Subsystem repairing

Post ideas and suggestions on new features or improvements here.
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posted on May 21st, 2011, 8:59 pm
dragonmalice wrote:Just to throw a wrench in the works:

Damged systems should work less efficiently (less weapon damage, lower engine speeds, weaker or less efficient shields).



Proposed that some time ago..
Star Trek Armada II: Fleet Operations - Damage subsystems = reduction in performance
posted on May 21st, 2011, 11:19 pm
Kestrel wrote:This would just add more micro management. How can a player abuse micro management, by this definition moving your ships off to repair instead of dieing would be abuse, no?


No. And the original request would add significantly to micro management. What I was referring to was your install does not match mine in all the particulars so we cannot play online against each other. I believe the standard nomenclature around here is, "sync error"? As to the abuse thing, I have learned over the years if someone makes and publishes a game then someone somewhere will abuse it or find an exploit. No matter how thorough the design and playtest team is. And they do this because winning is the most important thing in the entire world to them.

IMO, the player represents the Admiral, General, whatever title we're using today. He has a Captain for each of his ships. The Captains should be responsible for subsystems repairs. If I have to look over his shoulder to determine what he should be repairing first, then neither he nor I is doing our job. Look at the Battle of Waterloo. Marshal Ney got so tied up in taking the farm houses at Le Haye Saint, he started leading attacks on them personally. Not what Napoleon was paying him to do. He won the tactical fight but lost the operational level one and his troops were used up with no combat power left when Napoleon really needed them.

FO is an operational level game, not a tactical level one. I fight with fleets not ships and the combat power of my fleets is what is important. Ship A having no sensors and the crew is busy repainting the hull instead of bringing the targeting systems back online is annoying and does degrade the capabilities of my fleet. but it does not render the entire fleet combat ineffective.
posted on May 21st, 2011, 11:31 pm
thunderfoot006 wrote:No. And the original request would add significantly to micro management. What I was referring to was your install does not match mine in all the particulars so we cannot play online against each other. I believe the standard nomenclature around here is, "sync error"?


Actually a sync error happens during the game. Yellow games with a version mismatch indicates your multiplayer files are not identical, so you cannot play together. I have played with kestrel many times recently, and can confirm there is nothing wrong with his install. Do you wish to play online? If so you must reinstall FO or make a new install unmodded.
posted on May 22nd, 2011, 12:00 am
Thank you for the offer of a game. Much appreciated. I doubt I'd offer much of a challenge at the moment. Only had the thing installed about two  weeks or so. It is current to v3.2.2. Still learning my way around FO and still at the, "Oooh! Now that's just too kewel!", stage. I am also looking into converting the various maps I've made over the years to FO specifications. Particularly the asymetrical ones I've done, like Crossings or Dawn's Early. They may not be the thing for online play, but everyone needs a good comp stomp map.
posted on May 22nd, 2011, 12:18 am


It's not an orginal thought by any means...  It was also a small part of my overall post, the point of which is that anything can be taken to extremes.  Most people seem to want ships that repair faster than the Borg... 

"Captain, we've sustained massive damage.  All of our systems are completely destroyed and we're adrift.  Don't worry, though, we'll be fully back online in 42 seconds."
posted on May 22nd, 2011, 5:45 am
thunderfoot006 wrote:Thank you for the offer of a game. Much appreciated. I doubt I'd offer much of a challenge at the moment. Only had the thing installed about two  weeks or so. It is current to v3.2.2. Still learning my way around FO and still at the, "Oooh! Now that's just too kewel!", stage. I am also looking into converting the various maps I've made over the years to FO specifications. Particularly the asymetrical ones I've done, like Crossings or Dawn's Early. They may not be the thing for online play, but everyone needs a good comp stomp map.


Everyone needs to start somewhere, in terms of player vs player. And if you look at my torny stats, I'm not exactly pro :P
posted on May 22nd, 2011, 9:27 am
dragonmalice wrote:It's not an orginal thought by any means...  It was also a small part of my overall post, the point of which is that anything can be taken to extremes.  Most people seem to want ships that repair faster than the Borg... 

"Captain, we've sustained massive damage.  All of our systems are completely destroyed and we're adrift.  Don't worry, though, we'll be fully back online in 42 seconds."


I pointed out the previous suggestion because it is in all our best interest to try and avoid duplicate topics.
We have to account for gameplay and right now the time it takes to repair a subsystem is extreme.
posted on May 22nd, 2011, 9:56 am
dragonmalice wrote:"Captain, we've sustained massive damage.  All of our systems are completely destroyed and we're adrift.  Don't worry, though, we'll be fully back online in 42 seconds."


akshully thats canon. look at voyager, go on look, you cant deny it, stupidly fast repair times are canon, hahahaha :P

but seriously 42 seconds is at least a couple weeks of time (if u compare with ship build times), easily enough time for voyager to be rebuilt from any damage.
posted on May 22nd, 2011, 3:21 pm
Lt. Cmdr. Marian Hope wrote:Actually I like the idea of concentrating repair power on a destroyed subsystem. In my eyes there are only few ships where subsystem failure is really annyoing though, these are the SSEC units. Their subsystems are destroyed easily and they need ages to repair them, actually taking them out of the game(at least if their engines are hit).


This is exactly the reason i brought this up, as dom said
Vor'cha takes 84 seconds.
in real time this isnt actually that long but the problem is this can be an eternity in the game and so makes it feel much longer and just a single ship can make a difference in the game no matter how small or weak it is.

When a ship is floating there defenseless the ship is basically dead because you cant use it, the increased repair rate on a sub system means that ship could at least get back to repair at a slower speed with the engines being partially repaired thanks to a deticated repair crew on that subsystem.

Perhaps weapon systems could be affected to draw parts to get the engines functional .....something to balance it out.
posted on May 23rd, 2011, 1:44 am
Myles wrote:akshully thats canon. look at voyager, go on look, you cant deny it, stupidly fast repair times are canon, hahahaha :P

but seriously 42 seconds is at least a couple weeks of time (if u compare with ship build times), easily enough time for voyager to be rebuilt from any damage.


And if you compare that to the 25 seconds it takes for a Sovereign to kill a Dominion bug...  Gameplay has to trump realism, I suppose.

In the end, I'm all for anything that provides more flexibility in the game and more options for modding (the other reason for adding all those other possibilities in my first post).  Being able to focus repair efforts one system at a time would be cool - maybe with some sort of trade off like the other systems being taken offline since they're not being maintained.  Ultra fast overall repair times should be left to ships with special regen abilities (otherwise, they're not so special) and the Borg.
posted on May 23rd, 2011, 12:31 pm
wow using a sovvie on bugs isnt good. torps miss a lot, and bug takes 30% less damage from sovvie.

but your point is valid. and i agree with it, gameplay > realism
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