Veterens & Canon

Post ideas and suggestions on new features or improvements here.
posted on June 20th, 2009, 4:52 pm
Last edited by funnystuffpictures on June 21st, 2009, 12:19 am, edited 1 time in total.
I thought it might be cool for some veteren ships to get a special ability that lets them warp.
posted on June 20th, 2009, 5:49 pm
That would be strange, given the fact that normally all ships could warp. But maybe under another guise, let´s say for the feds it would be the Picard Maneuver (the warp jump, not the jacket thing  :sweatdrop:).
posted on June 20th, 2009, 6:22 pm
What would be about an traktor beam for all Veterans.
Or something like an energy-rerouting, which allows to put energy from the weapons to the shields and engines or something like that.
posted on June 20th, 2009, 6:30 pm
think construction vehicles shud have tractor beam anyway,but like ur idea
posted on June 20th, 2009, 6:32 pm
Nice very nice. Maybe a veteren could be a lot more cannon in that way
posted on June 20th, 2009, 7:43 pm
Sorry to be pedantic, but thought you might want to know "canon" is the appropriate spelling.
posted on June 20th, 2009, 9:07 pm
And how would you use the tractor? You can only use it to ships that have no shields anymore and thus, they are in fact pretty much destroyed.

And WHEN there is a ship with shields down, you only might to capture it.
To, what is the point?

System balancing:
Well, that would require a energy system balancing similar to Klingon Academy or Starfleet Command.
Nice idea, but I dont think that you want to micro it AND that when you have a whole fleet you would be able to do that in a proper way.

You can do this on tactical-like games but not on strategic-like games we have here. Thus, the idea of a combination is really great, the engine we have here is'nt able to support that.

BUT:
When we can in the future would have a tactical game like klingon academy and would combine it with a strategical game like we have now in Fleet-Ops or even better, like in Birth of the Federation (look for Supermacy) it would be the greatest game ever. I imagine:

You fly your own ship, with your own crew and are "Admiral" of your empire. You choose what buildings should be build on the planet and what stations would be created in the orbit. You also have crew experience, can capture enemy vessels in real time, have a strategy counter like in Birth of the federation, you can research technology, upgrade ships or equip them like in Starfleet command and out of the yard comes your custom ship. Old ships can be upgradet, you can colonize new systems, have a galaxy map and even long-range-scanners that will give you an overview of your current empire and enemy fleet-moves. Starbases and Deep-Space stations, a full fledget diplomacy menue, diffrent types of planets, terraforming, Tradeing, freighters, Nebulars, Asteroid fields, black holes and quasars, random events like "Q" approaching or a borg cube...

Okay, done we dreaming, continue with the current game  :D
posted on June 20th, 2009, 9:43 pm
By shields you mean engines yeah?
posted on June 20th, 2009, 9:45 pm
@sheva
Ok, your right in every point. :sweatdrop:

Tractor beam:
There had been some situations in FleetOperations i had whished to have something like that. But these situations were seldom. So there is no need for this ability.

Energy system:
As you say, so much micromanagment would be an Challenge. But if you play this game with an buildcostmultiplier of 5 it wont sound that crazy anymore. Anyway, in fast multiplayer games, this feature would be meaningless.
posted on June 21st, 2009, 12:20 am
Unleash Mayhem wrote:Sorry to be pedantic, but thought you might want to know "canon" is the appropriate spelling.


:yucky:
posted on June 21st, 2009, 8:46 am
Why engines? When you have a dreadnought with for, lets say, 10 seconds deactivated engines, that you only have to withstand the next 10 seconds, but this ship can fire on. So a dreadnought with deactivatet engines remains a major threat, it just cant move.

When your dreadnought lost his shields, well then you have 5 seconds to run out of the battlefield or it is lost...

So in my eyes, shields are more important than engines. Sure, when you have a ship with short/medium range with deactivated engines and fight against ships with long/artillery range, then you've got a problem. But after 10 seconds, you are back online.

And when you ask: In most cases, your engines are lost when you take direct hull damage. And when you are in this stage, your engines are the smallest thing that interest you. The only way to rescue your ship is:
- Destroy the enemy so fast, that it dont get a next shot that would destroy your ship.

@Nomis3000
Even with a multiplier of x10 it would be critical, because you cant just micro the way like in Klingon Academy.
You would have to put ALL avaible systems into the ship, give every system an armor, you need a crew, special officers, transporter stations, marines, medical station, two or more reactors (Main, secondary, tertiary) and so on... Only for this feature, you develope so to say a new game to the game because of the enormus work that stands behind it.
posted on June 21st, 2009, 9:32 am
Well the ferengi tractor beam only works with engines, and I have a feeling the game engine requires it. Besides, you don't gain any speed increase using a tractor beam, so using it on a ship that can move seems pretty silly.
posted on June 21st, 2009, 12:46 pm
Well, and what about the Defiant that engaged its tractor beam in order to fight against a Vor'cha class battlecruiser to evade their main cannon?

But this is an advanced manouver, nothing that should be in the game.
posted on June 21st, 2009, 12:47 pm
That only reduced the efficiency, you'd have to be reckless to get close enough try that.
posted on June 22nd, 2009, 5:27 pm
Picard Maneuver  would be interesting...

However No Warp Please!

It was taken out for a reason,. The mechanics are flawed, ships get stuck stupid places and other bad stuff used to happen in A1 & A2.
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