System for allocating special Subsystem energy.
Post ideas and suggestions on new features or improvements here.
posted on April 21st, 2011, 10:13 pm
Idea:get special energy sort of like special weapons energy, but for subsystem. This could even be from the special weapons energy if thats what was decided.
Essentially, take this energy, and you can boost subsystems on individual ships, or transfer them. So say you have 100% energy, with an extra 10% additional output capacity *temporary. So if you had a ship under attack that lost its shields, but retreated it successfully for example, you could transfer energy to the repair system to increase repair rate by 10-20% for a certain period of time. Taking it away from other subsystems, or what have you.
There were a lot of star trek scenes with boosting certain systems, or transferring energy from this system to that system. Especially shields and engines. But this could work for any of them.
So I guess I'm thinking of something like an allocation system for subsystems. Have X amount of energy that can be transferred, and manually be able to control individual vessels to boost weapons, shields, engines, sensors or repair as desired.
I'm thinking percentages depend on factions. Klingons maybe can boost weapons by up to 10-20%, but there sensor range is maximum increase of 5-7%. Whereas Feds can boost any subsystem by 12%, but no more, as they are good with tech.
Essentially, take this energy, and you can boost subsystems on individual ships, or transfer them. So say you have 100% energy, with an extra 10% additional output capacity *temporary. So if you had a ship under attack that lost its shields, but retreated it successfully for example, you could transfer energy to the repair system to increase repair rate by 10-20% for a certain period of time. Taking it away from other subsystems, or what have you.
There were a lot of star trek scenes with boosting certain systems, or transferring energy from this system to that system. Especially shields and engines. But this could work for any of them.
So I guess I'm thinking of something like an allocation system for subsystems. Have X amount of energy that can be transferred, and manually be able to control individual vessels to boost weapons, shields, engines, sensors or repair as desired.
I'm thinking percentages depend on factions. Klingons maybe can boost weapons by up to 10-20%, but there sensor range is maximum increase of 5-7%. Whereas Feds can boost any subsystem by 12%, but no more, as they are good with tech.
posted on April 21st, 2011, 10:15 pm
Sounds more like something for a simulator than an RTS. Can Armada handle that?
posted on April 21st, 2011, 10:18 pm
um, i actually have no idea. was just an idea. maybe one of the devs could comment on this...
but if it were possible, be pretty sweet.
but if it were possible, be pretty sweet.
posted on April 21st, 2011, 11:10 pm
godsvoice wrote:Essentially, take this energy, and you can boost subsystems on individual ships, or transfer them. So say you have 100% energy, with an extra 10% additional output capacity *temporary. So if you had a ship under attack that lost its shields, but retreated it successfully for example, you could transfer energy to the repair system to increase repair rate by 10-20% for a certain period of time. Taking it away from other subsystems, or what have you.
There have been regen shield weapons since vanilla A2, and are curently some ingame.
godsvoice wrote:There were a lot of star trek scenes with boosting certain systems, or transferring energy from this system to that system. Especially shields and engines. But this could work for any of them.
So I guess I'm thinking of something like an allocation system for subsystems. Have X amount of energy that can be transferred, and manually be able to control individual vessels to boost weapons, shields, engines, sensors or repair as desired.
I'm thinking percentages depend on factions. Klingons maybe can boost weapons by up to 10-20%, but there sensor range is maximum increase of 5-7%. Whereas Feds can boost any subsystem by 12%, but no more, as they are good with tech.
That'd be easily doable with the replaceweapon command flops uses, you'd just have to choose which system to boost, and deal with a few extra special weapon buttons, but I dotn fully see the point unlessi t comes with consequences.
IE: Boost one system at the expense of others.
Weapon
Shield
Sensor
Engine
You poost one stat by 3 all others go down by 1, for example.
posted on April 22nd, 2011, 2:29 am
Yes I was thinking there would be a consequence of some sort. That could work.
I had a couple other thoughts as well for potential downside, taken from what is already in the game so I think it could be done.
Either do it at the expense of other subsystems, or do it with the risk of overpushing a system. You could probably improve the weapons for a short period of time by just pushing the system itself in some way, but if you do it for too long, say for 1 min plus, there comes the chance that there will be a cooling off period where it will work below 100.
So, if you want weapons to work at 110% for 60 seconds, there is no side effects and there you go, you have 10% boost. But if you leave it for say 1 min 30 secs, it starts causing damage and then it will automatically revert to 85% after some random time. So it is meant to be temporary. Perhaps a timer to let you know and keep track. And also have a small rest period of a min or so in between.
But it might be better the other way. I could permanently have 10% better weapons, just by making my ship permanently slower... so I dunno. Or slightly slower, slightly less sensors, slightly less shields etc.
I had a couple other thoughts as well for potential downside, taken from what is already in the game so I think it could be done.
Either do it at the expense of other subsystems, or do it with the risk of overpushing a system. You could probably improve the weapons for a short period of time by just pushing the system itself in some way, but if you do it for too long, say for 1 min plus, there comes the chance that there will be a cooling off period where it will work below 100.
So, if you want weapons to work at 110% for 60 seconds, there is no side effects and there you go, you have 10% boost. But if you leave it for say 1 min 30 secs, it starts causing damage and then it will automatically revert to 85% after some random time. So it is meant to be temporary. Perhaps a timer to let you know and keep track. And also have a small rest period of a min or so in between.
But it might be better the other way. I could permanently have 10% better weapons, just by making my ship permanently slower... so I dunno. Or slightly slower, slightly less sensors, slightly less shields etc.
posted on April 22nd, 2011, 3:07 am
Well there should be no free lunch.
If a ship boosts it's stats, it does so at the expense of the effectiveness of other systems.
Prehaps also have the HP of that boosted system be lowerd as well, so if you BOOST power to engines, they are more likely to be damaged.
That said if this were implemented it should only be done for ranked up units and differntly per race.
Heres a way I think it could be implemented and fit the races. Note: systems giving up power are weaker. Weapons a set % less damage, shields have a % less max strength, engines move the ship a % slower, sensors see a % less.
Engine/shield/sensor/weapon are the systems effected.
Torpedo weaponry is not affected positively or negatively, as it's ammunition based.
When a races ship gains rank to get an ability, it retains it at the higher ranks/
Races can only boost systems for which they can purchase an upgrade.
Im doing Fed/Klink as an example. By no means is this balanced, just a basic idea.
Federation: Defenseve race, sensor/shields as primary boosts.
no rank - Sensor boost 3%. 2% loss in all systems until at doublesilver rank, then sensor boost costs 1% per system.
silverbar -
doublesilver - Sensor boost only drains 1% from other systems for a 4% bonus.. Shield boost 3% for 1% drain.
goldsilver - 3% weapon boost for 1% reduction to other systems.
doublegold - Shield boost 6% for 1.5% drain. Weapon boost 6% for 2% reduction.
Veteran - Shield/Weapon/Sensor 6% boost for 2% reduction.
no rank - 3% weapons boost 2% loss in all systems
silverbar -
doublesilver - weapon boost up to 4% for 2.2% systems drain.
goldsilver - 3% speed boost for 1% system drain.
doublegold - 3% shield boost for 1% system drain.
Veteran - Shield/Weapon/Speed 6%boost for 2% reduction
So for example, klinks loose more for their inital weapons boost (which fits the klinks) but it also gives them more in return.
Feds sensor fits them, but can give them superior recon (especily if it were to be coded to also increase the Canaverals station sensor boost special).
If a ship boosts it's stats, it does so at the expense of the effectiveness of other systems.
Prehaps also have the HP of that boosted system be lowerd as well, so if you BOOST power to engines, they are more likely to be damaged.
That said if this were implemented it should only be done for ranked up units and differntly per race.
Heres a way I think it could be implemented and fit the races. Note: systems giving up power are weaker. Weapons a set % less damage, shields have a % less max strength, engines move the ship a % slower, sensors see a % less.
Engine/shield/sensor/weapon are the systems effected.
Torpedo weaponry is not affected positively or negatively, as it's ammunition based.
When a races ship gains rank to get an ability, it retains it at the higher ranks/
Races can only boost systems for which they can purchase an upgrade.
Im doing Fed/Klink as an example. By no means is this balanced, just a basic idea.
Federation: Defenseve race, sensor/shields as primary boosts.
no rank - Sensor boost 3%. 2% loss in all systems until at doublesilver rank, then sensor boost costs 1% per system.
silverbar -
doublesilver - Sensor boost only drains 1% from other systems for a 4% bonus.. Shield boost 3% for 1% drain.
goldsilver - 3% weapon boost for 1% reduction to other systems.
doublegold - Shield boost 6% for 1.5% drain. Weapon boost 6% for 2% reduction.
Veteran - Shield/Weapon/Sensor 6% boost for 2% reduction.
no rank - 3% weapons boost 2% loss in all systems
silverbar -
doublesilver - weapon boost up to 4% for 2.2% systems drain.
goldsilver - 3% speed boost for 1% system drain.
doublegold - 3% shield boost for 1% system drain.
Veteran - Shield/Weapon/Speed 6%boost for 2% reduction
So for example, klinks loose more for their inital weapons boost (which fits the klinks) but it also gives them more in return.
Feds sensor fits them, but can give them superior recon (especily if it were to be coded to also increase the Canaverals station sensor boost special).
posted on April 22nd, 2011, 4:07 am
Hmm.
Well I like the idea of letting them gain things only in areas that they are already able to do research in.
I'm not entirely convinced on how much it would cost to temporarily enhance one subsystem. How many times have you heard the phrase 'emergency power to the shields', or something to that extent?
Come to think of it, that would be perfect, an Emergency Power button.
There is no real downside, except to overextend the system, causing permanent damage until you repair at a yard.
For areas a faction can already do research in, give them an 'emergency power' special weapon that gives a temporary boost in one of these areas for a given percentage. This should last a certain amount of time, but you control when it stops.
Take engines for instance, it will work for 30 seconds with no problems, for every 5 seconds after that, there is an increased chance for damage to be caused.
My thinking is based on the idea that every ship would naturally have reserved energy. There are countless instances I can use in reference to trek to provide evidence for this. Take Voyager in their year of hell, they rationed their replicators, cut back on the holodecks etc. (Reroute power from... the deflector dish?) Not everything on a ship has to be given power, I can take away power from any number of things before I resort to taking things away from shields, weapons, sensors, or engines.
Ultimately, I think it should be left up to the devs and what they side. As long as overall people are in favour of the idea. Since they are the ones who are aware of the greater scheme of things as far as factions go, and need to work it all out and implement it, they can decide the final set up.
But I'm in favour of a free lunch, as long as people don't abuse it for long periods of time. I think this might make early game a lot more interesting. Depending on what an extra 5-10% here and there could do. If in early game my expansion is in trouble, and I want to add to my engines to get a small fleet there sooner... I see nothing against adding a feature to do so. Take the power out of tenforward, no eating from the replicators during times of war!
lol, I dunno, but there is nothing to say definitively that things have to suffer for a temporary boon. it would be just like a special weapon: Emergency Power. All ships come with this special weapon with three buttons, one for each of the systems they are able to research and improve.
Well I like the idea of letting them gain things only in areas that they are already able to do research in.
I'm not entirely convinced on how much it would cost to temporarily enhance one subsystem. How many times have you heard the phrase 'emergency power to the shields', or something to that extent?
Come to think of it, that would be perfect, an Emergency Power button.
There is no real downside, except to overextend the system, causing permanent damage until you repair at a yard.
For areas a faction can already do research in, give them an 'emergency power' special weapon that gives a temporary boost in one of these areas for a given percentage. This should last a certain amount of time, but you control when it stops.
Take engines for instance, it will work for 30 seconds with no problems, for every 5 seconds after that, there is an increased chance for damage to be caused.
My thinking is based on the idea that every ship would naturally have reserved energy. There are countless instances I can use in reference to trek to provide evidence for this. Take Voyager in their year of hell, they rationed their replicators, cut back on the holodecks etc. (Reroute power from... the deflector dish?) Not everything on a ship has to be given power, I can take away power from any number of things before I resort to taking things away from shields, weapons, sensors, or engines.
Ultimately, I think it should be left up to the devs and what they side. As long as overall people are in favour of the idea. Since they are the ones who are aware of the greater scheme of things as far as factions go, and need to work it all out and implement it, they can decide the final set up.
But I'm in favour of a free lunch, as long as people don't abuse it for long periods of time. I think this might make early game a lot more interesting. Depending on what an extra 5-10% here and there could do. If in early game my expansion is in trouble, and I want to add to my engines to get a small fleet there sooner... I see nothing against adding a feature to do so. Take the power out of tenforward, no eating from the replicators during times of war!
lol, I dunno, but there is nothing to say definitively that things have to suffer for a temporary boon. it would be just like a special weapon: Emergency Power. All ships come with this special weapon with three buttons, one for each of the systems they are able to research and improve.
posted on April 22nd, 2011, 6:22 am
There might be some interesting possibilities if some of these ideas were merged with the existing upgrades for the subsystems.
posted on April 22nd, 2011, 6:36 am
Prehaps semi slow down the pace of teching up by mixing system upgrades into the tech tree ?
That said, I really dont think we need more replaceweapon stuff due to the headaches it causes already.
That said, I really dont think we need more replaceweapon stuff due to the headaches it causes already.
posted on April 22nd, 2011, 4:23 pm
I'm thinking about what this could apply to overall. I don't imagine stations would be all that affected, perhaps only to boost shields. Turrets are unmanned, so nobody would be onsite to oversee and regulate the transfer, so no chance of them getting it. Same goes for sensor relays. Unless they can be controlled remotely.
Scouts wouldn't necessarily get it, they are already pretty compact. Nothing luxurious to transfer energy from.
And also related to the techtree. I was hoping for something that could be done directly from the ships, and not with the research stations. Thinking about it more, the Tavara already has something exactly like this with her weapons and shields system doesn't she? She can upgrade them, permanently? So, something like the Tavara has (but for a time frame).
If we wanted to merge it, I'd be open to hearing ideas. All systems currently have two upgrade options, feds have weapons, shields, and sensors upgrades X2. What if we created another upgrade for all races. It would be something like a fleetwide system upgrade, that allows individual ships access to control small boosts in their systems.
Once this is researched, cheaply!, perhaps something is updated at the yards. All crew, not just engineering crew, are given basic training on how to regulate ship systems which allows for greater allocation. Or just engineering crews are given the training. Nothing in the research station is codependent with anything else, you dont need this to research other stuff, or other stuff to research this.
Or maybe this can be something we give to the yards. They currently have a research repair for allied ships, what about giving them a research option, for giving ships and crew something to assist them in energy transfer. I'd actually much rather see this. It isn't something you have to wait to build your research station to get. Once the yard is up, it takes thirty seconds to do the research, and every yard needs to do it. And then the ships built get access to the ability.
Scouts wouldn't necessarily get it, they are already pretty compact. Nothing luxurious to transfer energy from.
Mal wrote:There might be some interesting possibilities if some of these ideas were merged with the existing upgrades for the subsystems.
And also related to the techtree. I was hoping for something that could be done directly from the ships, and not with the research stations. Thinking about it more, the Tavara already has something exactly like this with her weapons and shields system doesn't she? She can upgrade them, permanently? So, something like the Tavara has (but for a time frame).
If we wanted to merge it, I'd be open to hearing ideas. All systems currently have two upgrade options, feds have weapons, shields, and sensors upgrades X2. What if we created another upgrade for all races. It would be something like a fleetwide system upgrade, that allows individual ships access to control small boosts in their systems.
Once this is researched, cheaply!, perhaps something is updated at the yards. All crew, not just engineering crew, are given basic training on how to regulate ship systems which allows for greater allocation. Or just engineering crews are given the training. Nothing in the research station is codependent with anything else, you dont need this to research other stuff, or other stuff to research this.
Or maybe this can be something we give to the yards. They currently have a research repair for allied ships, what about giving them a research option, for giving ships and crew something to assist them in energy transfer. I'd actually much rather see this. It isn't something you have to wait to build your research station to get. Once the yard is up, it takes thirty seconds to do the research, and every yard needs to do it. And then the ships built get access to the ability.
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