Warpin re-do
Post ideas and suggestions on new features or improvements here.
posted on May 5th, 2011, 11:42 am
23down's thread got me thinking as how the warpin could be changed so as to not be capable of being so overpowering early on.
Here is the basics of the idea.....
You can 'build' your warpin (several times the size of the current warpin) with the same system borg modules use.
As it is now, if you're out of supply you suddenly DONT need to be cautious with your warpins, and yes, I know it's generaly dumb to treat them or any ships as disposable, but the fact remains that once you're out of resources they are free if killed. Oftentimes I'll spend my supply on useful stuff right before a big fight, because that way I get something and DONT loose the supply even if I loose all the ships.
So here's what I propose.
The new system is essently requesting from starfleet a mix of new vessels to be assigned to your command (IE: warpin regular untis), and older vessels recently refitted (current warpins), plus experimental support units.
Ships you can build cost more than the regular build price as you get them instantly, with the increase to price increasing with the power of the ship (a sabre may cost 10 more dil but a sov may cost 300 more dil, as a basic example, prehaps use a formula based on the defence/attack power of the ship even).
EACH vessel costs a specefic ammount of special energy from the command station to call in, as well as requiring that the tech for that vessel be researched, for larger ships prehaps ALSO require that it's special be researched as well.
From there, have several modes for the station using replace weapon commands.
Mode 1- normal. Works as it is now, execpt you pay an upfront resource cost.
Mode two
Mode 2- All vessels you are capable of warping in are shown, if it's not teched up to yet it doesnt show on the list.. You select the ship, warp it in and immeditly loose the resources it costs as a warpin as well as the command station loosing the appropiate ammount of special energy. There is a brief cooldown period between warpins (10-20 seconds) so doing a mass warpin with this method is not possible, however it will add up.
Mode 3- Task Force requesition. You call in a task force. You use a borg module type method to select the ships or maybe the ship types you want (if types, what you get is randomized). The more ships you request, the more special energy needed AND the longer the cooldown period. So if you max it out and blow it on a defended position, you not only loose the resources AND the ships, but you also are out of starfleet command for a prolonged period of time.
While this would allow feds to constantly build a fleet with starfleet command, the up front resource cost would mean it wouldnt be for free.
Of course this would need a lot of work to be balanced, but at the same time it would remove the free ship issue warpins cause.
That said, due to the resource cost, in the early game the feds would be at a distinct disadvantage, prehaps buff the Sabre a tad so people actually use it in early game, rather than as a disposable coverfire meatshield in late game.
Here is the basics of the idea.....
You can 'build' your warpin (several times the size of the current warpin) with the same system borg modules use.
As it is now, if you're out of supply you suddenly DONT need to be cautious with your warpins, and yes, I know it's generaly dumb to treat them or any ships as disposable, but the fact remains that once you're out of resources they are free if killed. Oftentimes I'll spend my supply on useful stuff right before a big fight, because that way I get something and DONT loose the supply even if I loose all the ships.
So here's what I propose.
The new system is essently requesting from starfleet a mix of new vessels to be assigned to your command (IE: warpin regular untis), and older vessels recently refitted (current warpins), plus experimental support units.
Ships you can build cost more than the regular build price as you get them instantly, with the increase to price increasing with the power of the ship (a sabre may cost 10 more dil but a sov may cost 300 more dil, as a basic example, prehaps use a formula based on the defence/attack power of the ship even).
EACH vessel costs a specefic ammount of special energy from the command station to call in, as well as requiring that the tech for that vessel be researched, for larger ships prehaps ALSO require that it's special be researched as well.
From there, have several modes for the station using replace weapon commands.
Mode 1- normal. Works as it is now, execpt you pay an upfront resource cost.
Mode two
Mode 2- All vessels you are capable of warping in are shown, if it's not teched up to yet it doesnt show on the list.. You select the ship, warp it in and immeditly loose the resources it costs as a warpin as well as the command station loosing the appropiate ammount of special energy. There is a brief cooldown period between warpins (10-20 seconds) so doing a mass warpin with this method is not possible, however it will add up.
Mode 3- Task Force requesition. You call in a task force. You use a borg module type method to select the ships or maybe the ship types you want (if types, what you get is randomized). The more ships you request, the more special energy needed AND the longer the cooldown period. So if you max it out and blow it on a defended position, you not only loose the resources AND the ships, but you also are out of starfleet command for a prolonged period of time.
While this would allow feds to constantly build a fleet with starfleet command, the up front resource cost would mean it wouldnt be for free.
Of course this would need a lot of work to be balanced, but at the same time it would remove the free ship issue warpins cause.
That said, due to the resource cost, in the early game the feds would be at a distinct disadvantage, prehaps buff the Sabre a tad so people actually use it in early game, rather than as a disposable coverfire meatshield in late game.
posted on May 5th, 2011, 1:23 pm
Hmmm, interesting idea. Maybe the extra costs for regular units could be based on the build time?
posted on May 5th, 2011, 1:24 pm
The problem is, Warp-in is supposed to represent a distress call; you get whatever ships are close by at the time. You can't be selective what responds to a distress call... =/
I otherwise like the idea though. =)
I otherwise like the idea though. =)
posted on May 5th, 2011, 4:29 pm
I like the idea of warpins costing something before they die, but I don't think an upfront cost makes sense. I would rather have a steady supply drain from warpins. The idea I have is that when you buy a ship in FO, you're buying extra stuff to replace lost components as well as just what it takes to make the ship (spare parts.) Warpins are already built, but as the battle goes on they may need replacement parts and you're gonna have to pay for them (with higher costs when warpins take a certain amount of damage perhaps.) This way warpins might even cost a little tri over time as well.
I don't like being able to choose distress call ships, but I do like the requesting a task force idea.
I don't like being able to choose distress call ships, but I do like the requesting a task force idea.
posted on May 6th, 2011, 1:19 am
Atlantis wrote:The problem is, Warp-in is supposed to represent a distress call; you get whatever ships are close by at the time. You can't be selective what responds to a distress call... =/
I otherwise like the idea though. =)
The thing is the calls ARE selective. You only get specific older ships, or uber brand new tech, nothing in between.
posted on May 6th, 2011, 1:34 am
It would be nice to get less E1s (65% in one slot and 50% in another seems excessive even for something Starfleet had a bunch of in TNG/DS9, maybe reduced to 45%/50%), and instead have chance of getting an Intrepid, Norway, Akira, or regular Nova (ships that were around during Voyager, and thus would be somewhat common by the time of FO.)
posted on May 6th, 2011, 3:27 am
Atlantis wrote:The problem is, Warp-in is supposed to represent a distress call; you get whatever ships are close by at the time. You can't be selective what responds to a distress call... =/
I otherwise like the idea though. =)
Yes but can't you say in the distress call
"Hey we need artillery ships because others will get officially destroyed and don't expect us to pay you

just asking
posted on May 6th, 2011, 4:40 am
Atlantis wrote:The problem is, Warp-in is supposed to represent a distress call; you get whatever ships are close by at the time. You can't be selective what responds to a distress call... =/
I otherwise like the idea though. =)
Speaking of distress call, wouldn't Starfleet Command be like uh... Commanding? I think that they would have the authority to authorise Tok'ra's Plan. Distress call is what the veteran Sensor Nebula does. The Command Center hails the ships and says "Here, go do that"
posted on May 6th, 2011, 4:56 am
Grand Admiral wrote:Yes but can't you say in the distress call
"Hey we need artillery ships because others will get officially destroyed and don't expect us to pay you"
just asking
The idea is that there are few ships in range that aren't busy with some random crisis. The three you get are the closest ones that don't have something more urgent to do.
posted on May 7th, 2011, 7:47 am
Nebula_Class_Ftw wrote:The idea is that there are few ships in range that aren't busy with some random crisis. The three you get are the closest ones that don't have something more urgent to do.
And this expands it to make more sense, considering usage ingame.
A 'distress' call at the enemy mining, the second you get SFC up, is not distress.
And it makes the tooltops look silly each time.......
posted on May 7th, 2011, 12:02 pm
Tok`ra wrote:A 'distress' call at the enemy mining, the second you get SFC up, is not distress.
yes it is.
"help us starfleet, you're our only hope, the enemy are.... mining resources

but yeah its not a distress call in the sense of a particular ship/station needing help. its your base requesting help because your forces are not enough.
posted on May 7th, 2011, 3:42 pm
Myles wrote:yes it is.
"help us starfleet, you're our only hope, the enemy are.... mining resources"
Amateurs worry about tactics, professionals worry about logistics.

posted on May 7th, 2011, 5:21 pm
in the other thread i was talking about this. not distress, but call for reinforcements. be easier to just keep the whole conversation over there.
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