Warpin Loss Penalty: Time on Warpin clock

Post ideas and suggestions on new features or improvements here.
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posted on July 13th, 2011, 2:45 pm
I still like the idea of diminishing returns.  I do thing SFC is slightly.....SLIGHTLY over powered in the fact that you can get three ships, virtually free, fairly early in the game.  If not diminishing returns then some sort of small change like random number of ships, or something.  No big change needs to be made.  The only special station I hate in the game is the Klingon.  I've mentioned the idea before about the Rom's Intel and Kling's M'oq stations.....any "active" use station should get the button for it added the interface screen.  I ALWAYS forget to use the Klingon station....and ALMOST ALWAYS forget to use the intelligence center. lol.  Maybe I'm just a bad player. :borg:
posted on July 26th, 2011, 9:57 am
lets make things simple and add up the facts.
underline means: half point    Bold means :one and half point
Roms:
        pros: can cloak fast, can cloak stations, can raid real good, can skip tech tree to get W.birds early
        cons: weak ships, expensive ships, weak defence turrets
+3.5 -2.5
Klings:
        pros: cloak, strong offence, ship-yard structure, number of ships, strong early-game
        cons: expensive ships, expensive stations, supply cost
+5 -2.5
Borg:
        pros: Very very strong ships, adaptable, high resource collection rate
        cons: very expensive ships, slow build rate
+3.5 -2
Doms:
        pros: massive ship production, good late-game ships, mix-tech, very good specials
        cons: expensive late-game, not "supply-effective",
+4 -1.5
Feds:
        pros: best ship production (Warp-ins), good ships, good specials, great defence platforms (if Mason), "flexible fleets"
        cons: ship offence, few specific "late-game ships", need diversified fleets, 2nd weakest miners
+4.5 -2.5

now I know I missed a lot of stuff but basically its this, now everyone has their own positives and negatives. and none are perfect, but you guys have to understand that they are going to make the feds more dependant on specials. Right now I agree that they are a bit over-powered and for others; the special buildings are a bit too late-game, and I also agree to make the "Warp-in" a bit more down the line however removing it completely would really hurt the Feds at the level that they would not have any truly, truly Fed abilities. they're really good on small maps (extra big fleets) but the future Iconians will excel in resources deprived maps. The feds are very all rounded, but aren't really good in much (besides fleet size).
no offence to anyone
posted on July 26th, 2011, 11:56 am
Last edited by Anonymous on July 26th, 2011, 12:09 pm, edited 1 time in total.
Losing supply is bad enough as it is and whether you send the warp-ins out one at a time, or horde them, you're going to lose them one way or another.

So, you get 3 ships early in the game. Not that big of a deal since the warp-in ships have some of the lowest health, subsystem hitpoints, and shield regen in the game. They're cannon fodder, they can barely survive as it is and the only way they do that is with spaceframe adjustments and rank-ups.

You lose 5 warps-ins averaging 20 supply, and you're out 100 supply.

Like latinum, supplies don't grow on floating asteroids and during tough battles and clutch fights you're going to need as many resources as possible to win. I'm interested in keeping my supplies and using them on better ships I can construct at the yards early on like the monsoon class (very fast ship, good against smaller ships).

Instead of adding an increased timer for every ship lost, how about we make warp-in ships a bit more manageable and decrease the offset balance by giving Starfleet a structure that generates supply like the Dominion and Borg have.

Or just get rid of the supply cost altogether and get supply returned instead like a salvage bounty for lost ships.

That would make more sense since in the FO universe these warp-in ships were supposedly constructed decades ago and they are no longer in production. Therefore, Starfleet already paid their build cost.
posted on July 26th, 2011, 1:17 pm
USS Constellation wrote:So, you get 3 ships early in the game. Not that big of a deal since the warp-in ships have some of the lowest health, subsystem hitpoints, and shield regen in the game. They're cannon fodder, they can barely survive as it is and the only way they do that is with spaceframe adjustments and rank-ups.


you're kidding right? the weakest warpin (E1) has 23 defence, more than the monsoon and intrep, and has a passive as well. thats not weak. if you mix warpins with chassis 1 ships (a common thing to do) then the chassis 1 ships always get shot first, and they are fast (130/140 speed) and have passives and can escape. the next most common warpin (sensor neb) has a defence of 26, thats nearly an akira. these ships have cruiser level stats, and useful specials/passives.

and also in every single warpin you are guaranteed a "good" ship. in slot 1 lies gems such as galaxy, ambas, torp neb, rhode island and engine neb. all of which have cruiser/battleship defences. the weakest of the "good" warpins is the rhode island (28 def, same as an akira), and that thing punches above its weight with massive quantums and has 140 speed, making that 28 def go a long long way.

there's no such thing as a weak warpin, only warpins that arent as strong as the awesome warpins.

and none of them are cannon fodder, they all hit hard, especially against big ships and borg. against non borg they add dps to your fleet. so monsoons with warpins gives you fast escaping monsoons, and heavy hitting warpins. the weakest warpin (e1) has a special which at the start of battle gives even more torps.
posted on July 26th, 2011, 1:25 pm
USS Constellation wrote:Or just get rid of the supply cost altogether and get supply returned instead like a salvage bounty for lost ships.

That's a good way to encourage squandering them on suicide runs, sending them as cannon-fodder gets you supply back...
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