starbase mining ?

Post ideas and suggestions on new features or improvements here.
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posted on March 2nd, 2012, 8:26 pm
what if the Dominion starbase could also process supply but at a much slower rate then the synthesizer. .....that way a dominion player could transition to the synthesizer and makes for a more smooth change over to supply mining...
posted on March 2nd, 2012, 10:03 pm
was it really necessary to put this in 3 threads?

personally i prefer it as an idea for the sona avatar, as they were established as ketracel wizards. but i'm sure there are some more creative ideas for the sona avatar.
posted on March 12th, 2012, 9:52 pm
What I wouldnt mind seeing is a starbase being able to function as a backup drop off site for resources, ive had a couple times where i was out of a match just cause i couldnt build any mining stations but still had a couple miners. Although make it take ALOT longer to drop off as not to make it a primary drop off facility. Kind of a last resort thing.
posted on March 12th, 2012, 10:14 pm
there's the flip side to this that feds can be almost impossibru to finish off as it is.
posted on March 12th, 2012, 10:18 pm
Myles wrote:there's the flip side to this that feds can be almost impossibru to finish off as it is.


You talk as if that is a bad thing ;)
posted on March 12th, 2012, 10:42 pm
Andre27 wrote:You talk as if that is a bad thing ;)


it is when you win battles against them but it means quite a bit less than it does against other races. it's hard to punish feds for a mistake due to the training wheels. if you knock a romulan to the floor, they don't get back up, feds just don't stay down.
posted on March 12th, 2012, 11:31 pm
I dunno if adding a drop off to the starbase would make them any harder to kill, especially if its a very slow dropoff rate, just would mean that you had a sliver of a chance comming back if you happen to lose your mining facility but might have a miner or two left. More useful in team games I would think.
posted on March 13th, 2012, 12:08 am
Equinox1701e wrote:I dunno if adding a drop off to the starbase would make them any harder to kill, especially if its a very slow dropoff rate, just would mean that you had a sliver of a chance comming back if you happen to lose your mining facility but might have a miner or two left. More useful in team games I would think.


it would. currently you can get miner kills when miners are unloading, or generally use the fact that mining leaves them vulnerable on a lot of maps. currently if they retreat miners to starbase range then the miners are effectively not in the game as they aren't doing anything useful.

with unloading at starbase these retreated miners can at least unload what they already had. and they can hit and run mine, where they fill up on res quickly, then drop off safely at base.

it also means that if you manage to kill their mining stations that they can still mine.

imo if your enemy has beaten you down by destroying your mining stations, or got into a dominant position where you can't mine, then they have played well enough to win. slow protracted deaths are boring. usually most players quit before they have to be put out of their misery.
posted on March 13th, 2012, 12:10 am
I agree with equinox plus if your at the point were at that point you dont pose much of a threat anyway. Maybe if you have a resource miner in the starbase it haults anything in production or the miner would have to wait to drop off until all production was sone or haulted.
posted on March 13th, 2012, 12:20 am
if you "dont pose a threat" then why should the game continue? just seems like either prolonging a foregone conclusion, or more likely, allowing ridiculous comebacks because it's too hard/time consuming to finish someone off.

that's for 1v1, in a team game your ally can give you money for comebacks, but equally the enemy can double up to make finishing blows feasible.
posted on March 13th, 2012, 12:46 am
Myles wrote:slow protracted deaths are boring.


This. This point right here is why this is a bad idea, i like cyraxs original idea pure for supply and for dom only, nothing more.

Myles wrote:it is when you win battles against them but it means quite a bit less than it does against other races. it's hard to punish feds for a mistake due to the training wheels. if you knock a romulan to the floor, they don't get back up, feds just don't stay down.


This also, because training wheels suck and are unballenced


Myles is making good points all over this thread
posted on March 13th, 2012, 1:27 am
Last edited by Tanner_Rosso on March 13th, 2012, 1:34 am, edited 1 time in total.
I guess for those who dont like the comeback after near death i could see why you would disagree, But for those of us who do like the o we left him alone for too long now hes becoming a threat again it could be fun. But i agree that to a point if you are dead you are dead. In a 1 on 1 anyway.

And in a team game if your playing with someone experienced they probably wont have much supply to give.
posted on March 13th, 2012, 1:37 am
Tanner_Rosso wrote:I guess for those who dont like the comeback after near death i could see why you would disagree, But for those of us who do like the o we left him alone for too long now hes becoming a threat again it could be fun. But i agree that to a point if you are dead you are dead. In a 1 on 1 anyway.

And in a team game if your playing with someone experienced they probably wont have much supply to give.


Yeah, you see rebuilding for near scratch in a 1v1 is hard since the maps are small and there are no places to hide its terrible like that but thats the way it is. :(
posted on March 13th, 2012, 1:40 am
Styer Crisis wrote:This also, because training wheels suck and are unballenced

You know, game designers deciding that Feds must be the "noob faction" and designing accordingly is one of the reasons I get dissatisfied with Trek games.
posted on March 13th, 2012, 2:21 am
Myles wrote:. if you knock a romulan to the floor, they don't get back up, feds just don't stay down.


Sounds about right.  :D  :guns:
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