Ultimate Weapons - if intended poll - no comments
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posted on March 17th, 2009, 7:34 pm
We have had a few threads on the forum for ultimate weapons.
Some threads have suggested the old A1 and A2 style of destroy fleets with one blow style weapons.
Some have suggested more refined versions such as monac shipyards, or borg transwarp stations, or romulan cloak detection jammers etc.
Please refer to the recent threads on ultimate weapons and let us know whether you would prefer to have the more subtle weapons in game or would prefer to leave them out all together.
note- this is not a poll for jach'eng or shockwave style weapons. Those screw up strategy and render well planned fleets useless.
Some threads have suggested the old A1 and A2 style of destroy fleets with one blow style weapons.
Some have suggested more refined versions such as monac shipyards, or borg transwarp stations, or romulan cloak detection jammers etc.
Please refer to the recent threads on ultimate weapons and let us know whether you would prefer to have the more subtle weapons in game or would prefer to leave them out all together.
note- this is not a poll for jach'eng or shockwave style weapons. Those screw up strategy and render well planned fleets useless.
posted on March 17th, 2009, 7:40 pm
I hate the idea of "super weapons" a lot. Any player would go for them like nothing, because they would be game winners, and then it would only be a question of who is getting there faster.
But maybe there could be a way to enable/disable such technology before starting a game, just like adjusting starting resources and the like. That would give everyone what they wanted without dissappointing anyone.
But maybe there could be a way to enable/disable such technology before starting a game, just like adjusting starting resources and the like. That would give everyone what they wanted without dissappointing anyone.
posted on March 17th, 2009, 7:51 pm
Last edited by mimesot on March 17th, 2009, 7:58 pm, edited 1 time in total.
Countermeasures!!!
And everything will be fine. Though actually I don't like them, because are most unrealistic in most cases and take away much of the reliability of the game.
I think some slightly further developments could be sensible for the end game. Now we have 6% and 12% weapon boosters for example, but there could be extensions to that, which take longer every time, and rise the percentage fewer.
And everything will be fine. Though actually I don't like them, because are most unrealistic in most cases and take away much of the reliability of the game.
I think some slightly further developments could be sensible for the end game. Now we have 6% and 12% weapon boosters for example, but there could be extensions to that, which take longer every time, and rise the percentage fewer.
posted on March 17th, 2009, 8:06 pm
Darthashur wrote:I hate the idea of "super weapons" a lot. Any player would go for them like nothing, because they would be game winners, and then it would only be a question of who is getting there faster.
But maybe there could be a way to enable/disable such technology before starting a game, just like adjusting starting resources and the like. That would give everyone what they wanted without dissappointing anyone.
Not everyone spammed supers, I used them so rarely I often forgot I even built it!
The ability to toggle on/off doesn't seem to be popular. They would keep everyone happy, but are were mostly removed (only making about half the players happy).
posted on March 17th, 2009, 9:06 pm
Last edited by Anonymous on March 17th, 2009, 9:08 pm, edited 1 time in total.
again we're not talking about supers like the jach'eng. the ultimate weapon nomenclature simply means a station or ability or ship that in of itself packs a certain punch to the team's forces.
to clarify:
we're talking more about tactical support features. like for exampkle - a monac shipyard that creates 8 ships simultaneously for the cost of 1 (which is canon btw)
or a borg transwarp hub that opens a gate anywhere on the map (which is canon btw)
or Romulan tachyon jammers that last for a specific period of time, allowing the Romulan ships to slip past sensors cloaked and even fire while cloaked (canon yet again)
or Feb weapon remodulation which lasts for a specific period of time and deals additional damage to targets or even bypasses shields (if bypassing shields it will deal less damage but directly to the hull), and will apply only to fed beams not torps
or klingon weapons that deal moderate damage to a wide area of coverage - toned down drastically from the jachengs of the past.. (actually if we do go for ultimate weapons then the klings will need some thought).
stuff like that.
Again - not literally those very ideas, but along those lines.
not tide-turning weapons, just stuff that comes from canon sources and adds a little more spice to your side.
to clarify:
we're talking more about tactical support features. like for exampkle - a monac shipyard that creates 8 ships simultaneously for the cost of 1 (which is canon btw)
or a borg transwarp hub that opens a gate anywhere on the map (which is canon btw)
or Romulan tachyon jammers that last for a specific period of time, allowing the Romulan ships to slip past sensors cloaked and even fire while cloaked (canon yet again)
or Feb weapon remodulation which lasts for a specific period of time and deals additional damage to targets or even bypasses shields (if bypassing shields it will deal less damage but directly to the hull), and will apply only to fed beams not torps
or klingon weapons that deal moderate damage to a wide area of coverage - toned down drastically from the jachengs of the past.. (actually if we do go for ultimate weapons then the klings will need some thought).
stuff like that.
Again - not literally those very ideas, but along those lines.
not tide-turning weapons, just stuff that comes from canon sources and adds a little more spice to your side.
posted on March 17th, 2009, 9:51 pm
what would be the difference between the ultimate weapons and the special stations that FO currently uses.
posted on March 17th, 2009, 10:00 pm
Last edited by Anonymous on March 17th, 2009, 10:05 pm, edited 1 time in total.
not that much. except they would pack more of a punch. That is why teh name ultimate weapon is more legacy from A1/A2. But it basically implies a specific ship or station that carries out a powerful taks to augment existing fleets or weaken enemy fleets, with an emphasis on bringing the individual strenght of the particular race to the fore.
Ship building for the dom
borg movement for twarp (may even have a shield generator for borg ships instead of a twarp, which could act as a shield remodulation making borg ships impervious or even more resistant to enemy fleet damage for a specific period of time)
fed ingenuity
romulan sneakiness
klingon brute force etc
the effect being fleet level or en masse effects - with even the twarp gate allowing mass movements of borg fleets across the map.
they most certainly dont imply shockwaves or jachengs - at least not with that devastating effect; not at this time at any rate.
These are only crude ideas. Of course, if we choose to move ahead with this im sure our community has a myriad of creative ideas on this, which would be fun to discuss.
Ship building for the dom
borg movement for twarp (may even have a shield generator for borg ships instead of a twarp, which could act as a shield remodulation making borg ships impervious or even more resistant to enemy fleet damage for a specific period of time)
fed ingenuity
romulan sneakiness
klingon brute force etc
the effect being fleet level or en masse effects - with even the twarp gate allowing mass movements of borg fleets across the map.
they most certainly dont imply shockwaves or jachengs - at least not with that devastating effect; not at this time at any rate.
These are only crude ideas. Of course, if we choose to move ahead with this im sure our community has a myriad of creative ideas on this, which would be fun to discuss.
posted on March 18th, 2009, 10:45 am
Im all for the supers again
But with an off switch.

posted on March 18th, 2009, 1:16 pm
sadly the Dev team hates superweapons.. 

posted on March 18th, 2009, 2:19 pm
Too bad. I'm a big fan as well of "support-type" super weapons (especially like Red Alert 3; and to a lesser extent like CnC3 and "CnC" Generals). Superweapons do allow a nice balance against turtlers turrets and non moving fleets (almost ironically), and they also allow one to take advantage of people who build fleets, yet don't pay attention to them (aka.... look at the nice fleet of intrepids... *fires bomb with timer*) 

posted on March 18th, 2009, 2:23 pm
Optec wrote:sadly the Dev team hates superweapons..
Does that mean there will be ones you can toggle on/off or that the people who like them will have to miss out?
posted on March 18th, 2009, 3:03 pm
Does that mean there will be ones you can toggle on/off or that the people who like them will have to miss out?
This

posted on March 18th, 2009, 3:15 pm
There are no plans to add superweapons and there won't probably be any in the future 

posted on March 18th, 2009, 3:42 pm
Damn. It's like everything I like about A2 is being removed one-by-one.
posted on March 18th, 2009, 3:47 pm
removed? there never were any superweapons in Fleet Operations 

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