Scouts in "Stealth Mode"

Post ideas and suggestions on new features or improvements here.
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posted on February 14th, 2010, 8:31 pm
Another thought instead of stealth mode could be that a feature is created that has the scout run away from enemy ships, and has a wave file saying "detecting enemy ships", or something.  That way you notice the ship and it runs away so it doesn't get destroyed.
posted on February 14th, 2010, 9:36 pm
Anoter nice option, but in case you have several scouts yo'll never be able to retreat that ship right in time. (An "auto retreat on ... to waypoint" would be a possible solution  :whistling: )
posted on February 14th, 2010, 9:45 pm
Another option to increase the survivability of scouts is dropping remote sensors and/or launch probes like the canaveral.
posted on February 14th, 2010, 9:51 pm
I think they should just have an "advanced evasive maneuvers" passive weapon.  This would just mean they have an extremely low chance of getting hit by weapons.
posted on February 14th, 2010, 9:54 pm
Last edited by mimesot on February 14th, 2010, 11:44 pm, edited 1 time in total.
The evasive manuver only reduces the chance to be hit by pulses or torpedos as far as i know.
posted on February 14th, 2010, 9:55 pm
Adm. Zaxxon wrote:I think they should just have an "advanced evasive maneuvers" passive weapon.  This would just mean they have an extremely low chance of getting hit by weapons.

that could make problems, as an red-alert brel flying by, attacking the scout but not killing it, because it misses all the time.

i think the idea with giving the scout a mode where it cannot be autotargeted would work best.
posted on February 14th, 2010, 10:03 pm
Last edited by Anonymous on February 14th, 2010, 10:10 pm, edited 1 time in total.
there you go, that would work.  What if it was a literal weapon that Didn't[edit, sry] require special energy, but disabled weapons.  it could disable human control, but I don't know if thats possible
posted on February 14th, 2010, 11:49 pm
Hey sorry but  :sweatdrop: ... if it disabled weapons, it would surely be misused. I'd immediatly use it to support my attacking fleet, like a huge automatic "sensor blackout".
posted on February 16th, 2010, 9:04 pm
Andre27 wrote:Another option to increase the survivability of scouts is dropping remote sensors and/or launch probes like the canaveral.


I'd like to hear some comments to this idea.
posted on February 16th, 2010, 9:15 pm
The venture really doesn't have room for them, does it?  Not that I care, it's a game! :woot:  A sensor buoy you drop that has like a 60 second life span could be interesting.  You could drop them every 20 seconds and see if anyone is chasing your or whatever.
posted on February 16th, 2010, 10:20 pm
http://memory-alpha.org/en/wiki/Federation_mission_scoutship

This is the star fleet vessel the venture is based upon (Armada 2 just called it "Venture").
It's supposed to have photon torpedo's so probes wouldn't be that much of a problem.
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