust your judgement about the Excelsior, when--for instance--I just used 2 of them yesterday combined with Risner Sabers to do loads of damage in an MP game.

You guys always think that I am demanding

Yes, I am indeed getting that feeling lately... you have to slow down and go with the flow. We can suggest directions and changes, but it is not our right to demand things. Fleet Operations is not our (on an individual basis) mod: we play it because the Devs want fair feedback and they want us to enjoy their hardwork. If you don't like the direction, and most people disagree with you, mod it yourself and play with us with the unmoded version.
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