Notice: Novel Noxter Notions! Workshop thread 1
Post ideas and suggestions on new features or improvements here.
posted on January 5th, 2012, 2:00 am
I want to try out Beta 2 again and play noxters, but it refuses to work on my computer 
While I agree that the existing races provide plenty of variety for everyone, I wouldn't mind seeing Noxters again. Maybe the devs could pre-nerf them when they first come out, so if any of their mechanics turn out to be unexpectedly OP the effect will be minimized and people can just ignore them without breaking the game until the next patch. That way they can be introduced gradually, without causing upsets.
Otherwise, I LOVE mobile races. They make balanced map-making terribly difficult (as will the Iconians) but can be tons of fun to play. You can just up and move your base when you need to, produce units behind enemy lines, and generally cause mayhem. There are plenty of ways to limit it: stationary resource collectors, slow important units, etc.

While I agree that the existing races provide plenty of variety for everyone, I wouldn't mind seeing Noxters again. Maybe the devs could pre-nerf them when they first come out, so if any of their mechanics turn out to be unexpectedly OP the effect will be minimized and people can just ignore them without breaking the game until the next patch. That way they can be introduced gradually, without causing upsets.
Otherwise, I LOVE mobile races. They make balanced map-making terribly difficult (as will the Iconians) but can be tons of fun to play. You can just up and move your base when you need to, produce units behind enemy lines, and generally cause mayhem. There are plenty of ways to limit it: stationary resource collectors, slow important units, etc.
posted on January 5th, 2012, 5:27 am
Dircome wrote:Noxter = space Zerg
I always saw them as closer to the Tyranids.
Zweistein000 wrote:I wasn't joking. I do not think that, a non-canon race would be a good addition tho this mod. If it were me, I would cancel them all together.
You might want to sit down for this, then: The Noxter aren't the only non-canon race that will be in the final version. The Iconians (canon, but extremely vague) and the Ciadan (as seen in Optec's avatar) will also be playable races.
posted on January 5th, 2012, 5:38 am
There's little difference from a non-canon faction in my mind to one which has 70-95% of its ships and stations being non-canon -> I.E. see Romulans, Dominion, Borg, and Klingons. Only the Federation have more canon units than non-canon, yet they still have plenty of non-canon attributes. It's the Star Trek essence that is most important I think, and we have seen biological space faring species before in Star Trek on several occasions
.
Beta 2 Noxter (and yes, Noxter is singular and plural -> just like saying Viet Cong is singular and plural, there is no such thing as 'Viet Congs' ) will be a very far cry from the Noxter when they return, just as B2 Borg were extremely different from V3Borg

Beta 2 Noxter (and yes, Noxter is singular and plural -> just like saying Viet Cong is singular and plural, there is no such thing as 'Viet Congs' ) will be a very far cry from the Noxter when they return, just as B2 Borg were extremely different from V3Borg

posted on January 5th, 2012, 10:45 am
Andre27 wrote:Hierarchy species - Memory Alpha, the Star Trek Wiki is a species which could be very interesting if they had been closer to the federation
they were pretty close to the end of voyager's time in the DQ, and hence pretty close to the AQ, so if the both sides expanded they could end up within bickering distance (the mathematically rigorous and precise distance needed to start a war).
b2 was awesome even just for the op chor.
posted on January 5th, 2012, 1:07 pm
Dominus_Noctis wrote:There's little difference from a non-canon faction in my mind to one which has 70-95% of its ships and stations being non-canon -> I.E. see Romulans, Dominion, Borg, and Klingons. Only the Federation have more canon units than non-canon, yet they still have plenty of non-canon attributes. It's the Star Trek essence that is most important I think, and we have seen biological space faring species before in Star Trek on several occasions.
OI see that as necessary evil, because it would be impossible to play and balance a game where feds have 30 ships and klingon only have 4-5 (B'rel, K'vort, K'T'inga, Vor'Cha and Neg'Var), romulans 3 (Talon, D'deridex, Tavara/Norexian),.. Believe me, If there was a way to have canon only ships, I would strongly support it.
posted on January 5th, 2012, 2:00 pm
On the other hand I would have prefered that the undine (species 8472) would return and badder than ever, back on their hell bent extermination of every single species down to the simplest form of microbe! 
They are fast, but hard to manuever with a single forward firing weapon with a damage yield that is beyond extreme. They would have no crew, only 1 pilot, they would be immune to all negative buffs and impossible to bring down any of their subsystems!
Events should include a 4 player map where all would be allies and they have 5 minutes to get some sort of fleet going before the quantum singularity opens and a few undine bioships come through. After they are defeated they would have 10 minutes more before another quantum singularity opens up and an even bigger group of ships comes out and so on untill the 20th or so wawe untill quantum singularities open all over the place and undine ships come flooding the map with ridiculous numbers and even more ridiculous firepower.
Every undine encounter map should be hours of blood, sweat and tears or it just wouldn't be interesting to put "just another" race to the game. If you don't want the undine to come back then at least make the noxter so...

They are fast, but hard to manuever with a single forward firing weapon with a damage yield that is beyond extreme. They would have no crew, only 1 pilot, they would be immune to all negative buffs and impossible to bring down any of their subsystems!
Events should include a 4 player map where all would be allies and they have 5 minutes to get some sort of fleet going before the quantum singularity opens and a few undine bioships come through. After they are defeated they would have 10 minutes more before another quantum singularity opens up and an even bigger group of ships comes out and so on untill the 20th or so wawe untill quantum singularities open all over the place and undine ships come flooding the map with ridiculous numbers and even more ridiculous firepower.
Every undine encounter map should be hours of blood, sweat and tears or it just wouldn't be interesting to put "just another" race to the game. If you don't want the undine to come back then at least make the noxter so...

posted on January 5th, 2012, 2:38 pm
Myles wrote:they were pretty close to the end of voyager's time in the DQ, and hence pretty close to the AQ, so if the both sides expanded they could end up within bickering distance (the mathematically rigorous and precise distance needed to start a war).
Not taking a little trip through a borg transwarp conduit into account. They're interesting, but with current available info simply too far away.
posted on January 5th, 2012, 2:57 pm
Dominus_Noctis wrote:Beta 2 Noxter (and yes, Noxter is singular and plural -> just like saying Viet Cong is singular and plural, there is no such thing as 'Viet Congs'
and sheep
Okay and back on topic Noxter are just cool I understand why 8472 may not be readded in trek they are OP and i see Noxter as a nice alternate to them anyway.
and about them not being real trek dose it really matter they'll give more gameplay feature, new style of play and if there balanced well shouldnt matter and aint FO based after Nemesis anyway so no one really knows what happens between post Nemesis and Ent J era so i do not see an issue as each era seams to make a new race up as it is
posted on January 5th, 2012, 5:14 pm
I does to me, as they look like Shivans from freespace. To me they would make the game feel a lot less trek and more like some "sci-fi battle" where ships from 3-5 most watched sci-fi shows are put together in simulated battle. And I don't like those as they usually make even less sense then the shows themselves because of conflicting technology.




posted on January 5th, 2012, 5:42 pm
Myles wrote:great, now my ship can die of space dysentery.
@Myles that image you painted makes me think of this qoute from Red Dwarf "He's got a yellow streak longer than a herd of diarrheatic camels"
Now if the Noxter do infect ships would the infection stay just on/in the ship or should it also leave a trail of spores when the infected ship moves. I can see infected ships heading back to the yard for repair leaving a path of spores that could infect ships with their shields down. Now as for the infected ship infecting the yard that might be a bonus.
posted on January 5th, 2012, 7:49 pm
Last edited by 086gf on January 5th, 2012, 7:52 pm, edited 1 time in total.
Ensign Expendable wrote:Now if the Noxter do infect ships would the infection stay just on/in the ship or should it also leave a trail of spores when the infected ship moves. I can see infected ships heading back to the yard for repair leaving a path of spores that could infect ships with their shields down. Now as for the infected ship infecting the yard that might be a bonus.
I see this as how you kill the spores on the infected ships and yards. (not taking into account current specials)
Fed: Infected Ship - cure = Newton(fully upgraded/kills 10% of spore per second) and/or any Yard
Infected Early Yards - cure = Newton(fully upgraded) though the yard itself could kill the infection on its own after a period of time(5% per 2.5 seconds) but a Newton would still be needed if ships are in production
Infected Late Yard - cure = Newton(not upgraded/ kills 5% per second) though it could kill the spores at twice the rate of early yards(10 % per 2.5 seconds) but a Newton would help if ships are in production
Klingon: Infected Ship/Yard - cure = ??
Rom: Infected Ship/Yard - cure = new Long Range Special from the Yard that uses a wave effect
Dom: Infected Ship - cure = Ships own(while still at high health or a larger ships with double the health of infected ships) Self Destruct to kill the spore
Infected Early Yard - cure = Large Ships(S7, V13 or Breen BB at full health) Self Destruct or Yards own Self Destruct
Infected Late Yard - cure = V15 at full health or Yards own Self Destruct
Borg: Infected Ship - cure = Concentrated Regeneration(from close ships aswell for larger ships especially if infected ship is at low health) until the Collective reaches a certain tech level then they are immune
posted on January 5th, 2012, 8:41 pm
The "infection" could also act like an AOE Romulan spy, giving the Noxter an eye on the enemy fleet for 1-3 minutes.
posted on January 5th, 2012, 8:52 pm
Their backstory has them using ships as a shell to protect babies, so using them as a breeding gound is where I'd expect it to go.
posted on January 5th, 2012, 10:26 pm
Andre27 wrote:Not taking a little trip through a borg transwarp conduit into account. They're interesting, but with current available info simply too far away.
well that conduit took them from the current location (near the DQ/AQ border) all the way to earth, skipping huge parts of the AQ. so if the feds expanded towards the DQ and the Hierarchy expanded into the edges of the AQ, in decades they could eventually meet in battle.
Ensign Expendable wrote:@Myles that image you painted makes me think of this qoute from Red Dwarf "He's got a yellow streak longer than a herd of diarrheatic camels"
i love red dwarf

i was aiming more for oregon trail, dying of dysentery since 1971.
posted on January 5th, 2012, 11:37 pm
yh new red dwarf this year apparently should be awsome
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