soft-target structures
Post ideas and suggestions on new features or improvements here.
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posted on January 15th, 2011, 5:55 pm
ok first let me give my idea of a soft-target structure: a structure that is usually indispensable to any player, one that is defenseless by itself and one that is usually targeted by the enemy as it usually brings the most hurt. for instance the mining station (i refer to the mining station in conjunction with the miner ships themselves) would be a soft target, or a power plant from command and conquer would be a soft target. (please note this is just my personal description to help with my idea i would like to propose)
In the almost every game each player basically goes in with the main objective to kill an enemy's mining and hence you out produce the enemy = I win. (i dont think anyone will disagree with me on this).
but i feel this is not enough. i would like to see more soft targets in the game. coz i basically see mining as the only soft target, and im starting to find it boring in every game where its only ever hit mining, hit mining, hit mining... i dont know what extra soft target structures should be added, which perhaps can be discussed here...
let me know what all think
In the almost every game each player basically goes in with the main objective to kill an enemy's mining and hence you out produce the enemy = I win. (i dont think anyone will disagree with me on this).
but i feel this is not enough. i would like to see more soft targets in the game. coz i basically see mining as the only soft target, and im starting to find it boring in every game where its only ever hit mining, hit mining, hit mining... i dont know what extra soft target structures should be added, which perhaps can be discussed here...
let me know what all think

posted on January 15th, 2011, 6:03 pm
yards are great targets too if u can get to them. i dont consider my objective to kill all their mining, i consider my objective to control more of the moons. which makes killing all of their expansions (including yards) attractive.
there arent that many buildings in fleetops, as its about fleets not buildings.
there arent that many buildings in fleetops, as its about fleets not buildings.
posted on January 15th, 2011, 6:09 pm
well, you also have research stations and shipyards.
I love taking out the shipyards of the AI. Research stations are more difficult, because everyone builds them fairly close to the starbase... and you don't get multiples of them like shipyards and mining stations.
I kinda like this idea, but I need more description to be sure. Like what would the function of this station be? What does it offer? How much of a benefit is it to me to go out and destroy it specifically just so that my opponent doesn't have it?
If the point here is to offer suggestions.. haha, I've already given one, but it didn't seem to catch on. Rank up Station of some sort! I would definitely go out to take out a rank up station that is helping my opponent rank up his ships. Or! Special ship yards not unlike mixed tech yards, but just an additional yard for every race that maybe builds the same class of ship but some how different... in a way that doesn't clash with Romulans and their refits.
Um, but aside from this. If we made a new niche for a non-combat vessel. But I don't know. I didn't like the cargo ships or colony ships in A2. Don't want them back. But some sort of ship, that is slow like construction ships and miners but offers a real edge etc. Mobile sensor ship? A moving ship, that offers 125 percent sensor range compared to the sensor turret, or significantly more than the scout ship has. But even after suggesting it... don't know if I like it. Mostly because this is something the Dominion uses, and because we already have a ship (scout ship) with good sensors.
Anyways, yep, I would also like to hear what others think. Doesn't sound to bad. If it were a ship, perhaps some sort of a non combat support vessel with kickass abilities... Just depends.. I would really want it to be something unique, has to have a purpose.
I love taking out the shipyards of the AI. Research stations are more difficult, because everyone builds them fairly close to the starbase... and you don't get multiples of them like shipyards and mining stations.
I kinda like this idea, but I need more description to be sure. Like what would the function of this station be? What does it offer? How much of a benefit is it to me to go out and destroy it specifically just so that my opponent doesn't have it?
If the point here is to offer suggestions.. haha, I've already given one, but it didn't seem to catch on. Rank up Station of some sort! I would definitely go out to take out a rank up station that is helping my opponent rank up his ships. Or! Special ship yards not unlike mixed tech yards, but just an additional yard for every race that maybe builds the same class of ship but some how different... in a way that doesn't clash with Romulans and their refits.
Um, but aside from this. If we made a new niche for a non-combat vessel. But I don't know. I didn't like the cargo ships or colony ships in A2. Don't want them back. But some sort of ship, that is slow like construction ships and miners but offers a real edge etc. Mobile sensor ship? A moving ship, that offers 125 percent sensor range compared to the sensor turret, or significantly more than the scout ship has. But even after suggesting it... don't know if I like it. Mostly because this is something the Dominion uses, and because we already have a ship (scout ship) with good sensors.
Anyways, yep, I would also like to hear what others think. Doesn't sound to bad. If it were a ship, perhaps some sort of a non combat support vessel with kickass abilities... Just depends.. I would really want it to be something unique, has to have a purpose.
posted on January 15th, 2011, 6:10 pm
Last edited by Desertyrain Minrok on January 15th, 2011, 6:16 pm, edited 1 time in total.
Mining struktures are that in Fleet Ops what keeps you alive.
They are the only thing you can get ressources with. So they are themost important target at all.
In the Star Trek Armada II you had mainly 4 ressources: Dillicium, Metal, Latinum & Crew.
In Fleet Ops you get only 2: Dillicium & Tritanium.
If you want more you, like called "soft-targets" Fleet Ops have the get more ressources or some thing like that.
Beside that, Why are the most important struktures in Fleet Ops are completely deffenceless?
I think the Mining-Station should be replaced by an armed Mining-Outpost. Upgardable like a Starbase but not as powerfull as one and it has build to be near a Dillicium- or Tritaniummoon.
They are the only thing you can get ressources with. So they are themost important target at all.
In the Star Trek Armada II you had mainly 4 ressources: Dillicium, Metal, Latinum & Crew.
In Fleet Ops you get only 2: Dillicium & Tritanium.
If you want more you, like called "soft-targets" Fleet Ops have the get more ressources or some thing like that.
Beside that, Why are the most important struktures in Fleet Ops are completely deffenceless?
I think the Mining-Station should be replaced by an armed Mining-Outpost. Upgardable like a Starbase but not as powerfull as one and it has build to be near a Dillicium- or Tritaniummoon.
posted on January 15th, 2011, 6:17 pm
Last edited by Anonymous on January 15th, 2011, 6:28 pm, edited 1 time in total.
armed mining stations would make harassing difficult, it may happen for the iconians ciadans later. but not for all.
also there are supply and CCs too. the doms can mine supply from moons, and borg use the money to get CC upgrades.
research stations nearly always sit next to the main base. only in certain situations u can kill them. like a few serkas sneaking around killing stations.
EDIT: killed a typo
also there are supply and CCs too. the doms can mine supply from moons, and borg use the money to get CC upgrades.
research stations nearly always sit next to the main base. only in certain situations u can kill them. like a few serkas sneaking around killing stations.
EDIT: killed a typo
posted on January 15th, 2011, 6:26 pm
Most stations are defenseless at least partly because it would rob the turrets of their entire purpose, that's why the Ciaden don't have specialized turrets; everything doubles as a defense turret.
Iconians naturally won't have armed mining stations, since they won't have mining stations at all.
Iconians naturally won't have armed mining stations, since they won't have mining stations at all.
posted on January 15th, 2011, 6:29 pm
Tyler wrote:Iconians naturally won't have armed mining stations, since they won't have mining stations at all.
corrected, meant ciadans.
posted on January 15th, 2011, 6:41 pm
Last edited by Desertyrain Minrok on January 15th, 2011, 6:43 pm, edited 1 time in total.
For the risk, that everyone now want to throw me out of the next airlock. 
I have an idea!
We chance Fleet Ops.
There are no mining-freighters any more. the old mining-stations will be replaced by new stations. They are mining the ressource from the moon its self. The freighters will be needed to get the dillicium or tritanium from the mining-station to your base.
Both, Station and freighters are heavy armored and have enough weapons to survival the attacks of smaller ships.

I have an idea!
We chance Fleet Ops.
There are no mining-freighters any more. the old mining-stations will be replaced by new stations. They are mining the ressource from the moon its self. The freighters will be needed to get the dillicium or tritanium from the mining-station to your base.
Both, Station and freighters are heavy armored and have enough weapons to survival the attacks of smaller ships.

posted on January 15th, 2011, 6:44 pm
i think that the defense of shipyards should be smaller to promote more harassing, as a structure with 100ish defense lasts pretty long and also the enemy can repair its ships there...
ofc the klingon field yard shouuld be left out, at least the middle station, because imho it should be much easier to destroy the production modules than the main module...
ofc the klingon field yard shouuld be left out, at least the middle station, because imho it should be much easier to destroy the production modules than the main module...
posted on January 15th, 2011, 6:45 pm
direct on moon mining is planned for ciadans i think, as a race thing.
getting miners from base to expansions would make turrets useless and big maps unplayable. i like the current system where the moons themselves are where the action happens.
there is a danger that shipyards would be too easy to kill then. i like them being as strong as they are now. they are still killable, but requiring more than harassment.
getting miners from base to expansions would make turrets useless and big maps unplayable. i like the current system where the moons themselves are where the action happens.
dna42 wrote:i think that the defense of shipyards should be smaller to promote more harassing, as a structure with 100ish defense lasts pretty long and also the enemy can repair its ships there...
there is a danger that shipyards would be too easy to kill then. i like them being as strong as they are now. they are still killable, but requiring more than harassment.
posted on January 15th, 2011, 6:46 pm
Desertyrain Minrok wrote:There are no mining-freighters any more. the old mining-stations will be replaced by new stations. They are mining the ressource from the moon its self. The freighters will be needed to get the dillicium or tritanium from the mining-station to your base.
Both, Station and freighters are heavy armored and have enough weapons to survival the attacks of smaller ships.
Reminds me of the mining in Star Trek: New Worlds. An interesting concept, but would limit expansions and make it harder to defend.
Give the freighters cloak, and I could see the Romulans trying this with automated drone-ships.
posted on January 15th, 2011, 6:50 pm
Last edited by Desertyrain Minrok on January 15th, 2011, 6:52 pm, edited 1 time in total.
Tyler wrote:Reminds me of the mining in Star Trek: New Worlds.
OT: *laughs* that was what I'm thinking - sadly the Game doesn't work on my systems since 2007...
But - it would give Fleet Ops a new touché.
Thing like escorting your freighters would be a normal task. Battle would move to the live-lines between mining and base.
posted on January 15th, 2011, 6:51 pm
Last edited by deathincarn on January 15th, 2011, 6:58 pm, edited 1 time in total.
well like its been said, yards and research stations are usually protected by a star base and anything thats protected by a star-base is something that ull only attack when you are sure you can get it destroyed fast or you have out produced your enemy to the extent that you dont care about losses.
well i think a trading station (if and when it gets added) would be good soft target, perhaps something can be added that makes it attractive to build things like research stations or yards in different parts of the map. for instance if a research station is built near a moon it gets a bonus to decreased researched costs, or a yard near a nebula for every second ship produced gets 1 rank up due to advanced combat training within the nebula. stuff like this just so as to make more soft targets available. or maybe add a new building called "dilithium/tritanium reprocessing facility" which when built near a moon allows an additional 10% of the resource to be harvested hence instead of a miner making you 100 di with every trip it instead makes 110 di but if destroyed the dilithium detonates destoying everything for a large radius like all miners and mining stations will be destroyed...
well i think a trading station (if and when it gets added) would be good soft target, perhaps something can be added that makes it attractive to build things like research stations or yards in different parts of the map. for instance if a research station is built near a moon it gets a bonus to decreased researched costs, or a yard near a nebula for every second ship produced gets 1 rank up due to advanced combat training within the nebula. stuff like this just so as to make more soft targets available. or maybe add a new building called "dilithium/tritanium reprocessing facility" which when built near a moon allows an additional 10% of the resource to be harvested hence instead of a miner making you 100 di with every trip it instead makes 110 di but if destroyed the dilithium detonates destoying everything for a large radius like all miners and mining stations will be destroyed...
posted on January 15th, 2011, 6:59 pm
Nice idea - the trading-station would be similar to the dominions supply miner.
I could think of it like this:
The trading-station convertes dillicium, or tritanium into supplys.
3 Freighters mining on a moon, 2 of them for the miningstation and 1 for the trading-station. Or 1 for the mining-station and 2 for the trading-station. So players are forced to build the trading-station near the moons.
I could think of it like this:
The trading-station convertes dillicium, or tritanium into supplys.
3 Freighters mining on a moon, 2 of them for the miningstation and 1 for the trading-station. Or 1 for the mining-station and 2 for the trading-station. So players are forced to build the trading-station near the moons.
posted on January 15th, 2011, 7:43 pm
deathincarn wrote: for instance if a research station is built near a moon it gets a bonus to decreased researched costs, or a yard near a nebula for every second ship produced gets 1 rank up due to advanced combat training within the nebula.
i like this idea a lot. putting a yard near a nebula would be risky, but would give benefits.
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