Warpin Adjustments

Post ideas and suggestions on new features or improvements here.
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posted on July 22nd, 2010, 2:14 pm
I hope none of these ideas are repeated, i checked the last 10 pages of this board and didnt find anything.

i have a couple ideas for warpins.


1)

Make a delay between each warpin coming.

when you send a distress call the ships that come dont all meet up and agree on a speed to travel, the faster ships may get ahead and arrive a few seconds earlier.

this would make using warpin offensively a nightmare, imagine if you did a warpin and the steamrunner arrived then the heavier ships came 8 seconds later.


2)

Vary the number of ships that warp in when you send a distress call.

When you send a distress call the nearest ships usually come, they dont agree that only three of them will come.

so most of the time you get 3, rarely 2, rarely 4 never anything else. chance of 3 ships could be 70% and 2 and 4 could have 15% each. so on average you get 3.

this would also make harassing risky. what if u only got 2 ships?

3)

Vary the rank of warpins.

most warpin ships are years old by fleetops time, and probably have established crews with some experience.

maybe a 70% of rank 1, 20% chance of rank 2 and a 10% chance of rank 3.

any crew with more experience would probably be on a mission rather than just hanging around waiting for distress calls.

4)

Vary the health of warpins - variant 1

Ships with minor damage can respond to distress calls too.

so a ship can have a chance to be partially damaged, with the most likely event is that the ships are undamaged. and the chances get lower for more damage. the most damaged warpin would be maybe shields at 50% hull at 75% and that would be rather rare.

this balances the rank varying idea and generally weakens the warpins, but in a realistic way, other than just nerfing warpins stats.

5)

Vary the health of warpins - variant 2

same as above, except that heavily damaged ships can warpin (if you have a repair yard) and will repair, only after repairing will they transfer to your control. of course these ships would never have engines offline. nor life support.

these heavily damages ships would be quite rare too.
posted on July 22nd, 2010, 2:22 pm
Last edited by Tyler on July 22nd, 2010, 2:26 pm, edited 1 time in total.
Myles wrote:1)

Make a delay between each warpin coming.

when you send a distress call the ships that come dont all meet up and agree on a speed to travel, the faster ships may get ahead and arrive a few seconds earlier.

this would make using warpin offensively a nightmare, imagine if you did a warpin and the steamrunner arrived then the heavier ships came 8 seconds later.

Could work, but might make it a bit unreliable.

Myles wrote:2)

Vary the number of ships that warp in when you send a distress call.

When you send a distress call the nearest ships usually come, they dont agree that only three of them will come.

so most of the time you get 3, rarely 2, rarely 4 never anything else. chance of 3 ships could be 70% and 2 and 4 could have 15% each. so on average you get 3.

this would also make harassing risky. what if u only got 2 ships?

I think I suggested this, but can't remember if I got a reponse from the devs

Myles wrote:3)

Vary the rank of warpins.

most warpin ships are years old by fleetops time, and probably have established crews with some experience.

maybe a 70% of rank 1, 20% chance of rank 2 and a 10% chance of rank 3.

any crew with more experience would probably be on a mission rather than just hanging around waiting for distress calls.

I like that one, more realistic.

Myles wrote:4)

Vary the health of warpins - variant 1

Ships with minor damage can respond to distress calls too.

so a ship can have a chance to be partially damaged, with the most likely event is that the ships are undamaged. and the chances get lower for more damage. the most damaged warpin would be maybe shields at 50% hull at 75% and that would be rather rare.

this balances the rank varying idea and generally weakens the warpins, but in a realistic way, other than just nerfing warpins stats.

Not sure, but it could make players more careful about Warp-In.

Myles wrote:5)

Vary the health of warpins - variant 2

same as above, except that heavily damaged ships can warpin (if you have a repair yard) and will repair, only after repairing will they transfer to your control. of course these ships would never have engines offline. nor life support.

these heavily damages ships would be quite rare too.

Any ship in that condition is more likely to just relay the message to someone else.
posted on July 22nd, 2010, 2:28 pm
Tyler wrote:1 - Could work, but might make it unreliable.
2 - I think I suggested this, but haven't got a reponse from the devs.
3 - I like that one, more realistic.
4 - Not sure, but it could make players more careful about Warp-In.
5 - Any ship in that condition is more likely to relay the message to someone else and continue to a Shipyard.


first of all thanks for the quick feedback tyler.

i dont wanna come off as confrontational here, just wanna defend my points as best i can.

1) indeed i agree it would make warpin less reliable, mainly offensively less reliable, on the defence you probably have the time to wait for the ships to arrive. but mainly i dont like the idea of the warpin as an offensive ability, as its a distress call, its "hey i need help" not "hey go blow up that guys mining exp and then get killed by his fleet"

2) i remember some of my points coming up before, i tried finding those threads, but couldnt. so if this is your idea, i give u full credit for it :) (i like the idea too obviously :P )

4) i want people to be more careful, feds arent a raiding race, they are "we will only attack to defend ourselves" race.

5) if they are near enough to get to you really fast, then they probably are near enough that your repair yards are good enough. i mean an extra few hours getting to your repair facilities allows them to be able to help you out immediately. rather than repairing at another yard and missing the opportunity to help out fellow federation guys. plus imagine a fedrats suprirse when they send an offensive warpin out, but their steamy has a disabled weapons subsystem and 30% hull and no shields :lol:
posted on July 22nd, 2010, 2:41 pm
Nothing confrontational about simply sharing opinions.

Myles wrote:1) indeed i agree it would make warpin less reliable, mainly offensively less reliable, on the defence you probably have the time to wait for the ships to arrive. but mainly i dont like the idea of the warpin as an offensive ability, as its a distress call, its "hey i need help" not "hey go blow up that guys mining exp and then get killed by his fleet"

Making it more defence than offense seems to be a common view, being a Distress call and all. It would be most reliable when building up a defense when expecting an attack, less so during the battle itself.

Myles wrote:2) i remember some of my points coming up before, i tried finding those threads, but couldnt. so if this is your idea, i give u full credit for it :) (i like the idea too obviously :P )

It was in another Warp-In thread rather than its own I think, so you probably overlooked the post.

Myles wrote:4) i want people to be more careful, feds arent a raiding race, they are "we will only attack to defend ourselves" race.

I agree, it's just that Starfleet tends to be more cautious than some other races, especially when damaged.

Myles wrote:5) if they are near enough to get to you really fast, then they probably are near enough that your repair yards are good enough. i mean an extra few hours getting to your repair facilities allows them to be able to help you out immediately. rather than repairing at another yard and missing the opportunity to help out fellow federation guys. plus imagine a fedrats suprirse when they send an offensive warpin out, but their steamy has a disabled weapons subsystem and 30% hull and no shields :lol:

If there's another yard that's closer (which doesn't need to be on route), they'd likely choose that one. It would make battles against noobs more amusing, should teach them a thing or two about staying in-character.
posted on July 22nd, 2010, 3:08 pm
Tyler wrote:I think I suggested this, but can't remember if I got a reponse from the devs


No you didn't get a response. I think the thread was "2 Steamrunners too powerful" or "Two Steamrunners too powerful."
posted on July 22nd, 2010, 3:45 pm
Myles wrote:I hope none of these ideas are repeated, i checked the last 10 pages of this board and didnt find anything.

i have a couple ideas for warpins.


1)

Make a delay between each warpin coming.

when you send a distress call the ships that come dont all meet up and agree on a speed to travel, the faster ships may get ahead and arrive a few seconds earlier.

this would make using warpin offensively a nightmare, imagine if you did a warpin and the steamrunner arrived then the heavier ships came 8 seconds later.

maybe even make faster ships warp faster in than actually, would actually boost the defense thinking and be a horror for offensive  :thumbsup:
good idea
Myles wrote: 
2)

Vary the number of ships that warp in when you send a distress call.

When you send a distress call the nearest ships usually come, they dont agree that only three of them will come.

so most of the time you get 3, rarely 2, rarely 4 never anything else. chance of 3 ships could be 70% and 2 and 4 could have 15% each. so on average you get 3.

this would also make harassing risky. what if u only got 2 ships?

would be realistic, i like it.

Myles wrote: 
3)

Vary the rank of warpins.

most warpin ships are years old by fleetops time, and probably have established crews with some experience.

maybe a 70% of rank 1, 20% chance of rank 2 and a 10% chance of rank 3.

any crew with more experience would probably be on a mission rather than just hanging around waiting for distress calls.

i should have had that idea myself, briliant ! :woot:
even though i dont post anymore ideas here... but oh well
Myles wrote: 
4)

Vary the health of warpins - variant 1

Ships with minor damage can respond to distress calls too.

so a ship can have a chance to be partially damaged, with the most likely event is that the ships are undamaged. and the chances get lower for more damage. the most damaged warpin would be maybe shields at 50% hull at 75% and that would be rather rare.

this balances the rank varying idea and generally weakens the warpins, but in a realistic way, other than just nerfing warpins stats.

makes sense, even though im not 100% sure if i like it
Myles wrote: 
5)

Vary the health of warpins - variant 2

same as above, except that heavily damaged ships can warpin (if you have a repair yard) and will repair, only after repairing will they transfer to your control. of course these ships would never have engines offline. nor life support.

these heavily damages ships would be quite rare too.

nah, to much
heavily damaged ships wont come to a distress call
so to sum it up: all make sense exept point 5 in my limited sight :thumbsup:
posted on July 22nd, 2010, 3:47 pm
Brother Gabriel wrote:maybe even make faster ships warp faster in than actually, would actually boost the defense thinking and be a horror for offensive  :thumbsup:
good idea


nothing would come faster, the fastest ships would arrive as they do now, maybe slower actually. and the slower ones would be even slower. they seem to arrive very fast now.
posted on July 22nd, 2010, 3:47 pm
Good ideas myles!

I dislike idea 5 though, because, as tyler says, it is more likly that the ship would send a distress call itself.

I think idea 2 - varying the number of ships - is the one that does not effect the offensive options exclusivly. I think, even though its quite realistic, it brings to much of a dangerous randmness into the fed-players gameplay.

Fazit: I'd recommend ideas 1,3,4 as they bring exactly that feature to the game, we are longing for: Distress calls are not a transborder-attack feature.
posted on July 22nd, 2010, 3:49 pm
Myles wrote:nothing would come faster, the fastest ships would arrive as they do now, maybe slower actually. and the slower ones would be even slower. they seem to arrive very fast now.


It would be logical if the order of arrival would be totally random, as they surely are unequally fast, but a steamie may be in shortest range and thus probably the first one to arrive.
posted on July 22nd, 2010, 3:50 pm
mimesot wrote:I dislike idea 5 though, because, as tyler says, it is more likly that the ship would send a distress call itself.


i disagree, the ship would have engines online, just maybe hull damage and shields and weapons dead. i think they would attempt to at least relocate to your area to repair. then if bad things are still happening after they repair, they can defend you.

feds love their self sacrifice, most of their ships have self destructs.
posted on July 22nd, 2010, 3:51 pm
mimesot wrote:It would be logical if the order of arrival would be totally random, as they surely are unequally fast, but a steamie may be in shortest range and thus probably the first one to arrive.


thats what i meant :D by fastest i didnt mean one with best engines, even though i chose my word poorly  :blush:
posted on August 1st, 2010, 6:54 pm
Last edited by Falaffelboy on August 1st, 2010, 7:06 pm, edited 1 time in total.
I Think your ideas are quite good. But I have one additional Idea.

Since we have so many cool Starshipmodels for the Federation which can not be used in regular Gamplay due to their Age. How about making different warp in setup of federationships for every avatar.

I mean, that the arriving shipclasses should be balanced and eqipped with unique abilities witch can provide more adeqate tactical support for the avatar used.
posted on August 1st, 2010, 6:58 pm
Only the Experimental Warp-in should be avatar specific, since they're requesting a specific new ship. Regular Warp-in is a distress call, so it shouldn't be that picky.
posted on August 1st, 2010, 7:05 pm
wow this is a really sweet idea that makes a lot of sense to me  :thumbsup:
posted on August 1st, 2010, 7:18 pm
Last edited by Falaffelboy on August 1st, 2010, 7:40 pm, edited 1 time in total.
Well foks i was thinking that the building which is required for a warp in is called starfleetcommand
and if i were an admiral i would analyze the strenghts and the softspots of my fleet and then i would go on planing the optimal reinforcements.

For instance: Admiral risner has a variety of big starships at her disposal so she probably would need more supply ships or medium destroyers.

Admiral Mason could have some use for bigger battleships.
You understand what i mean

But ok, if it is a distresscall. I understand that it should not be too picky

Maybe it should be considered to create an additional building (special building) for thr Federation
just like the romulans have. So you could have the choice between distresscalls or warping in new technology ships as reinforcements.

I think that would be an alternative and would give the feds additional tactical depth.
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