Panic Warp-in

Post ideas and suggestions on new features or improvements here.
posted on August 26th, 2011, 11:57 am
Here's an idea, put in a 'panic button' for Starfleet command that calls in enough ships to completely fill warp-in slots. Maybe give it a medium range, time limit, or have it cost a bunch of supply, so you can't call in 25 warp-ins to attack another base. It would be used for a last ditch defense against heavy attack. And have it include the Descent and Teutenburg classes as well.
posted on August 26th, 2011, 12:27 pm
i know exactly how this will go if it's added the way you say:

imagine a 4v4 where 4 feds rush to sfc, and they'll get sfc before the other team can even raid them, so then all 4 do panic button, trading loads of supply but getting around 30-40 ships at 1 enemy base (they scouted with their scouts to allow warpin). those 30-40 ships are easily a base killing fleet. combine that with 1 monsoon each btw, and any monsoons/ambassadors that are around will tank the starbase, allowing the rest to get the kill.

instant death button from hell.

even if it only calls in ships to the sfc, roughly 7-10 warpins is a huge fleet early game, and feds will have the supply for it. those warpins combined with 1 or 2 mons could then roll over any expansion in a 1v1.

even if the warpins arent under your control and only guard the base, that still is 7-10 cruisers/battleships, which is an awesome defensive fleet, increasing the number of ships the enemy needs to kill your base and delaying the game further.

sorry to make it sound so bad, but im really not a fan of this idea.
posted on August 26th, 2011, 3:11 pm
I want "Panic tactical fusion cube transwarp-in" then.  :lol:
posted on August 26th, 2011, 6:54 pm
Myles wrote:i know exactly how this will go if it's added the way you say:

imagine a 4v4 where 4 feds rush to sfc, and they'll get sfc before the other team can even raid them, so then all 4 do panic button, trading loads of supply but getting around 30-40 ships at 1 enemy base (they scouted with their scouts to allow warpin). those 30-40 ships are easily a base killing fleet. combine that with 1 monsoon each btw, and any monsoons/ambassadors that are around will tank the starbase, allowing the rest to get the kill.

instant death button from hell.

even if it only calls in ships to the sfc, roughly 7-10 warpins is a huge fleet early game, and feds will have the supply for it. those warpins combined with 1 or 2 mons could then roll over any expansion in a 1v1.

even if the warpins arent under your control and only guard the base, that still is 7-10 cruisers/battleships, which is an awesome defensive fleet, increasing the number of ships the enemy needs to kill your base and delaying the game further.

sorry to make it sound so bad, but im really not a fan of this idea.


Not if you can't use it for the first 10/15 minutes after your sfc is built.;)
posted on August 26th, 2011, 7:24 pm
086gf wrote:Not if you can't use it for the first 10/15 minutes after your sfc is built.;)


even making that restrictive assumption there is still a problem:

1v1 and both players have a big battle not in early game, both are evenly skilled, both suffer equal losses and fought well. both have fleets that are now reduced in size. both players have always had equal resources and ships. so a perfectly tied match. both have equal supply even. fed player lost all warpins in the big battle. now the fed just uses panic and in comes 7-10 ships, that then gives them a fleet again, while the enemy is still recovering. fedroll. even with a supply cost the fed player can just buy supply (which isnt really costly for them) then use the supply for an instant 7-10 ship surge.

the main problem is it allows the fed player to enjoy a big surge in production, regardless of whether they pay for it or not, thats a big surge negating build times.
posted on August 26th, 2011, 8:10 pm
I'd have to agree with myles on this one, the current balance for warpin is good, adding ships would create a very unfair advantage for fed players.
posted on August 26th, 2011, 8:22 pm
How about we try a "Panic Warp Out" instead.  Things look bad and you have sfc warp out ships of a target area?
posted on August 26th, 2011, 8:24 pm
Ensign Expendable wrote:How about we try a "Panic Warp Out" instead.  Things look bad and you have sfc warp out ships of a target area?


that i wouldnt mind. recall all ships, no more supply loss, but you lose all of your ten (or however many you have) warpins. would need a 30 second delay before the ships warp out, so that you cant stop the supply loss on the last ship.
posted on August 26th, 2011, 9:30 pm
How about warping out ships you've built and place them in a limited reserve fleet that you can warp back in?
posted on August 26th, 2011, 9:43 pm
cabal wrote:How about warping out ships you've built and place them in a limited reserve fleet that you can warp back in?


interesting, it has a certain air of balance in that you have to sacrifice something. but if the other player leaves you alone or the fed player can defend with a slightly weaker fleet (feds are good at defending), then it still allows a rush of ships all at one time. that would have to be restricted by location, but could lead to laying traps, where you invite them in with a weak fleet, then warp the rest in, like a cloak.
posted on August 27th, 2011, 3:39 am
Ohhhh that brings up a neat idea......

SFC handles warpins AND warping out ships.

HOWEVER..... it costs special energy AND supply to warp ships out and in (only 1-2 supply per ship, enough to put a SLIGHT limit on the size).

You warp out ships by bringing them in range of SFC, and using the warpin special on them, which has a pretty low cooldown rate so you dont spend forever warping them out.

When ready to warp them back in, you have several buttons to click,  short medium and long.

Short uses either a low supply cost, or if possible (prefered) 1-2 supply per ship to warp them back in (that, or make loosing them cost 1-2 supply, IE: you warp back in a ship of the same rank but using a differnt odf)
Medium range should be about halfway across the map or a tad past that on regular sized 3v3 maps.
Long range should be about halfway across the map on the average sized 4v4 maps.

The exact mechanichs of how its done can be worked out later if this get done, but have each ship you warp out add (possibly by ship power or cost) some time to the cooldown period until you CAN warp in, so if you warp out a LOT of ships...... you cant use them for a while, but if you just warp out a raiding party so you can send it in with your warpin for a raid, it wont take as long.
posted on August 27th, 2011, 9:19 am
if this would allow warping in more than 3 ships at once then its not good. as you could warp out 10 warpins, then wait for timer, then send all 10 to 1 place for a surprise attack.
posted on August 27th, 2011, 1:27 pm
I think if we do use a panic warp out a range other than the whole game map you've seen would be something to consider. 
posted on August 30th, 2011, 2:27 am
I like the warp out and reserve ideas, however the balance would have to be retained somehow. I would hate to be the person trying to balance all of it. Perhaps adding the features for mods would be a great idea, would be nice for Star Wars, BSG and Babylon 5 mods. 
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