Newton Ideas

Post ideas and suggestions on new features or improvements here.
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posted on August 2nd, 2010, 10:31 am
Depends on the ship.  Some are only decent with researchable special abilities which of course you do not get.  However, a valid point Myles, just my preference.
posted on August 2nd, 2010, 10:34 am
i disagree, any ship which u capture is both a reduction to enemy fleet and a free increase to your own :D

thats a great deal, do that a couple times and u will easily steamroll.

even basic ships are worth capturing, even without specials they still do damage to the enemy.

every little bit counts.

as borg i regularly add my detector to my early game fleet after scouting with it. as it is free and comes with weapons.
posted on August 3rd, 2010, 12:48 pm
reduction to enemy fleet and a free increase to your own


Those ships also feed the rank of enemy ships.
posted on August 3rd, 2010, 12:52 pm
Drrrrrr wrote:Those ships also feed the rank of enemy ships.


wut?

if u capture a ship it doesnt feed their ranks, it feeds yours :D
posted on August 3rd, 2010, 1:07 pm
I think he means when it dies, it's giving the enemy more xp, which i don't think is a very big problem considering you have extra firepower.
posted on August 3rd, 2010, 1:11 pm
Unleash Mayhem wrote:I think he means when it dies, it's giving the enemy more xp, which i don't think is a very big problem considering you have extra firepower.


i see, but any of your ships are xp for the enemy. so the only way to guarantee your enemy wont rank is to not build stuff lol.

a ship you capture is like building your own ship, but for free.
posted on August 3rd, 2010, 1:37 pm
The point is, that most Borg ships can take more damage than the small ships you assimilate...like a Brel.
Those ships are shot down easily and give "free" exp. If I see weak assimed ships I usually snipe them before other Borg ships...since they do extra damage and give exp easier.
posted on August 3rd, 2010, 1:43 pm
Drrrrrr wrote:The point is, that most Borg ships can take more damage than the small ships you assimilate...like a Brel.
Those ships are shot down easily and give "free" exp. If I see weak assimed ships I usually snipe them before other Borg ships...since they do extra damage and give exp easier.


then thats a volley of weapons which is wasted on something other than the ships you built with your money. you removed an enemy ship (just as if u had destroyed it) and made the enemy waste a whole volley on that ship. the small amount of xp they get is insignificant compared to the good it does you.

and the xp isnt free for the enemy, they lost a ship, and wasted a volley to get it.

lets bring this thread back on topic now please.
posted on August 3rd, 2010, 3:16 pm
Well, if the Newton is a pure repair ship that should backbone your fleet without any firepower, it must fullfill some roles:

- It must repair a ship that needs repair. If you work with special energy, then a damaged ship wont get any repair in the field, so the ability is useless
- It must defend itself on its own. The problem on support ships is that they are get shot down pretty fast. For example the C-11 is not really build by any player. Only the KI builds it and its free XP for you. I think, they should all get a disatvantage like no weapons, so that you wont use them at the frontlines. Never! But for this, they should be good supporter. Like recharge shields, repair hull, increase def/off of ships and maybe regenerate special energy. (But this ability is one of the weakest I think.

If I do the micro to give special energy back, then I also must do the micro, to control the other ships, that use the specials. So I have to do the work twice. This is a major work increase that will make you fleet less effective in a bulky fight.

Also the specials might be good sometimes, but there are only few that are really fearsome.
If I take the disruptor volley of the new klingon K'Tinga (forgot its name) it is just a shot more, only effective when used by many ships. The firepower ist just a little over the normal shot for nearly the whole special energy. I dont use it very much.

The polaron torp is more effective, or the breen dampening missile. There are good specials and specials I nerly never use.

Back to the newton: For its role, it should get an effective def-special, that will do a significant effect and no kiddy-play-special.
posted on August 3rd, 2010, 3:41 pm
Sheva wrote:- It must repair a ship that needs repair. If you work with special energy, then a damaged ship wont get any repair in the field, so the ability is useless


thats not true, if it has an energy requirement its far from useless. its just not as useful as it is now.

Sheva wrote:- It must defend itself on its own. The problem on support ships is that they are get shot down pretty fast.


that's not true either, they may be weak, but that's intended and correct. the word support gives away that it should be supporting, not actually in the battle. i target support ships manually as they are easier to kill. so keep support ships out of the battle.

Sheva wrote:Also the specials might be good sometimes, but there are only few that are really fearsome.


loads of specials are useful if u use them right. try them out, they are nearly all useful. of course not all can be "really fearsome" as then nobody would use conventional weapons lol

Sheva wrote:If I take the disruptor volley of the new klingon K'Tinga (forgot its name) it is just a shot more, only effective when used by many ships. The firepower ist just a little over the normal shot for nearly the whole special energy. I dont use it very much.


the k'beaj'q

its specials are awesome. they are direct damage dealers, which is really useful. they got nerfed in this patch because they used to be a little too useful. there is no downside to them, no intillegence or micro needed, just push the button and do damage to the enemy, several of these at once can finish off a retreating ship.

Sheva wrote:Back to the newton: For its role, it should get an effective def-special, that will do a significant effect and no kiddy-play-special.


that would make it even more useful, way too useful imo.

its already got a signifcant use, repairing hull damage like mad.
posted on August 3rd, 2010, 5:42 pm
Well, when I want to repair a ship, I send it to a yard. If the yard is too far away, I use newtons. If the newtons cant repair a ship, because they are out of special energy, then this ship is useless. It isnt worth the costs and time.

It is true, that you should leave support ships out of battle, BUT they will serve your fleet as battle-enhancer. The hull repair is something like that, because you dont need to set up a secondary yard, you can make field repairs and send your ships back to battle with no costs (the yard).

But if they get out of energy, then I'd rather build the yard, because it has also the ability to build ships and regenerate crew and shields. The costs are similar, you just have to send in a constructor.

Thats why I dont like the idea of "energy requirement".

To the specials: Yes, they are mighty if used in groups. If I use the steamy special in large groups, I can annihilate a turtle base in shorter time as you cant say "oh shit". Its also direct fire.

Dont get me wrong, but I fear a steamie more than a k'beaj'q.
posted on August 3rd, 2010, 5:45 pm
Sheva wrote:Well, when I want to repair a ship, I send it to a yard. If the yard is too far away, I use newtons. If the newtons cant repair a ship, because they are out of special energy, then this ship is useless. It isnt worth the costs and time.


if it is out of energy that means it just fixed something else. ie it isnt useless, it just saved another ship. right now newtons can save every ship, with ease. that is a little much. some ships just deserve to die. feds dont need them that much they get them for free lol.

a yard costs a stupid amount of money just for repair, and cant move.

the only place u can justify putting a yard that isnt building is in your expansion.
posted on August 3rd, 2010, 5:48 pm
Last edited by Tyler on August 3rd, 2010, 5:58 pm, edited 1 time in total.
If a repair beam that takes special energy empties the reserve until it recharges is useless and a waste of money, wouldn't that also imply the same about every special weapon? They also have a habit of draining the energy reserve.

The upside to using energy is that you have to pick what you want to save, then recharge. You couldn't simply spam the repair beam on whatever happened to come into range without restrictions.
posted on August 3rd, 2010, 5:59 pm
Hmm... I see your point. Lets see how it will fit the role. :whistling:

Oh, and the C-11 needs some things so imrove. U to now it MUST be at the frontlines and can be beat by a saber. -.-
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