[NX] A few things I'd like to see
Post ideas and suggestions on new features or improvements here.
posted on June 26th, 2014, 1:42 am
On the way home I was thinking that it would be cool to have a sensors system like Supreme Commander's.
When out of visual range, ships could be represented by blips. A blip would be one or more ships; a few destroyers, a single battleship -- who knows? And the locations of these blips would not be precise. Indeed, individual small ships might not even show up as a blip.
As these blips get closer to a sensor source, you'll get better "resolution", so you might get better location info for a group of ships, blips would resolve out to one per ship, perhaps even see the general size class (destroyer, cruiser, battleship, ubership, etc).
A blip could also represent a static feature on the map. A resource area. An abandoned station. A hazard.
Cloaks would retain their traditional advantages in this system, of course, but things like blip spoofing would allow non-cloaking races to be more active in information warfare rather than passively placing sensor stations and crossing their fingers.
Sketchy idea, I know, but I do think it'll be more interesting than the existing system.
When out of visual range, ships could be represented by blips. A blip would be one or more ships; a few destroyers, a single battleship -- who knows? And the locations of these blips would not be precise. Indeed, individual small ships might not even show up as a blip.
As these blips get closer to a sensor source, you'll get better "resolution", so you might get better location info for a group of ships, blips would resolve out to one per ship, perhaps even see the general size class (destroyer, cruiser, battleship, ubership, etc).
A blip could also represent a static feature on the map. A resource area. An abandoned station. A hazard.
Cloaks would retain their traditional advantages in this system, of course, but things like blip spoofing would allow non-cloaking races to be more active in information warfare rather than passively placing sensor stations and crossing their fingers.
Sketchy idea, I know, but I do think it'll be more interesting than the existing system.
posted on June 26th, 2014, 6:13 am
Awesome idea. I was hoping for something like that. It would make sensor ships more important to the game and better define each species. The Federation would be best at silhouette resolution, followed by the Romulans, then Borg, and last Klingon.
Another idea is directional sensors. Ships could see a little more ahead and behind. Some could have extra directions and also sweeping sensor fields. The 'radar' bubble would considered short range sensors while there would directional mid and long range.
Suddenly, Nebulas would be worth caring about.
Big bubble and even longer directional sensors with cloak detect. Put them on patrol and create a nail-biting experience for cloak lovers trying to avoid the line of sight.
Another idea is directional sensors. Ships could see a little more ahead and behind. Some could have extra directions and also sweeping sensor fields. The 'radar' bubble would considered short range sensors while there would directional mid and long range.
Suddenly, Nebulas would be worth caring about.

posted on June 26th, 2014, 8:39 am
both of those ideas above sound great.
posted on June 26th, 2014, 9:28 am
Taking inspiration from the Combat Mission series (that did something similar with target acquisition), you could also have mis-indentified targets. In Combat Mission for example, at long ranges a PzKpfw IV was often misidentified as a Tiger. (and in more general cases, you couldn't tell the sub-type from long range, so in FleetOps terms you don't know what version of the Generix or whathaveyou that vessel is)
posted on June 28th, 2014, 11:06 pm
Squire James wrote:Taking inspiration from the Combat Mission series (that did something similar with target acquisition), you could also have mis-indentified targets. In Combat Mission for example, at long ranges a PzKpfw IV was often misidentified as a Tiger. (and in more general cases, you couldn't tell the sub-type from long range, so in FleetOps terms you don't know what version of the Generix or whathaveyou that vessel is)
^^^ I like this. Perhaps the idea could be expanded so that you can't see all of your opponent's subsystem stats when you click on it unless you have a certain grade of sensors. A feature like that would give players a reason to include science ships in their fleets (ex. Nebula class).
posted on June 29th, 2014, 4:13 am
Not sure if already suggested, but I'm throwing another one out there...
Veterancy for utility ships. Seems they're often prime targets, so why shouldn't they be rewarded for survival. They could earn xp after being fired on. If they survive long enough, they become Veterans. If there must be a cap
which I hope there won't be, then simply create a separate cap for utility vessels so the player doesn't have to choose between the main and work fleets.
Perhaps this could also be applied to stations. Maybe shipyards can get Veteran if they build enough ships. It would have to be a lot, but I like the idea.
Veterancy in FO 3.2.7. kinda felt like a placebo to me. Yeah, my fleets were a little tougher, and I could warp in more ships being a Fedi, but I preferred to see a bigger difference. When you have two equally matched forces, Veterancy should shift the balance. More than an enhancer, its a testament to the player's skill. I want to see it uncapped, harder to earn, have a small cost, and more worthwhile to protect.
Veterancy for utility ships. Seems they're often prime targets, so why shouldn't they be rewarded for survival. They could earn xp after being fired on. If they survive long enough, they become Veterans. If there must be a cap

Perhaps this could also be applied to stations. Maybe shipyards can get Veteran if they build enough ships. It would have to be a lot, but I like the idea.
Veterancy in FO 3.2.7. kinda felt like a placebo to me. Yeah, my fleets were a little tougher, and I could warp in more ships being a Fedi, but I preferred to see a bigger difference. When you have two equally matched forces, Veterancy should shift the balance. More than an enhancer, its a testament to the player's skill. I want to see it uncapped, harder to earn, have a small cost, and more worthwhile to protect.
posted on July 3rd, 2014, 8:10 pm
It'd be nice to see some improvement in the area of boarding.
For example; say Federation boarded and took control over a Romulan staryard... in the current version it can only be utilised as a repair dock for damaged ships but it would be neet to add some build-able options... okay maybe it wouldn't be fair for the federation to access the romulans build menu, but it could be awesome if the federation got something from the station whever it could be a research option like cloaking generators for a certain ship class like the defiant (if Roms aren't already an ally) or the ability to have an experimental build-able ship which can be used by ether;
> Reverse engineering the staryard (can still be destroyed during the process) = steam-runner class starship build-able option at spacedock.
Or for the cloaking generators;
> Research cloaking generators (at the staryard) = Cloaking generator on (????) ship. This could give the player more of a reason to defend and use the staryard because if the staryard is destoryed then the ship looses its ability to cloak, or any new ship that is built does not possess cloacking tech.
It's just an idea I had so im not quite sure where I am trying to lead this to, i just feel that the captured spacedocks could be utilised more
And for the Borg, put that neet borg stuff back on ships when they are assimilated
For example; say Federation boarded and took control over a Romulan staryard... in the current version it can only be utilised as a repair dock for damaged ships but it would be neet to add some build-able options... okay maybe it wouldn't be fair for the federation to access the romulans build menu, but it could be awesome if the federation got something from the station whever it could be a research option like cloaking generators for a certain ship class like the defiant (if Roms aren't already an ally) or the ability to have an experimental build-able ship which can be used by ether;
> Reverse engineering the staryard (can still be destroyed during the process) = steam-runner class starship build-able option at spacedock.
Or for the cloaking generators;
> Research cloaking generators (at the staryard) = Cloaking generator on (????) ship. This could give the player more of a reason to defend and use the staryard because if the staryard is destoryed then the ship looses its ability to cloak, or any new ship that is built does not possess cloacking tech.
It's just an idea I had so im not quite sure where I am trying to lead this to, i just feel that the captured spacedocks could be utilised more
And for the Borg, put that neet borg stuff back on ships when they are assimilated

posted on July 19th, 2014, 2:03 pm
Been a while since any big updates from what I can see - any news on this ya'll? Fleet Ops was... well, a dream come true for me, breathing new life into an old favorite of mine. This NX Project sounds hella interesting 

posted on July 19th, 2014, 2:19 pm
Couple ideas.
Support stations: The idea is to go beyond off/sensor stations. I liked how the Rom QSS worked, so I'm just expanding on that. The Klingons have their command center and their death song which is cool unless your fleet isn't fighting nearby
Point Defense Station; intercepts a % of incoming fire. To prevent spamming, the % of the second station can be multiplied by the % of non-countered fire left by the first station and then added. This way, you would have to build a lot of stations to block most fire and would never reach 100%.
Mult-Phasic Field Generator: Expensive or capped to one, this station would create a wide field that phases ships and possibly stations out of normal space allowing weapons to pass through them. This effect could work partially or completely. Or weapons might simply have a reduced hit chance with the reasoning that weapons can be adjusted to match their phase.
Shield Distortion: Slow or disable shield regen.
Or there's a tractor station. Stops ships from moving around your base. Also, friendlies could have faster firing rates. I've got lots of ideas. It's a whole other slew of specials to be made available. The idea is something cheap and quick to set up, so not all that powerful in the long run so that powerful special bases stay special.
Support Carriers: Since there seems to be a great love of fighters, I figure that if war-like races such as the Klingons and Romulans have fighters, why can't the Fedies have repair drones? You could also have the fore mentioned point defense in the form of defense drones. Even the Borg could get in on this with probes that assimilate ships hanging too close to the carrier for too long.
Support stations: The idea is to go beyond off/sensor stations. I liked how the Rom QSS worked, so I'm just expanding on that. The Klingons have their command center and their death song which is cool unless your fleet isn't fighting nearby

Point Defense Station; intercepts a % of incoming fire. To prevent spamming, the % of the second station can be multiplied by the % of non-countered fire left by the first station and then added. This way, you would have to build a lot of stations to block most fire and would never reach 100%.
Mult-Phasic Field Generator: Expensive or capped to one, this station would create a wide field that phases ships and possibly stations out of normal space allowing weapons to pass through them. This effect could work partially or completely. Or weapons might simply have a reduced hit chance with the reasoning that weapons can be adjusted to match their phase.
Shield Distortion: Slow or disable shield regen.
Or there's a tractor station. Stops ships from moving around your base. Also, friendlies could have faster firing rates. I've got lots of ideas. It's a whole other slew of specials to be made available. The idea is something cheap and quick to set up, so not all that powerful in the long run so that powerful special bases stay special.
Support Carriers: Since there seems to be a great love of fighters, I figure that if war-like races such as the Klingons and Romulans have fighters, why can't the Fedies have repair drones? You could also have the fore mentioned point defense in the form of defense drones. Even the Borg could get in on this with probes that assimilate ships hanging too close to the carrier for too long.
posted on July 24th, 2014, 2:03 am
I'd like to see point defense weapons that can shoot down any incoming ordnance, not just missiles. I came up with a work around to make an artillery weapon that can be shot down by point defense, but the coding is pretty absurd.
posted on September 30th, 2014, 10:51 pm
Last edited by Vortex on October 7th, 2014, 10:34 pm, edited 1 time in total.
Just a few ideas
:
There is a chance (increases with promotion) for the Galaxy class to auto-separate when the ship is defeated, leaving the (weaker) saucer section behind.
Add a special Warp-in, allowing a federation player to choose a single warp-in vessel.
The chosen ship will need a longer time to reach the player.
If one player researches a special or passive for a ship class, all players of the team will be able to use it, even on captured vessels.
A federation unit that can use a special cloak (for a new avatar?), similar to the one seen in TNG:The Pegasus (memory-alpha)
Give the Dominion Hyperspace Sensor Station the ability to emit a single artillery ranged ping.
The Borg could have a special adaption beam. When a ship is scanned all Borg vessels do slightly better agains this ship class.
Increase the defense of support ships
The XP a destroyed ship is worth are shared between all attackers
Aura passives.
Alter the build restriction management.
- A federation player can never dual warp-in, even when capturing a (second) SFC.
- All ships and stations can be given to allied players.
- When ships are given to allied players, they do still count to the original owner's build limit.
I have seen a nice game mechanic in a game called Praetorians (wikipedia). They have called it inferiority.
If a team is heavily outnumbered (like 10:1) by another one and if they are no longer getting units, an one minute countdown is stared. If the countdown ends, all units of the inferior team are made visible to the superior team. This prevents games to become unnecessarily long (at least in Praetorians).
By the way: https does not work (Browser gives an error messages saying that the certificate is not trusted, because it does not apply to the fleetops.net domain)

There is a chance (increases with promotion) for the Galaxy class to auto-separate when the ship is defeated, leaving the (weaker) saucer section behind.
Add a special Warp-in, allowing a federation player to choose a single warp-in vessel.
The chosen ship will need a longer time to reach the player.
If one player researches a special or passive for a ship class, all players of the team will be able to use it, even on captured vessels.
A federation unit that can use a special cloak (for a new avatar?), similar to the one seen in TNG:The Pegasus (memory-alpha)
Give the Dominion Hyperspace Sensor Station the ability to emit a single artillery ranged ping.
The Borg could have a special adaption beam. When a ship is scanned all Borg vessels do slightly better agains this ship class.
Increase the defense of support ships
The XP a destroyed ship is worth are shared between all attackers
Aura passives.
Alter the build restriction management.
- A federation player can never dual warp-in, even when capturing a (second) SFC.
- All ships and stations can be given to allied players.
- When ships are given to allied players, they do still count to the original owner's build limit.
I have seen a nice game mechanic in a game called Praetorians (wikipedia). They have called it inferiority.
If a team is heavily outnumbered (like 10:1) by another one and if they are no longer getting units, an one minute countdown is stared. If the countdown ends, all units of the inferior team are made visible to the superior team. This prevents games to become unnecessarily long (at least in Praetorians).
By the way: https does not work (Browser gives an error messages saying that the certificate is not trusted, because it does not apply to the fleetops.net domain)
posted on October 7th, 2014, 12:09 pm
I'd like tunnels (basically like stargates) these may not be useful in FO but I'm sure modders would be able to make good use of them. Everything else I think has been mentioned from my little list just looking forward to see what happens.
posted on October 8th, 2014, 8:28 pm
It would be great if we could have planets that have options of building things on them - not actually building but more like researching - ( planetary shield ) for example, but other things like ( research stations on the planet ) and more...



posted on October 8th, 2014, 10:55 pm
After the base game is created it would be fun to have some game types based on different combat scenarios. For example...
Defender & Attacker: In this scenario, one team would start out with an pre-built base decked out with some cool special buildings (ex. the Federation might have a mining yard, 3 large shipyards and a mushroom starbase.)
The attacker starts off with a standard outpost, modest fleet of cruisers, and double resources.
The attacker's objective is to destroy the defender's starbase (which is somewhere around triple the strength of a normal one.)
The defender needs to eliminate all of the attacker's buildings and units.
Defender & Attacker: In this scenario, one team would start out with an pre-built base decked out with some cool special buildings (ex. the Federation might have a mining yard, 3 large shipyards and a mushroom starbase.)
The attacker starts off with a standard outpost, modest fleet of cruisers, and double resources.
The attacker's objective is to destroy the defender's starbase (which is somewhere around triple the strength of a normal one.)
The defender needs to eliminate all of the attacker's buildings and units.
posted on October 21st, 2014, 3:44 pm
what with it being a new engine and all, what limits does it have in terms of multiplayer players? if you wanted could you have 30 players fighting. whats the limit for factions? if possible could you have a lot more players with smaller fleets for certain game modes? what is the map limit size compared to what it is now?
speaking of game modes, will it be able to have more types of victory conditions?
or perhaps more game options/modifiers in the game lobby
king of the hill
territory control earns resources
capture/kill the VIP
multi faction constructor start
hold out against the map (choose what faction/ multi faction and fleet consistency invades the map)
random map generator
choose roster to make a limited fleet to fight with (limited by value of ship or not)
ship yard repair on/off
speaking of game modes, will it be able to have more types of victory conditions?
or perhaps more game options/modifiers in the game lobby
king of the hill

territory control earns resources

capture/kill the VIP

multi faction constructor start

hold out against the map (choose what faction/ multi faction and fleet consistency invades the map)

random map generator

choose roster to make a limited fleet to fight with (limited by value of ship or not)

ship yard repair on/off

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