Oppinion Wanted - Tereanan Vessel Stats

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on May 24th, 2011, 6:22 pm
Last edited by Anonymous on May 24th, 2011, 6:24 pm, edited 1 time in total.
I would like your opinion on the following Tereanan Special-Ops and Support ships.  I would like to know if these are underpowered/overpowered and if they could be improved upon.




Special Ops Vessels (Fleet Cap is 18)

Supernova Class (battleship)
  • Multi-Vector Assault Mode
  • Quadruple Chroniton Torpedo Launchers in front and in rear.
  • When separated, has a total of 8 Chroniton Torpedo launchers in front, and another 8 in back.
  • All forward torpedo launchers fire 4 shots per volley, 2 shots per volley in rear at a slower rate.
  • 9 Special-Ops slots used, when separated, each section uses 3 slots.

Border Class (troopship)
  • Can transport without lowering shields.
  • Chroniton pulses disable individual subsystems to make boarding easier.
  • Chroniton pulses deal minimal damage to the target vessel.
  • Takes up 3 Special-Ops slots.

Inferior Class (artillery ship)
  • Fires low-yield singularity torpedoes (not micro-singularity torpedoes) from artillery range.
  • Shockwave effects vessels from long range dealing mild amounts of damage per second.
  • Can only fire at a location on the map and receives more damage from it's own weapons.
  • Takes up 4 Special-Ops slots




Support Ships

Euphrates Class
  • Uses modular construction after empty frame leaves yard (vulnerable until refit is complete)
  • Has countermeasures against most torpedo-based weaponry (including all Tereanan Torpedo Types) but each countermeasure has to be triggered separately and consumes a lot of energy.
  • Camouflage field generated where the ship is hiding the ship, and all nearby ships up to short range.  Any vessels inside the field can see what's outside of the field and what's inside the field, but vessels outside the field cannot see what's inside the field.  The field is hard to see on-screen and does not appear on the minimap.  Field consumes a lot of energy to generate and is static.  Lasts for around 15 seconds.

Voyager Class
  • Fires simultaniously from 2 phaser strips at once.
  • Dual chroniton torpedo launchers in front and rear.
  • Forward launchers fire 2 shots per volley, rear launchers fire a single shot.
  • Energy and shield restoring systems to several vessels at long range.

Pulsar Class
  • Shield neutralizers captured from a disabled and heavily damaged Borg cube in 2378 used in place of chroniton torpedoes.  Drains shields of up to 4 targets with a failure rate of 8%.  Fired in volleys of 4.
  • Reflective shielding (as replaceweaon) causes the vessel to draw enemy fire and reflect it off of the ship.  Lasts 45 seconds but weapons are disabled while in effect.  Special energy slowly drains and costs about 1/4 of the energy to activate.

Imposer Class
  • Point-Defense Phaser targets and neutralizes non-artillery torpedoes only and drains special energy while in use.
  • Ally torpedo supplies give allied vessels "mock-ups" of the target factions torpedo technologies allowing the target ship(s) to fire additional torpedoes, but deals highly variable damage.  All torpedoes are fired in volley-shots.  Does not affect Borg or Tereanan Ships.  Also affects artillery ships.  Requires mixed-tech research for each faction.
  • Chroniton torpedo supplies give Tereanan vessels to ability to fire additional chroniton torpedoes (if equipped with chroniton torpedo launchers) in volley shots.




What do you think?  Please note that the ships listed above are all built at the Bet Class shipyard, which is pretty high up on the techtree and due to the modular yard construction, the cost puts it even higher on the techtree.  Some of vessels will require additional chassis research.

Yard List (lowest point on techtree to highest point)
Alef Class Shipyard
Bet Class Shipyard
Gimel Class Shipyard
Dalet Class Shipyard

The Bet Yard ships not listed are all light cruisers that still require chassis research.  And the special ops module requires special research to build.
posted on May 24th, 2011, 6:28 pm
I would say...stop asking pointless questions...but joking aside...

stop asking pointless questions!

Balance cant be judged when noone played that mod and also not from numbers in a thread.
posted on May 24th, 2011, 6:38 pm
your inferior class has low self confidence.
posted on May 24th, 2011, 6:46 pm
Last edited by Anonymous on May 24th, 2011, 6:48 pm, edited 1 time in total.
What do you mean by it has low self-confidence?

And I'm asking about balance now so that when we finally do get to test it, the Tereanan's won't be so overpowered.  Plus, it'll mean that the tweaks will be relatively small if a particular unit is over/underpowered.
posted on May 24th, 2011, 6:48 pm
its name... inferior class, admits it is inferior. does it have a special weapon called surrender that turns its weapons, shields and engines off, and stops the enemy shooting at it?
posted on May 24th, 2011, 6:51 pm
It's Tereanan, not French.
posted on May 24th, 2011, 6:53 pm
The Inferior Class is just named that because I failed to come up with a better name for it.  It's special will allow it to use Nebulae the way Borg do for a short amount of time.
posted on May 24th, 2011, 6:57 pm
Tyler wrote:It's Tereanan, not French.


yeah the tererans always seemed to be a bit more american (shoot now, send flowers later) than french (send flowers now, hope they dont kill us)

TChapman500 wrote:The Inferior Class is just named that because I failed to come up with a better name for it.  


so it's a reflection of your inferiority (at ship naming :P )
posted on May 24th, 2011, 7:13 pm
Thanks for reminding me, I would like some help coming up with ship names for this mod.  2,000 ship names total should do it.  Maybe 300 total for stations, but I prefer giving stations a number instead of a name.

Your insults are irrelevant.
posted on May 24th, 2011, 10:33 pm
You want people in the community to come up with 2000 names?
posted on May 25th, 2011, 3:12 pm
I would like some help doing so.  I already came up with 100 names for the vessels.

Well, I guess I'll settle for something around 500-800 names, but I would like at least 1,000.

PS:  What do you think about one of the support ships being able to allow non-Tereanan ships to fire additional torpedoes?
posted on May 25th, 2011, 3:29 pm
You still seem a bit crazy. It's not the community's job to do stuff for you. I'd be surprised if you get more than 10 or 20 names.

I don't mean to be rude, I just don't think you are being realistic.
posted on May 25th, 2011, 3:41 pm
The "U.S.S. Mal IS AWESOME", for whichever ship class is the best.  999 names to go. B)
posted on May 25th, 2011, 3:46 pm
USS Sisko's pimp hand? Named after Defiant.
posted on May 25th, 2011, 3:58 pm
Just change it to Superior Class...

As far as your ships go they seem ridiculously OP but the only thing we have as a point of reference is FO. so if every other race in your mod has ships similarly powerful they it just might work.
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