Starbases strength

Post ideas and suggestions on new features or improvements here.
1, 2
posted on April 17th, 2009, 6:36 am
To revive older discussions,

//www.fleetops.net/component/option,com_smf/Itemid,3/topic,2349.0/
//www.fleetops.net/component/option,com_smf/Itemid,3/topic,2731.0/

even with now introduced refits, the starbases should pack a bigger punch?

As a complete selfsustaining station, it should be able to take care of itself, with FO3.0 defensive seems okay, but the offense is negligable. A stationary objects the stations are  :sweatdrop:, they could/should able to implement more powerful weapons, because no movement is necessary and more power is available. (Certainly it should have more weapons than on a starship (any).)
What do you think guys?
posted on April 17th, 2009, 6:39 am
maybye we need different types of stations, small outposts, etc. even ones that reflect the avatar
posted on April 17th, 2009, 6:47 am
  Yeah, definitely the starbases should be more powerful, have multi targeting weaponry and more weapons in general even if for eye candy. Remember DS9 ? Multi targeting weapons could be useful against those pesky destroyers from the beginning.
posted on April 17th, 2009, 6:52 am
Last edited by Jarod on April 17th, 2009, 6:57 am, edited 1 time in total.
Hmmm yeah, i forgot to mention the Nor type station, which i really miss....
Even the STA2 starbase...

Can the Nor station be introduced as a NPC station in the Map Editor?
posted on April 17th, 2009, 7:29 am
Hmm...Thinking about a way to add weapons, yet set limits made me wonder if it would be possible to have the future mercenaries be capable of building random modules that could be towed (or move under their own power) to specific stations, retrofitting them, if it is, or could even be possible with the replaceweapon at all.  I could think of many applications for this. 

One that comes to mind is, for example, say 10 mins into the game an andorian production plant placed as a map object produces a high output federation phaser capacitor, which can be retrofitted onto a starbase, granting it a high yield phaser, when obtained and towed back to the starbase, and merged.  Then a Romulan shield emitter is produced 12 mins into the game.  A ferengi base dispenses a cargo container, granting certain resources when dismantled, or is it a bomb that someone paid the ferengi off on? :cloak:  Should you take the chance and retrieve it?  Do you need resources that bad?
This could open up more tactics, who reaches the plant first and returns, gets their bonus, and there would be chances to intercept your enemy from obtaining items.  I don't see why the items themselves couldn't be targeted and destroyed. I mean the types of things it can produce are limited to the imagination really, it may even be a practical application to the crates theme that was talked about before.
posted on April 17th, 2009, 9:59 am
i agree that starbase is too weak but players should not start a game with a huge starbase. a small outpost would be nicer.

so imo there should be 2 stations:
outpost that player should start with (that is basicly what we have now but has too much def imo)
starbase (huge & powerful)
Actium
User avatar
posted on April 17th, 2009, 11:14 am
hm, maybe another expensive upgrade to a battlestation ? :thumbsup:
posted on April 17th, 2009, 1:15 pm
ray320 wrote:maybye we need different types of stations, small outposts, etc. even ones that reflect the avatar

could be done but it would look kinda funny to have the starbase change once you picked your avatar.
Baddawg1234 wrote:Hmm...Thinking about a way to add weapons, yet set limits made me wonder if it would be possible to have the future mercenaries be capable of building random modules that could be towed (or move under their own power) to specific stations, retrofitting them, if it is, or could even be possible with the replaceweapon at all.  I could think of many applications for this. 

One that comes to mind is, for example, say 10 mins into the game an andorian production plant placed as a map object produces a high output federation phaser capacitor, which can be retrofitted onto a starbase, granting it a high yield phaser, when obtained and towed back to the starbase, and merged.  Then a Romulan shield emitter is produced 12 mins into the game.  A ferengi base dispenses a cargo container, granting certain resources when dismantled, or is it a bomb that someone paid the ferengi off on? :cloak:   Should you take the chance and retrieve it?  Do you need resources that bad?
This could open up more tactics, who reaches the plant first and returns, gets their bonus, and there would be chances to intercept your enemy from obtaining items.  I don't see why the items themselves couldn't be targeted and destroyed. I mean the types of things it can produce are limited to the imagination really, it may even be a practical application to the crates theme that was talked about before.


I belive all of this is possible, also too some very good ideas in this post.
tom wrote:i agree that starbase is too weak but players should not start a game with a huge starbase. a small outpost would be nicer.

so imo there should be 2 stations:
outpost that player should start with (that is basicly what we have now but has too much def imo)
starbase (huge & powerful)

Hmm there use to be the space dock but it disappeared but that sounds like a good idea as well.
posted on April 17th, 2009, 2:40 pm
ray320 wrote:maybye we need different types of stations, small outposts, etc. even ones that reflect the avatar


I'd like to see it that way: Everybody starts with an outpost that is common for every avatar. But each avatar might have it's own starbase, e.g. a Nor-Station for the cardassians (sorry *gg* jk).

My problem is that I'm so used to the federation outpost and the romulan starbase (They are some kind of archetypes of stations to me), that I don't want to see them altered. I can't imagine the fed outpost to be shrinked down, so it allows a distinction from a real starbase nor do I want to see the romulan starbase be available only for one ava.

Thre has to be a better solution!


@Baddawg1234: Yeah! Some very nice ideas.
posted on April 20th, 2009, 8:36 am
Galefury wrote:multi targeting weaponry and more weapons in general

that are the key words :thumbsup:
i think a starbase should be able to defend itself against a fleet(16ships). also the negative effects of special weapons should be reduce of starbases.
posted on April 20th, 2009, 8:46 am
ray320 wrote:maybye we need different types of stations, small outposts, etc. even ones that reflect the avatar


Like in the Xtreme mod for Armada 1? Each race has both a Starbase and an Outpost - the Starbase is bigger, more heavily armed, and has additional building capabilities, but the Outpost is cheaper and takes less time to construct...
posted on April 20th, 2009, 1:37 pm
What about making the Federation Spacedock more like the one from other Games, with Phasers and Quantum Torpedoes instead of Pulse Phasers.

As for multiple types, there are plenty of stations on Armada2Files to inspire people. Even a pack with a station of the same type as the one FO uses, though it is in a different style so it actually looks like the one from the show.

Jarod wrote:Hmmm yeah, i forgot to mention the Nor type station, which i really miss....
Even the STA2 starbase...

Can the Nor station be introduced as a NPC station in the Map Editor?


I think t is planned.
posted on April 20th, 2009, 1:52 pm
there are some changes for the starbase weapon upgrades planned for the near future which replaces the current system of having the same but stronger weapon but instead get a new weapon type for each upgrade. there may even be a weapon that can better handle a larger number of ships at the same time, with the station upgrades, but we haven't looked into this yet

a terok nor type map object is also a good old companion on our to do list
posted on April 20th, 2009, 2:42 pm
they should have multi targeting turrets. ^-^
posted on April 21st, 2009, 3:47 am
What about a system similar to halo wars base upgrades? you spend some money and time and get a cooler, bigger base with more defense/offense and more buildign capability. Perhaps there could even be turret slots to install integrated turrets?
1, 2
Reply

Who is online

Users browsing this forum: No registered users and 16 guests