Tie Warp-In ships to researched chassis

Post ideas and suggestions on new features or improvements here.
posted on November 22nd, 2010, 6:59 am
Last edited by vonCarstein on November 22nd, 2010, 7:01 am, edited 1 time in total.
I think one problem with the feds is that if they are lucky they can get extremly strong warp-ins in the beginning (like double galaxy or double ambassador)
So how about tieing the stronger ships to chassis lvl 3 (Imho Ambassador, Galaxy and Nebula Torp Refit)
or to a built Euradi-yard.

I think it would nerf the Feds without taking their signature ability away from them and it would make other strategies then fast Warp-In more attractive
posted on November 22nd, 2010, 7:04 am
Hmm..  well ideas like this have been brought up before ^-^.

  I'm pretty sure that the Devs have been keeping track of all the requests made and plan to make the Warpin a more balanced thing to utilize :).
posted on November 22nd, 2010, 6:05 pm
Weren't they shot down before? Considering the 'distress call' part of it means you're not building them, so the chassis research is irrelevant.
posted on November 22nd, 2010, 6:27 pm
Last edited by vonCarstein on November 22nd, 2010, 6:30 pm, edited 1 time in total.
Well maybe that could be explained by "as long as theres no big yards, enhanced techs involved its a backwater conflict and Starfleet Command doesnt permit high performance ships to go there for they might be needed in a more important area"... but I'd rather have a hick-up in explaining things then letting something fixable ruin balance...
posted on November 22nd, 2010, 6:28 pm
Damn tyler beat me to it lol.

vonCarstein wrote:Well maybe that could be explained by "as long as theres no big yards, enhanced techs involved its a backwater conflict and Starfleet Command doesnt permit high performence class ships to go there for they might be needed in a more important area"... but I'd rather have a hick-up in explaining things then letting something fixable ruin balance...


Explain how warp-in ruins balance?
posted on November 22nd, 2010, 6:34 pm
Well it mabe fine for players who are more expierenced but it happend to me sometimes that the first warp-in (for or against me) is something like 2 Ambassadors + 1 Galaxy or Torp refit.. or sth like that add 2-3 Intreps to that in very early game and you are in a world of hurt.. at least I am.
posted on November 22nd, 2010, 6:40 pm
Ambassadors are a lucky draw, a player is over twice as likely to get an Excelsior in both slots. Swapping the 2 Nebula varients place in the random selection would be better than a cost.
posted on November 22nd, 2010, 6:43 pm
Last edited by vonCarstein on November 22nd, 2010, 6:54 pm, edited 1 time in total.
of course its a lucky draw.. and mid-, late-game its not that bad but when it happens early it really tipps the scales in favour for the feds why not make it impossible in early-game by mechanics?

Edit: I only started playing online 2 weeks ago but I had 3 very strong draws as first warp-in so far
(Torp Refit, Galaxy, Ambassador / 2 x Ambassadors, Galaxy / 2 x Galaxy, Ambassador) for me and I think 4 times against me with similar strength... I won all the games where I had those draws and I lost the games where I had to put up with em... maybe the games would've ended this way if the draws had been different but I can assure you that when the draws where in my favour it made the games a lot easier.
posted on November 28th, 2010, 9:56 pm
Maybe you could only repair certain chassis level warpins fully if their chassis level had been researched (maybe only up to 70% repaired if damaged below 70 hull)? Or repair could be slowed down by not having the warpin's chassis level (twice as long, so if you only have level 1 and a Galaxy needs repair it takes a while.)
posted on November 28th, 2010, 9:58 pm
I could agree with slower repairs. If you don't research a chassis, the yards in a new base shouldn't be equipped to deal with that level of vessel.
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