timeship!
Post ideas and suggestions on new features or improvements here.
posted on July 5th, 2009, 9:39 pm
i was bored in work so my thoughts wondered this is kindof radical so.. that's it: a very expansive ship which could be destroyed easyly but has pwoerful wepoans, that ship has red matter core.. it can travel in time!! (but not real time, the game time)
so when it goes in time (it can be 10 minutes in the past say) the game poll off the game status at that time and display it on the same screen but it will be blur or somthing, now when the ship destroy unit from the past the same unit/structure will be destroy in the present with white wosse ot somthing.. the timeship will be able to explode her core and do demage to nearby units.. let's say someone is losing it can change the balance of the game it will be cool! i say it can be an expernal cardassian ship
is somthing like this possible?
so when it goes in time (it can be 10 minutes in the past say) the game poll off the game status at that time and display it on the same screen but it will be blur or somthing, now when the ship destroy unit from the past the same unit/structure will be destroy in the present with white wosse ot somthing.. the timeship will be able to explode her core and do demage to nearby units.. let's say someone is losing it can change the balance of the game it will be cool! i say it can be an expernal cardassian ship

posted on July 5th, 2009, 9:43 pm
Hmm timeship for the cardassians sounds a bit farfetched but i'll note it down for something that The Final Frontier could use at some point.
Also, i was thinking and a cool ability for a timeship would be something like this:
Temporal Travel
* Engages this ships time drives sending it 5 minutes into the future. When it arrives, the ship will be completely repaired. During that five minutes the ship has dissapeared from the map and is not to be found anywhere.
Also, i was thinking and a cool ability for a timeship would be something like this:
Temporal Travel
* Engages this ships time drives sending it 5 minutes into the future. When it arrives, the ship will be completely repaired. During that five minutes the ship has dissapeared from the map and is not to be found anywhere.
posted on July 5th, 2009, 9:44 pm
That would be a cool weapon for the premonition
posted on July 6th, 2009, 1:29 am
Oooohhh, coolness! What about the U.S.S Wells from Voyager, but a ship that could temporally halt time around one or two ships would be an awesome special ability. Don't you guys think?
posted on July 6th, 2009, 6:15 am
yea the timeship from voyager would be cool, however.. to what race will it be belong? the fedration? it will be built in the long future..
posted on July 8th, 2009, 2:10 am
The Feds do make the most sense, but to make it fair other races should have one too. Besides, the only time vessels I do remember were Federation, or other humans. I think though that one belonged to the Vulcans, but I could be wrong.
posted on July 8th, 2009, 2:19 am
Last edited by Pappy63 on July 8th, 2009, 2:30 am, edited 1 time in total.
NO time ships ...The Federations Temporal Prime Directive prevents it. TheTemporal Investigations Agency. "Temporial Police " would stop any other race from altering the time line. I don't remember exactly which site it was that had a detailed History of theTemporal Investigations Agency. but there is a lot of canon material that would make time ships ,Verboten, Forbidden, Taboo. IE. NOT GOING TO HAPPEN!!! unles the developers allow it
posted on July 9th, 2009, 4:13 am
if they can bring back the Iconians then why not time ships.
the original armada had that temporal structure that would freeze all ships in a given location of space and allow the feds vessels to attack them at whim. it was fun but it was waaay overpowering. especially if you built more than one of them.
the original armada had that temporal structure that would freeze all ships in a given location of space and allow the feds vessels to attack them at whim. it was fun but it was waaay overpowering. especially if you built more than one of them.
posted on July 9th, 2009, 4:57 am
Last edited by Anonymous on July 9th, 2009, 5:02 am, edited 1 time in total.
I hope I'm articulating this correctly, as tired as I am at this hour.
The problem with anything disturbing time, at least purely from a gaming standpoint, is that there is really no way to represent it - especially since it is impossible, first of all, for a ship to go "back in time" (because then you will see the ship before you even make the decision to build it, which needless to say is not possible).
And while the "sending a ship forward in time" is manageable, doable, and not wholly impractical, it's far less useful than you might think, and would cause a great deal of problems in-game; plus, it's basically just like a version of cloak, except that no-one can detect you at all. This sounds good until you realize that you can't do anything with the ship, either, during this time. Also, why would it be fully repaired, if it supposedly jumps instantaneously 5 minutes/whatever ahead? Even if there was some reason it would be repaired, it's unlikely to be in any less of a mess than before you "disappeared" it.
Plus, having ships that simply "freeze" time works well enough when one side can do it, but with multiple enemies it will simply get annoying, and one use could effectively do much more than turn the tide of a battle, it could end one decisively. There's also no good way to represent this accurately; in "real life", if time was frozen for everyone but X ships from Y fleet, then you wouldn't see time stop, suddenly everything would be obliterated - or more accurately, since time is stopped for everything but those ships, those ships can't really damage other things, can they?
These features, while interesting and probably very effects-heavy, will also be difficult and time-consuming to program when the devs could probably be doing something much more effective with their time - balancing, fixing, etc. - in addition to likely causing massive imbalance themselves.
As much as I think it'd be fun to play around with, in the long run I don't believe the benefits outweigh the costs and/or detriments of adding time-travel-related - temporal, if you will - features to A2: FO. Just my two cents...stretched into a statement much longer than originally intended.
The problem with anything disturbing time, at least purely from a gaming standpoint, is that there is really no way to represent it - especially since it is impossible, first of all, for a ship to go "back in time" (because then you will see the ship before you even make the decision to build it, which needless to say is not possible).
And while the "sending a ship forward in time" is manageable, doable, and not wholly impractical, it's far less useful than you might think, and would cause a great deal of problems in-game; plus, it's basically just like a version of cloak, except that no-one can detect you at all. This sounds good until you realize that you can't do anything with the ship, either, during this time. Also, why would it be fully repaired, if it supposedly jumps instantaneously 5 minutes/whatever ahead? Even if there was some reason it would be repaired, it's unlikely to be in any less of a mess than before you "disappeared" it.
Plus, having ships that simply "freeze" time works well enough when one side can do it, but with multiple enemies it will simply get annoying, and one use could effectively do much more than turn the tide of a battle, it could end one decisively. There's also no good way to represent this accurately; in "real life", if time was frozen for everyone but X ships from Y fleet, then you wouldn't see time stop, suddenly everything would be obliterated - or more accurately, since time is stopped for everything but those ships, those ships can't really damage other things, can they?
These features, while interesting and probably very effects-heavy, will also be difficult and time-consuming to program when the devs could probably be doing something much more effective with their time - balancing, fixing, etc. - in addition to likely causing massive imbalance themselves.
As much as I think it'd be fun to play around with, in the long run I don't believe the benefits outweigh the costs and/or detriments of adding time-travel-related - temporal, if you will - features to A2: FO. Just my two cents...stretched into a statement much longer than originally intended.
posted on July 9th, 2009, 11:43 am
nathanj wrote:the original armada had that temporal structure that would freeze all ships in a given location of space and allow the feds vessels to attack them at whim. it was fun but it was waaay overpowering. especially if you built more than one of them.
The station was well balanced; limited area of effect, high cost, high special energy need & slow recharge.
I liked the original Time station, but since I used it the way Starfleet actually would I normally forgot about it (even when the base was being assimilated).
In the (unfortunatly unlikely) event it was brought in, it could be added to the 'Special Stations' cap, meaning you build either the Temporal Research or Starfleet Command.
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