Some Requests
Post ideas and suggestions on new features or improvements here.
posted on October 10th, 2006, 4:35 pm
1. Warping (maybe as a tech with long reload rate on ships)
seeing the effects of other things u guys done in fleet op, i think this would be awesome
2. I prefer classic ships like maranda, excellsior* etc maybe there could be mini era mods ent tos tmp tng etc and ofc current form
other then that fkin awesome and luv u guys
seeing the effects of other things u guys done in fleet op, i think this would be awesome
2. I prefer classic ships like maranda, excellsior* etc maybe there could be mini era mods ent tos tmp tng etc and ofc current form
other then that fkin awesome and luv u guys
posted on October 10th, 2006, 5:46 pm
hmm id on't agree on warping, except for transwarf for ALL borg ships except builder and miners
posted on October 10th, 2006, 10:24 pm
1. Warping (maybe as a tech with long reload rate on ships)
seeing the effects of other things u guys done in fleet op, i think this would be awesome
2. I prefer classic ships like maranda, excellsior* etc maybe there could be mini era mods ent tos tmp tng etc and ofc current form
other then that fkin awesome and luv u guys
I'm afraid that both those suggestions have passed through here many times, and it would simply throw gameplay off as the federation stopped making hte miranda and excelcior in favor of new light destoryers at the end of the dominion war.
posted on October 11th, 2006, 12:37 am
more warp requests huh?
hyper it would make no sence to give the borg transwarp if no-one else has standard warp, cos a) its in a single system &
transwarp is supposed to be a much faster & longer range version of warp, so to transwarp inside a system is a bit odd
.
only the Interceptor should have transwarp... why you ask? well its name should answer that
hyper it would make no sence to give the borg transwarp if no-one else has standard warp, cos a) its in a single system &


only the Interceptor should have transwarp... why you ask? well its name should answer that

posted on October 24th, 2006, 2:45 am
First let me say this mod is awsome, it's almost sad how much better this mod is compared to the released game.....
Anywho, As has been stated before I'd like to see warp back, but as a sp. weapon
It just takes to long to move around the map otherwise, and the original game had a warp disable feature so those who wanted it off could have it.
Also the lack of map height is dissapointing, Its a space based RTS not command and conquer after all...even so if your adamant about not using it, at least make new formations that are worth using to replace the assault wall, the programing for the two that are in the pr version isnt complex enough to make using them worth it. the wedge for example is supposed to place weaker ships in the middle to protect them and the point of the wedge should be the strongest selected ship.
I'd like to see the combat maneuvering put back in to, I don't know how effective it really was but it made sence that the ships wouldn't just float in one spot while being shot at.
I'm not sure why the Galaxy class requires credits and the Sovereign dosn't..seems like it should be the other way around. the Enterprise E could give a regular borg cube a run for its money after all.
I'm hoping self-destruct will be in the final version for all ships/stations, I miss it..
hmm what else..oh It's uh way to difficult to capture enemy ships. and with your sp. ship yards your introducing (awsome idea by the way) it seems that there needs to be seige vessles put back in.
oh and the phaser/disrupter fx are way to wide but thats just me being anal.
Finaly, I'm not sure if this is even possible but Id like to be able to rotate a station before placing it so I can determine which way its facing, its somthing I saw in C&C generals and now wish all RTS had.
Thats about it, sorry about the nitpicking/border line whinning but its a side effect of a really well done project, all the little could-be-betters stick out when the whole is a master piece
ps; cpt ryans right about transwarp, its supposed to use artificialy constructed wormholes to allow speeds far greater then warp drive, so in system use of it seems unnesesary. but this is a game and stuff like the temporal station, warp, transwarp, even the horribly non-cannon functioning corbomite refracter are in it to make it fun to play.

Anywho, As has been stated before I'd like to see warp back, but as a sp. weapon
It just takes to long to move around the map otherwise, and the original game had a warp disable feature so those who wanted it off could have it.
Also the lack of map height is dissapointing, Its a space based RTS not command and conquer after all...even so if your adamant about not using it, at least make new formations that are worth using to replace the assault wall, the programing for the two that are in the pr version isnt complex enough to make using them worth it. the wedge for example is supposed to place weaker ships in the middle to protect them and the point of the wedge should be the strongest selected ship.
I'd like to see the combat maneuvering put back in to, I don't know how effective it really was but it made sence that the ships wouldn't just float in one spot while being shot at.

I'm not sure why the Galaxy class requires credits and the Sovereign dosn't..seems like it should be the other way around. the Enterprise E could give a regular borg cube a run for its money after all.

I'm hoping self-destruct will be in the final version for all ships/stations, I miss it..
hmm what else..oh It's uh way to difficult to capture enemy ships. and with your sp. ship yards your introducing (awsome idea by the way) it seems that there needs to be seige vessles put back in.
oh and the phaser/disrupter fx are way to wide but thats just me being anal.

Finaly, I'm not sure if this is even possible but Id like to be able to rotate a station before placing it so I can determine which way its facing, its somthing I saw in C&C generals and now wish all RTS had.

Thats about it, sorry about the nitpicking/border line whinning but its a side effect of a really well done project, all the little could-be-betters stick out when the whole is a master piece

ps; cpt ryans right about transwarp, its supposed to use artificialy constructed wormholes to allow speeds far greater then warp drive, so in system use of it seems unnesesary. but this is a game and stuff like the temporal station, warp, transwarp, even the horribly non-cannon functioning corbomite refracter are in it to make it fun to play.
posted on November 16th, 2006, 9:05 am
I must say I was blown away when I first loaded STA2: Fleet Ops... Its like Activision listened to my incessant whining for an Armada 3! I've been learning a bit about the Armada 2 mods like Future 1.0 and various ship-addins, but this is just mind-blowing.
Previously I had enjoyed Future 1.0, with its much faster pace; but I was bugged at various flaws in the ships and terminology. The whole mod needs a spell check, and the ships need to be put to scale since a Prometheus is slightly larger than an Intrepid, not a Sovereign.
and the Klingon 'refits' that are entirely new vessels.
I'm still getting used to the concept of trying to balance smaller destroyers and frigates with larger capitol ships and dreadnoughts, but I love the new concepts such as using avatars to select more offensive or defensive play right from the beginning.
Though going back to a non-warp setup is a game pace adjustment, I don't think it would hurt to add one or two warp capable ships, such as a slip-stream intrepid of trans-warp borg scout. That kind of surprise fast-attack harassment definitely adds another dimension to a game without destroying the whole. It would be analogous to the way an F117 or B2 can appear unannounced and pop off a few shots before its even noticed
whereas the cloak-capable vessels in game have to appear, decloak and then attack, being severely vulnerable before they can do any damage to a fleet sitting in port or a heavily defended mining operation. (with the exception of the Romulan sabotage of course)
I've yet to have a chance to play the Borg, so no chance to quibble there (my favorite tactic from un-modded Armada 2 was to sit in a defensive posture and build a fleet of cubes and assimilators and then just sweep through an enemy base, co-opting their forces to destroy them
)so I look forward to this finally being unlocked.
As to classic ships? who doesn't love them? However, its difficult to justify constructing an Excelsior (from a story line point-of-view) when you can build a far more modern akira for the same investment in materials. So unless this turned into a mod-within-a-mod thing or some sort of campaign-mode level, why bother?
I do miss the self destruct option for capitol ships... If you have to lose the thousands of units of resources invested when a Sovereign or Negh'vagh is trapped without any escorts, its nice to be able to exact a little retribution. Besides, this has cannon significance with events in Trek IV.
Anyways, aside from a bug where my scout ships stop scouting and start engaging in OCD behavior zipping back and forth around a few asteroids , I like everything I've seen so far!
Keep up the good work and there's my 2¢ worth.
Previously I had enjoyed Future 1.0, with its much faster pace; but I was bugged at various flaws in the ships and terminology. The whole mod needs a spell check, and the ships need to be put to scale since a Prometheus is slightly larger than an Intrepid, not a Sovereign.

I'm still getting used to the concept of trying to balance smaller destroyers and frigates with larger capitol ships and dreadnoughts, but I love the new concepts such as using avatars to select more offensive or defensive play right from the beginning.
Though going back to a non-warp setup is a game pace adjustment, I don't think it would hurt to add one or two warp capable ships, such as a slip-stream intrepid of trans-warp borg scout. That kind of surprise fast-attack harassment definitely adds another dimension to a game without destroying the whole. It would be analogous to the way an F117 or B2 can appear unannounced and pop off a few shots before its even noticed

I've yet to have a chance to play the Borg, so no chance to quibble there (my favorite tactic from un-modded Armada 2 was to sit in a defensive posture and build a fleet of cubes and assimilators and then just sweep through an enemy base, co-opting their forces to destroy them

As to classic ships? who doesn't love them? However, its difficult to justify constructing an Excelsior (from a story line point-of-view) when you can build a far more modern akira for the same investment in materials. So unless this turned into a mod-within-a-mod thing or some sort of campaign-mode level, why bother?
I do miss the self destruct option for capitol ships... If you have to lose the thousands of units of resources invested when a Sovereign or Negh'vagh is trapped without any escorts, its nice to be able to exact a little retribution. Besides, this has cannon significance with events in Trek IV.
Anyways, aside from a bug where my scout ships stop scouting and start engaging in OCD behavior zipping back and forth around a few asteroids , I like everything I've seen so far!
Keep up the good work and there's my 2¢ worth.
posted on January 21st, 2007, 11:50 pm
For Warping keeping the stock A2's enable/disable would save time and headaches. It would also shut up any dicussion as it could be turned off if you don't like Warp in game.
posted on January 22nd, 2007, 2:55 am
warping as tech sounds good
and excelsiors are better than arikas
and excelsiors are better than arikas
posted on January 22nd, 2007, 7:33 am
Last edited by Atlantis on January 22nd, 2007, 7:33 am, edited 1 time in total.
I stand by the decisions of the FlOps team. Warping just doesn't go with the gameplay style that FlOps is made up of. Yes it takes ages to get to the other side of the map, but that's the point. Space is BIG. The situation might have changed by the time you get there, so you have to think ahead.
I'd choose forward planning over a "quick and easy way out", any day.
As for the older ships, I belive it's been said that these will be map units in some of the v3 maps. There's no point building new ones anyway; the Excelsior's and Miranda have been taken over by new build ships like the Akira and Sabre. And given that Starfleet is a military organisation, I doubt they'd deliberately build more Excelsiors during a war, just because they look nice.
I'd choose forward planning over a "quick and easy way out", any day.
As for the older ships, I belive it's been said that these will be map units in some of the v3 maps. There's no point building new ones anyway; the Excelsior's and Miranda have been taken over by new build ships like the Akira and Sabre. And given that Starfleet is a military organisation, I doubt they'd deliberately build more Excelsiors during a war, just because they look nice.
posted on January 22nd, 2007, 8:30 am
Last edited by Tyrel on January 22nd, 2007, 8:34 am, edited 1 time in total.
Well, warping would destroy the gameplay imo, IF it will be re-implemented the wrong way... In stock Armada2 multiplayer, players just warp in the middle of your base, well over or under it... Now thats insane, because you cant defend yourself against that, even if you have ships there, the enemy ships destroy several structures until you destroy them... I think thats one of the main reasons why warp is out of the game and why map height is reduced. It was insane that ships were able to travel the space vertically too, but you were'nt able to build a base, vertically... Ofc you were/are able to set the height of a station but you cannot place stations on top of each other.
If warp will be reimplemented, i think it should be done with great care. Its imba to have a 3D moving fleet attack a 2D built base by just warping trough the defenses. So i suggest to have another kind of defense structure, or maybe a research for both Starbases and Sensor Arrays. Its simple: a warp disruptor field, wich prevents all hostile warping in the area. (but only hostile as friendly ships do know the frequency and passcode of the field, etc.)
Another thing i just wanted to add is... Why some of you wants to have excelsior back? There is the excelsior refit, i know its not exactly the same but then again, excelsior is an old ship and would be pretty weak in the era of FleetOps. Hehh and anyways, i dont think Excelsior is stronger than the Akira, the refit could be, but the original... no way...
If warp will be reimplemented, i think it should be done with great care. Its imba to have a 3D moving fleet attack a 2D built base by just warping trough the defenses. So i suggest to have another kind of defense structure, or maybe a research for both Starbases and Sensor Arrays. Its simple: a warp disruptor field, wich prevents all hostile warping in the area. (but only hostile as friendly ships do know the frequency and passcode of the field, etc.)
Another thing i just wanted to add is... Why some of you wants to have excelsior back? There is the excelsior refit, i know its not exactly the same but then again, excelsior is an old ship and would be pretty weak in the era of FleetOps. Hehh and anyways, i dont think Excelsior is stronger than the Akira, the refit could be, but the original... no way...
posted on January 22nd, 2007, 9:04 am
I think Starfleet still makes Excelsiors beacause of the efficiancy of the Design.
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