Warpin Harassment: Reset timer on getting hit with weapon fi

Post ideas and suggestions on new features or improvements here.
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posted on August 29th, 2010, 5:59 am
It is a distress call, so why would they come running unless you were in actual distress?

My little thought contribution:  Depending on whether the game calculates your score in real-time or just in summary...  If the former, then perhaps unless you are losing (lower/est score)  ships may or may not respond to your call.  Maybe, one bored ship might show up...?

How's that for your early warp-in harassment?  Instead of two galaxies + Excel.  The galaxies decide to warp back out (as though there aren't any available slots) but the Excel decides to stick around.

I also like Mal's idea of either upgrading or promoting SFC to earn more slots.
posted on August 29th, 2010, 6:28 am
Professor J wrote:It is a distress call, so why would they come running unless you were in actual distress?

My little thought contribution:  Depending on whether the game calculates your score in real-time or just in summary...  If the former, then perhaps unless you are losing (lower/est score)  ships may or may not respond to your call.  Maybe, one bored ship might show up...?

How's that for your early warp-in harassment?  Instead of two galaxies + Excel.  The galaxies decide to warp back out (as though there aren't any available slots) but the Excel decides to stick around.

I also like Mal's idea of either upgrading or promoting SFC to earn more slots.


I actually really like that idea.  While I do think warp-in needs a little tweaking, having it be like Prof J suggests would make it more "real."
posted on August 29th, 2010, 7:33 am
Nice idea, although I would hate to see my favourite side nerfed in any way.  :crybaby:

Still, making SFC like how you upgrade Borg Collective Connections is a nice idea.  You pay (di/tri/suppliles, whatever) to get more ships per warp-in.

Could be called something like Starfleet Emergency Priority, ie: How much of a priority does startfleet give to the operations in that map sector?  Could be coloured like Green, Amber, Red or something and you get 2,3,4 ship slots depending.  Could also affect quality of ships granted as well or options.

Then as the Fed player you have a choice whether to rush for higher priority and risk getting attacked early with few ships to defend with or take the lower priority and build more ships early and wait to get your priority up.

Saying all this it would need to be carefully balanced (that dreaded word).  Too much early nerfing and it could kill Feds early game.  Too much bonus later and it could make late game feds too powerful.  Warp-in is a nice unique feature for Feds, if it came to the point where Warp-in was not so helpful in the early game them less people would go for it early and then early game feds would become too much similar to other factions for building up their early fleets.

The doing it based on points is a very nice idea.... just whether it is do-able and how to reflect this in the interface so that people know when they can use SFC.  Also see a possible exploit in that at the start of the game you deliberately sacrifice a scout or something or first sabre to gain the loosing position and thereby able to use the warp-in early when really you are not in a bad position.
posted on August 29th, 2010, 8:10 am
What about if there's also another type of warp-in one for reenforcements and one actual distress call where the ships which come are stronger, there's more of them but they have a timer on them all before they warp back out to another distress call?
posted on August 29th, 2010, 8:29 am
Ducky wrote:What about if there's also another type of warp-in one for reenforcements and one actual distress call where the ships which come are stronger, there's more of them but they have a timer on them all before they warp back out to another distress call?


LOL... that could be nasty.  You are raiding a station and suddenly half your attacking force decide its time to warp out.  Sure, you can say players should monitor this timer, but on the other hand if you were attacking something it would be strange for the captains of those ships to say "Sorry Admiral, gotta go, time is up, and besides Risner is having problems over at Tau Ceti with some Klingons on her starboard bow.  See ya."
posted on August 29th, 2010, 9:38 am
Last edited by Brother Gabriel on August 29th, 2010, 10:26 am, edited 1 time in total.
Ducky wrote:What about if there's also another type of warp-in one for reenforcements and one actual distress call where the ships which come are stronger, there's more of them but they have a timer on them all before they warp back out to another distress call?

this has been suggested a long while ago ...  but like usual: noone cared.  :(
posted on August 29th, 2010, 9:58 am
Brother Gabriel wrote:i did suggest that a long while ago ...  but like usual: noone cared.


It's not that they didn't care they all still WUB us wven when we make crap suggestions :D
posted on August 29th, 2010, 11:23 am
i disagree with a direct cost for warping in, its unoriginal, might as well make them all buildable, as thats all your gonna be doing, paying for ships to join your fleet. ie just like you do at your yards.

yes it would achieve a balance where warpins arent op anymore, but it would make them incredibly boring, just like a third yard.

i like the ideas of starting with lower cap then researching higher caps.

i also like the idea of sfc requiring eraudi yard.

i think warpins should only go to an allied station. its a distress call, for help to stop u from dying, not for help killing enemy miners.
posted on August 29th, 2010, 11:58 am
Last edited by Bigmachk on August 29th, 2010, 12:16 pm, edited 1 time in total.
How about making warpin ships last a certain amount of time before they warp back out but also let the player upgrade the sfc to give the warpin ships more time per level researched.

Example:
Just built SFC so all warpin ships last 5 minutes on the field before warpin back out.
First upgrade extends the time to 10 minutes.
Second upgrade extends the time to 15 minutes.
Last upgrade allows the player to keep the ships.

OR

You could also add a dil/tri/supply cost to use the warpin from the SFC and you get refunded XXX back depending on how many ships survives the 5 minute duration. Obviously this will have to be tweaked for the experimental warpin.
posted on August 29th, 2010, 12:05 pm
Last edited by Elim on August 29th, 2010, 12:09 pm, edited 1 time in total.
My problem with feds generally (if anybody intereseted about it): Playing them involves much less thinking than any other race in the game.

To complete this:
- Borg needs a bit of abstract thinking about build ups, placing buildings, and the time when you do it can be also critical
-Romulans are highly micro intensive, thier ships are expensive, highly likely you will have less ships than any other faction (besides spectres :D ) so you must rely heavily on keeping your expensive ships alive (and your weak econ running, as thier mining is the most sensitive on raiding)
-Klingons are forced to continous engagement because of thier supply system, and also thier nice hwp was nerfed (i think everybody will agree with this) so they can't fortify expansions anymore
-Dominion is the most macro intensive race in my opinion, you are forced to countinously think about where, and when build(mining) or buy supply to not to be blocked by it, and your ships are so low on defense (most of it) even with excellent micro you will loose a lot.

But about what problems needs to think a fed player?
Macro?  No, you have free warp ins, and the supply costs are also low, you will be almost never blocked by it.
Micro? No, your ships have the highest overall defense in the game, they are very easy to micro out alive from big battles.

So, I think any adjustment to the fed gamplay is welcomed, that forces fed players to think a bit more, about anything, not just mass out immense fleets of high defense ships.
So, in my opinion don't just nerf them, make the gameplay more interesting, make it involve more thinking.

Thats why I like yandons ideas better in this thread.  :thumbsup:
posted on August 29th, 2010, 12:18 pm
Myles wrote:i disagree with a direct cost for warping in, its unoriginal, might as well make them all buildable, as thats all your gonna be doing, paying for ships to join your fleet. ie just like you do at your yards.

yes it would achieve a balance where warpins arent op anymore, but it would make them incredibly boring, just like a third yard.


+1

Myles wrote:i also like the idea of sfc requiring eraudi yard.

I disagree. Getting SFC up early is an important strategy for many fed strats.  Do this and something else has to compensate Feds early game.

Elim wrote:My problem with feds generally (if anybody intereseted about it): Playing them involves much less thinking than any other race in the game.


Actually I think this is a plus for the game.  Newbies have to start somewhere and so at least one race should be newbie friendly.  Also, Feds are the "heroes" of Star Trek, I think many new players are naturally drawn to trying them first.  The only care that needs to be taken is that the Feds are not more powerful (or weaker) that other teams just because they require less thinking.
posted on August 29th, 2010, 12:35 pm
loki_999 wrote:Actually I think this is a plus for the game.  Newbies have to start somewhere and so at least one race should be newbie friendly.  Also, Feds are the "heroes" of Star Trek, I think many new players are naturally drawn to trying them first.  The only care that needs to be taken is that the Feds are not more powerful (or weaker) that other teams just because they require less thinking.



You may be right about the newbie friendly faction, but ppl come to play rts games to use thier brains in thier spare time. In my opinion playing feds now won't make you improve in any kind of gamplay style, just makes you a warp-in clicking zomibe.  :lol:
posted on August 29th, 2010, 12:47 pm
Elim wrote:just makes you a warp-in clicking zomibe.  :lol:


I fail to see the problem  :rofl: :dead:

To a certain extent I agree.  Still, isn't it nice that you (me, everyone) has the option of taking the easy option when we are tired at the end of the day to play a simpler faction?  When we have drank our Red Bull then we can play as the Dom or Rom etc.
posted on August 29th, 2010, 2:50 pm
Myles wrote:i also like the idea of sfc requiring eraudi yard.

i think warpins should only go to an allied station. its a distress call, for help to stop u from dying, not for help killing enemy miners.


Requiring Eraudi would certainly put it later in the match and prevent warpin rushes, but I don't think very many want to see it so late in the game.

I like the idea of warping in to an allied station or ship, as a distress call doesn't just call ships to a base, it can call ships to a ship too. I think that for warping in on stations, only stations with crew should be warpable to so that players don't end up warping in on their automated phaser platforms.
For warping in on ships, I think any ship could do, as all of them have crew.
Starfleet shouldn't respond to a distress signal calling it to where not a single person is in danger. This way if you can stop ships from getting into your base, no warpins will suddenly appear out of nowhere.

A venture in your base would still be a problem, but with double Steamrunners going away and a separate warpin just for artillery, I think this will help balance things (just kill the Venture before SFC completes and your base is safe for a while.)
posted on August 30th, 2010, 3:19 am
Its clear warpin needs a supply cost but localizing it for distress use only would really eliminate all problems - Im not familiar with the depths of special weapons and their triggers as most here, but if it were possible to limit SFCto sending warpins to only a specified location around a allied vessel or station being attacked - that would help a lot.

For instance your intrepids are under attack from some k'vorts. You hot key up SFC and click the warp in button - up pops a radius around your vessels that are under fire - you can click within the radius but outside of it its unavailable.
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