Starbase targetting and damage
Post ideas and suggestions on new features or improvements here.
posted on September 7th, 2011, 2:37 pm
thanks optec. i definitely agree turrets shouldnt get anything like this, they are computer controlled and not very clever. maybe only the starting starbase could be special.
posted on September 7th, 2011, 8:10 pm
mhm no... making differentiations between main starbase and other ones (=outposts in fed) would only make sense, if the main starbase would be much stronger too.
posted on September 7th, 2011, 9:24 pm
well the thing is, i don't think the starbase in FO was ever designed as a true uber-defence station, i tend to think of it more as a utility station, with defence capabilitys. And also, its been said before that stations, turrets, bases Etc. Etc. are fleet supporters, they are designed to defend with the fleet, not just take on everything at once. Making a starbase more powerful imo would be terribly annoying....... being as it'd one shot anything before youu get the chance to micro it out, which in reality is a step back to A2.
posted on September 7th, 2011, 10:20 pm
i see the starting starbase (only the starting one) as the one place you should be able to protect your miners if u can get them there. i think most rtss should have a starting unit/structure that is very defensively oriented, so that you cant be rushed completely out of the game early on. something that wont win you the game, but will at least give you a crutch if things get tough.
posted on September 7th, 2011, 10:26 pm
Production Starbases being the same as the starting one, except with less refit options might be a good way to go. We're already half way there with the production version using seperate odfs.
posted on September 7th, 2011, 10:30 pm
Tyler wrote:Production Starbases being the same as the starting one, except with less refit options might be a good way to go. We're already half way there with the production version using seperate odfs.
that could justify the starting base being stronger, if it came with a minor refit already, as it has existed since before the game. then the bases you build could only be upgraded to become as strong as the current default base is.
posted on September 7th, 2011, 10:40 pm
If the starting base were stronger it would force the other player to rethink better strats you coukldnt just spam lehevals like i see alot of recently you would need arty ranged units and stronger battle ships which in the long run wuill force people to tech up, so in theory should improve gameplay a bit, however it should never 1 shot any unit i dont even remember a2 starbases doing that.
posted on September 7th, 2011, 10:43 pm
a2's bases could 1 shot destroyers i believe. maybe that was only on hard in sp.
the strength was fine there because ships were so cheap. no base in fleetops should be anywhere near that strong as ships are more expensive. starbases shouldnt be able to get kills on alert players, just actually force them off. currently a starbase cant force the feds off because they can just use a couple monsoons/ambas and the starbase. the ability to tango with a starbase should come at around the sphere's time.
the strength was fine there because ships were so cheap. no base in fleetops should be anywhere near that strong as ships are more expensive. starbases shouldnt be able to get kills on alert players, just actually force them off. currently a starbase cant force the feds off because they can just use a couple monsoons/ambas and the starbase. the ability to tango with a starbase should come at around the sphere's time.
posted on September 8th, 2011, 12:47 am
A2's power balance bewteen destroyers and battleships was likewise immense 

posted on September 8th, 2011, 6:43 am
aye
I do not intend to go back to one-shot-one-kill torpedoes
At least not for anybody but the Klingons! Qapla'!
Naaa, just kidding
Hm, as i think about it..

At least not for anybody but the Klingons! Qapla'!
Naaa, just kidding
Hm, as i think about it..
posted on September 8th, 2011, 10:54 am
Bah, Klingons are more likely to one-shot themselves... stupid self-destructive safety measures.
posted on September 8th, 2011, 11:01 am
Optec wrote:ayeI do not intend to go back to one-shot-one-kill torpedoes
At least not for anybody but the Klingons! Qapla'!
Naaa, just kidding
Hm, as i think about it..
they already have the neggie special. and the ion torpedo is a huge torp. they fit well with the klinks.
Tyler wrote:Bah, Klingons are more likely to one-shot themselves... stupid self-destructive safety measures.
klingon's lack of health and safety guidelines is probably shown by the ion torp's variable damage.
posted on September 9th, 2011, 4:12 pm
I agree with at least some part of the starbases being able to be manually controlled. Right now you can't kill anything against players who care for their ships. Even the starbases in which you invested 1200dil won't kill ships when they approach with a fleet due to split damage and auto targeting the closest ship. Either those upgrades should become cheaper(in fact when you use them now you often know you've lost already. The investment won't pay off), or give some manually controllable weapon. I consider the Romulan pulse armed starbases to be even worse than Martoks'.
posted on September 9th, 2011, 4:19 pm
i think the starting weapon should be the one you can control. the refit extra guns should remain auto targeted.
posted on September 9th, 2011, 10:59 pm
Sounds like a deal. Or otherway arround, standard fires wherever, upgrades are controlable.Myles wrote:i think the starting weapon should be the one you can control. the refit extra guns should remain auto targeted.
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