Warpin Adjustments

Post ideas and suggestions on new features or improvements here.
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posted on August 1st, 2010, 7:36 pm
Like the ideas, they seem very realistic and making warpin so random will definately prevent it from being used in offensive situations... Im going to have to change my strategy if implemented.

I had a thought i was toying with but I doubt it will be well recieved, Here goes: If warpin is a distress call wouldnt it make more sense to have it as an ability on all fed ships and stations (crewed). When activated it sends the warped in vessels to the activated ship or station. The ships would still arrive at the location even if the station or ship was destroyed that called it in. With this format the vessels can only be used for defense and add to an already existing fleet in the field. Not for an attack where there isnt a vessel or station pre existing.

Granted I have no idea how you'd limit it to one use if everything had it as an ability. But thatd be for the devs to figure out.
posted on August 1st, 2010, 7:43 pm
Last edited by Tyler on August 1st, 2010, 7:53 pm, edited 1 time in total.
Send 3 ships to attack a mining station and you get 9 free Warp-ins, increasing your number to 12 almost instantly (with potential for at least 3 Steamrunners)? Yes, I can see how that could never be used for anything but 'defense'...
posted on August 1st, 2010, 8:12 pm
First off Tyler if you read more closely what I said was once activated on one vessel or station the rest couldn't use it until the cooldown period was observed. Yes it could be used in an offensive situation but only where a ship is present. That limits sending Warp ins to just any explored space.
posted on August 1st, 2010, 8:15 pm
That's the thing; you can't set it to only be used by 1 ship at a time. Special weapon energy reload is the countdown, which means the countdown is specific to the ship that used it.

Unless they make a timer similar to the ceasefire that gets activated as soon as the ability is used.
posted on August 1st, 2010, 8:52 pm
First off Tyler if you read more closely what I said was once activated on one vessel or station the rest couldn't use it until the cooldown period was observed. Yes it could be used in an offensive situation but only where a ship is present. That limits sending Warp ins to just any explored space.
posted on August 1st, 2010, 8:53 pm
Repeating your post isn't going to do anything.
posted on August 1st, 2010, 9:44 pm
Oops..... Lol, I'm posting using my iPhone. Musta made a mistake with double posting my bad.

You're right a cool down for a global ability like that isn't currently possible. The only work around I can think of would be to make the sfc warpin require you to target allied units to activate it. Instead of just clicking any explored area of space.
posted on August 1st, 2010, 10:16 pm
Njm1983 wrote:You're right a cool down for a global ability like that isn't currently possible.


doesnt the kbq specials have cooldowns that apply to all units regardless of energy level?

the idea of warping in only to allied vessels is a good one.
posted on August 1st, 2010, 11:02 pm
I haven't used that special yet. If I were to activate it on one ship the remaining vessels can't use it? If so that could work, however it might be simpler to just change the current sfc to target allies.
posted on August 2nd, 2010, 8:06 am
I also like the idea of making warp-in more random and having different arrival times.  It could work out really well or be a complete disaster for the person who uses it.

Not a big fan of randomness in a strategy game, but warp-in should be used with careful consideration, not just "here are 3 free ships"

Still, overall warp-in is a fantastic idea for the feds and very useful.
posted on August 2nd, 2010, 10:09 am
loki_999 wrote:Not a big fan of randomness in a strategy game


i dont like luck changing games either, but if u want a guaranteed ship, use your yard to build one :D

every time u have the resources and push that build button there is a 100% chance to get a completely healthy ship a short while later. no chance involved, feds have 2 yards and loads of ships, and their ships dont break the bank either.

warpin is fun, but is used so much like a yard at the moment, making ships to go out and munch the enemy, but u dont even have to pay lol, and the ships are actually quite nice ships.
posted on August 2nd, 2010, 10:34 am
Indeed.  I like how many of them though fill specific roles which is very good.  Getting a Galaxy or Excelsior is not so exciting, but getting a Steamrunner or one of the Neb variants is always great and can nicely complement your forces.  Ambassadors just rock!

I've said it before and i'll say it again, the Sensor Neb is soooo useful.
posted on August 2nd, 2010, 10:35 am
galaxies are useful too, when they vet they chew straight through anything with shields.
posted on August 2nd, 2010, 12:33 pm
No disagreement here.  But Galaxy is a Large Battleship and you can build these types of ships from your yards even if they are different classes, especially if playing as Risner.... those Phalanx class have better offense fresh out of the shipyard than a Galaxy has at elite and defense is a lot better. The Modified Photon Torpedo is very nice of course but the Phalanx has the Chenfield Plasma Collider which is also nice, especially for a battleship as it helps against smaller ships... still, the Galaxy is effectively free and the Phalanx is an expensive ship.

The Venture can match the Sensor Neb in terms of scanning but its weaker so you need to take more care with it, also it's stationary when doing its ping thing.  Oh, and it can rank up, unlike the Venture.

The Steamrunner has nothing comparable that can be built by Feds and is a real treasure that you must protect, love and cherish... and ranks up quite quickly while blowing the crap out of things.
posted on August 2nd, 2010, 2:17 pm
actually e2 can be used as arty as its long range.
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