Armada 2 ideas
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posted on March 1st, 2012, 11:34 pm
Well, i been messing with armada 2 again. I'm one piss poor modder, but i'm amazing dreamer. Let me bounce few ideas off of the universe (you guys).
Note that first idea is impossible with current ai limitation, but is possible online.
Instead of having this stupid teching up to battleships which we get in every mod from fleet operation on down, I was thinking what if we had control points. You start with your basic X weak ships, but to get more advanced ships you need to capture control points. The tech tree would look something like this:
defiant.odf 1 Controlpoint1.odf (would require control over controlpoint 1)
galaxy.odf 2 Controlpoint1.odf Controlpoint2.odf (would require control over two controlpoints 1&2)
BFS.odf (Big f'n starship) 3 Controlpoint1.odf Controlpoint2.odf Controlpoint3.odf (would require control over all controlpoints.)
So it would avoid repetitive spam happy this game has fallen into from birth. The objective would be to hold as many control points as possible with the two or x amount of players fighting over them. Think of it as a king of the hill style teching up. You would have to mange resources, attacking the enemy base, and holding the control points. Thus creating choke points, battle zones, mission objectives ect. I tried doing this way back in 2007 using planets as the control points. They being immortal and all that.
The other side is using the warp feature the federation uses in fleet ops. So instead of being used as a tech center, once captured it allows you to bring in ships from outside the system. Who ever capture these (Warp portals?) is allowed to warp in ships too costly to build on the spot. This has probably thousands of uses. You can make up your own. Here is mine, abolishing the base building. Starting off with five-to-ten ships who would then capture the points and bring in reinforcements.
The next thing is these control points would be guarded by nonpartisan races that build ships, but have no ability to build bases. I use the Orion pirates as the template. Their ships will cost no resources only needing crew and time. They are also weaker than the actual standard races. So along side holding off your adversary the local race would be constant threat. I achieved this by creating a race file in the other odf folder. This race has no starting buildings and only works if their structures already exist in the map. The race file is simply there to link it to the ai files.
One thing i never understood is people insisting on adding the borg as a playable faction. The borg would be another control point guarding race. They would have no structures,but merely a fake yard in the form of a transwarp portal that would spit out borg vessel once in a while. You can call it borg incursion. The players would have to create temporary alliances to hold off the borg or face being slowly wiped out by the borg. The longer the borg would be alive, the more ships would get assimilated until both player cease to exist.
Note that first idea is impossible with current ai limitation, but is possible online.
Instead of having this stupid teching up to battleships which we get in every mod from fleet operation on down, I was thinking what if we had control points. You start with your basic X weak ships, but to get more advanced ships you need to capture control points. The tech tree would look something like this:
defiant.odf 1 Controlpoint1.odf (would require control over controlpoint 1)
galaxy.odf 2 Controlpoint1.odf Controlpoint2.odf (would require control over two controlpoints 1&2)
BFS.odf (Big f'n starship) 3 Controlpoint1.odf Controlpoint2.odf Controlpoint3.odf (would require control over all controlpoints.)
So it would avoid repetitive spam happy this game has fallen into from birth. The objective would be to hold as many control points as possible with the two or x amount of players fighting over them. Think of it as a king of the hill style teching up. You would have to mange resources, attacking the enemy base, and holding the control points. Thus creating choke points, battle zones, mission objectives ect. I tried doing this way back in 2007 using planets as the control points. They being immortal and all that.
The other side is using the warp feature the federation uses in fleet ops. So instead of being used as a tech center, once captured it allows you to bring in ships from outside the system. Who ever capture these (Warp portals?) is allowed to warp in ships too costly to build on the spot. This has probably thousands of uses. You can make up your own. Here is mine, abolishing the base building. Starting off with five-to-ten ships who would then capture the points and bring in reinforcements.
The next thing is these control points would be guarded by nonpartisan races that build ships, but have no ability to build bases. I use the Orion pirates as the template. Their ships will cost no resources only needing crew and time. They are also weaker than the actual standard races. So along side holding off your adversary the local race would be constant threat. I achieved this by creating a race file in the other odf folder. This race has no starting buildings and only works if their structures already exist in the map. The race file is simply there to link it to the ai files.
One thing i never understood is people insisting on adding the borg as a playable faction. The borg would be another control point guarding race. They would have no structures,but merely a fake yard in the form of a transwarp portal that would spit out borg vessel once in a while. You can call it borg incursion. The players would have to create temporary alliances to hold off the borg or face being slowly wiped out by the borg. The longer the borg would be alive, the more ships would get assimilated until both player cease to exist.
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