Summary of Feature Requests
Post ideas and suggestions on new features or improvements here.
posted on January 22nd, 2009, 9:26 am
Blade wrote:it would b great if they expand more on there buildItemXAvailibility commands to allow a mixture of the 2 (so ships are hidden from the build list untill they become avilble then rehide wen they become unavailble. also some other changes which i can not remember atm
Isn't that done on the Dominion Prototypes?
posted on January 23rd, 2009, 7:44 pm
yh but at the moment i can only see 2 types of this command one were the build item starts of being shown then whwn it can not b built anymore it disappears and the other were it starts of hidden then when it becomes availble it shows what i wud like to see is a third option were it starts hidden and then shows wen it becomes availble but then disappears again whwn it stops being availble
posted on January 24th, 2009, 8:14 am
Here's what I think the mod should need:
- a less cheating AI
- all artillery ships should have a low power phaser to defend themselves at close range
- galaxy class separation
- buildable mckinley yard in game
- prometheus with MVAM
- increased offensive value of Sovereign class
- torpedo voley special weapon for the akira and quantum torp voley for the sovereign
- 4 pulse phasers on the defiant
- Nebula's pulse weapons replaced with photon torps
- vorcha armed with both beam and pulse disruptors
- neghvar should fire a burst of 3 torps from the launchers under the wings like in Way of the Warrior
- serkas area damage removed, made more like steamrunners
- tavara offensive value decreased
- bring back the old rhien model but keep the actual textures(the current model looks more like a smaller griffin)
- a pulse disruptor for the D'deridex
- better resource/strength balance for the borg
- a less cheating AI
- all artillery ships should have a low power phaser to defend themselves at close range
- galaxy class separation
- buildable mckinley yard in game
- prometheus with MVAM
- increased offensive value of Sovereign class
- torpedo voley special weapon for the akira and quantum torp voley for the sovereign
- 4 pulse phasers on the defiant
- Nebula's pulse weapons replaced with photon torps
- vorcha armed with both beam and pulse disruptors
- neghvar should fire a burst of 3 torps from the launchers under the wings like in Way of the Warrior
- serkas area damage removed, made more like steamrunners
- tavara offensive value decreased
- bring back the old rhien model but keep the actual textures(the current model looks more like a smaller griffin)
- a pulse disruptor for the D'deridex
- better resource/strength balance for the borg
posted on January 24th, 2009, 9:57 am
firewarrior1705 wrote:Here's what I think the mod should need:
- a less cheating AI
- all artillery ships should have a low power phaser to defend themselves at close range
- galaxy class separation
- buildable mckinley yard in game
- prometheus with MVAM
- increased offensive value of Sovereign class
- torpedo voley special weapon for the akira and quantum torp voley for the sovereign
- 4 pulse phasers on the defiant
- Nebula's pulse weapons replaced with photon torps
- vorcha armed with both beam and pulse disruptors
- neghvar should fire a burst of 3 torps from the launchers under the wings like in Way of the Warrior
- serkas area damage removed, made more like steamrunners
- tavara offensive value decreased
- bring back the old rhien model but keep the actual textures(the current model looks more like a smaller griffin)
- a pulse disruptor for the D'deridex
- better resource/strength balance for the borg
Looks like a good list, I vote for that

posted on January 24th, 2009, 10:38 am
my full list of wants for the future fo and/or pp
- a 6th wireframe postition (shields, sensors, weapons, life support, engines, ship image) as this wud allow the old FO wireframes to include all 5 subsystems plus the ship image still
- more buildItemXAvailibility options such as the ability to hide build list items which started of hidden as this could have a use for mixed tech or multi era mods
- more Replace weapon options like an auto use for human players (so as soon as it can it activates for both human and AI apparently this is possible already
but i cnt find it)
- race/ship specific evolution cocoon
- more customable gui like in a1
- built-in ship creator (even if its a basic one were u choose componants like in galactic civilisations 2 shipyard.
- a 6th wireframe postition (shields, sensors, weapons, life support, engines, ship image) as this wud allow the old FO wireframes to include all 5 subsystems plus the ship image still
- more buildItemXAvailibility options such as the ability to hide build list items which started of hidden as this could have a use for mixed tech or multi era mods
- more Replace weapon options like an auto use for human players (so as soon as it can it activates for both human and AI apparently this is possible already
but i cnt find it)
- race/ship specific evolution cocoon
- more customable gui like in a1
- built-in ship creator (even if its a basic one were u choose componants like in galactic civilisations 2 shipyard.
Actium

posted on January 24th, 2009, 2:10 pm
how about phased plasma torpedoes for the sovreign?
also i would like to see the Luna-class(science vessel) aswell as the Challenger-class(destroyer)
ingame
also i would like to see the Luna-class(science vessel) aswell as the Challenger-class(destroyer)
ingame
posted on January 24th, 2009, 2:43 pm
What about the Centaur?
posted on January 24th, 2009, 2:57 pm
neah, too old design. but the miranda too is old and yet still in, so who knows?
posted on January 24th, 2009, 3:42 pm
Hmm, but if the team put in EVERY ship that's requested, the Feds will have 60-70 more ship classes than the other races. If ships like the Centaur are put in, it'd probably just be as a map unit (adrift somewhere).
posted on January 24th, 2009, 4:02 pm
Atlantis wrote:Hmm, but if the team put in EVERY ship that's requested, the Feds will have 60-70 more ship classes than the other races.
Sounds like the show. How many races were shown with nearly as many different Classes as Starfleet? Starfleet has probably discarded more classes than all other major races combined have been shown using.
Actium

posted on January 24th, 2009, 4:49 pm
Last edited by Actium on January 25th, 2009, 9:47 am, edited 1 time in total.
Atlantis wrote:Hmm, but if the team put in EVERY ship that's requested, the Feds will have 60-70 more ship classes than the other races. If ships like the Centaur are put in, it'd probably just be as a map unit (adrift somewhere).
good point
i would prefer to see only modern classes ingame, so no miranda, constelation or centaur classes ingame.
instead of em actual ships like Luna etc
posted on January 24th, 2009, 5:08 pm
Last edited by Tyler on January 24th, 2009, 5:13 pm, edited 1 time in total.
Actium wrote:i would prefer to see only actual classes ingame, so no miranda, constelation or centaur classes ingame.
What? Since when is the Miranda Class not a Class?
posted on January 24th, 2009, 6:59 pm
Atlantis wrote:Hmm, but if the team put in EVERY ship that's requested, the Feds will have 60-70 more ship classes than the other races. If ships like the Centaur are put in, it'd probably just be as a map unit (adrift somewhere).
There is a good solution to compensate for the Federation's huge roster of ships... just make most of them warp-in's.
posted on January 24th, 2009, 7:46 pm
Having too many ships though just makes the units redundant... and nobody likes a redundant RTS
posted on January 25th, 2009, 12:23 am
Dominus_Noctis wrote:Having too many ships though just makes the units redundant... and nobody likes a redundant RTS
I could live with it, I used to have a version of Armada2 with 5 shipyards and 4 Starbase-types that had build lists full of unique ships. It just means you can have different ships each game.
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