Warp Capable Ships

Post ideas and suggestions on new features or improvements here.
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posted on July 13th, 2008, 10:34 pm
I think we should add a new station to the game. A subspace dissrupter station that dissrups the warp field within a certain radius preventing warp drive in some areas. It would be similar to to weapons turret or spy satelite. Think about it; there would still be strategy to the game and warp! :thumbsup:
posted on July 13th, 2008, 11:04 pm
funnystuffpictures wrote:I think we should add a new station to the game. A subspace dissrupter station that dissrups the warp field within a certain radius preventing warp drive in some areas. It would be similar to to weapons turret or spy satelite. Think about it; there would still be strategy to the game and warp! :thumbsup:

or in this case full impulse  :woot: I have always hated not being able to warp in flops. couldn't they just have it set the same as in A2 where you could disable it in the loby?

and another idea you could make the starbase make a warp inhibitor field (or what ever you want to call it) on its own and then have a station that made one was well
posted on July 14th, 2008, 12:40 am
Still, the way warp works would have to be severely reworked... after all, warping ships can attack, zoom in, destroy, and zoom out, before torpedoes even have a chance to attack, not to mention giving chase. Plus it means the way resources in FO work would have to change as well. Harrasment/scouting would be a much different issue, as you can simply zoom your fleet in and warp out before taking casualties if you want to check on someones base. In FO, you have to plan ahead and if you are attacked in an isolated sector, you are screwed for not thinking ahead. With warp, all of that changes (you can ambush anywhere unpredictably, and thus you don't have to split up fleets to defend as much). IMHO warp does limit strategy, but I would support a very limited number of warp capable ships (such as what Borg does with transwarp drive in FO)
posted on July 14th, 2008, 3:58 am
Maybe just a few ships should be warp capable in each race. Abd it should take credits to build them so you wouldn't be able to warp an that big of a fleet around. Plus Warp Inhibitor Stations or Subspace disruptors should also be implemented to stop enemy ships to warp around in your territory or vise versa. 
posted on July 15th, 2008, 3:40 pm
making it overly complacated and making the game creation length even longer here guys...
posted on July 15th, 2008, 10:03 pm
It doesn't have to be for [glow=red,2,300]THIS[/glow] version.    :fish:
posted on July 16th, 2008, 8:50 am
No warp in Fleet Operations  :rolleyes:
posted on July 16th, 2008, 8:41 pm
O.K, no warp it is.  :crybaby: But I'd like to see that impulse/full impulse capably implemented.  :D
posted on July 18th, 2008, 4:34 pm
I was inspired by this discussion, and tried to implement an anti-warp-in turret myself, but I failed. I've got no idea how to get the "GravityRadius". Including "planet.odf" is not really sensible and adding different classlabels causes armada to crush. I think it could be interesting to control gravity, because it could give armada a completely new feature in tactics. Has someone ever tried and managed to do something like that?

Greetings
Mimesot
posted on July 18th, 2008, 5:40 pm
lol am surprised you did'nt lock the topic at this point!

Optec wrote:No warp in Fleet Operations  :rolleyes:
posted on July 18th, 2008, 6:13 pm
wow I need to get back to moding A2  :blush: have been away to long :crybaby:
posted on July 21st, 2008, 2:27 pm
Still, I'd really like to see the Picard Maneuver implemented. A couple of seconds where the Enterprise cannot be targeted and where damage is increased and has a chance of bypassing shields? ^^
posted on July 21st, 2008, 6:10 pm
They should make an Enterprise E map object that can do that.
posted on July 21st, 2008, 7:16 pm
Nah, give it to the Stargazer.
posted on July 21st, 2008, 8:31 pm
The only problem I have with the whole Picard Maneuver thing is that when Picard used that maneuver, it only worked because the Ferengi ship relied on optical (visual) scanners, rather than the whole shebang that all these modern ships use. I just don't think it would work to these newer ships.
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