Starfleet Arena Wargames - MOBA/Strategy hybrid
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on December 13th, 2012, 1:01 am
Hey All!
Finally decided to get back in to modding with a project I've been wanting to do for a while - a MOBA incorporating elements of strategy, kind of a halfway point between the two. I present Starfleet Arena Wargames!
The goal of the game is to collect a set amount of Latinum before the other team (10k in 3v3, 8k in 1v1). In Co-Op, the goal will be to survive the borg onslaught and develop anti-borg weapons, build them with gathered resources, and then unleash them on the hive!
The above is an early Alpha test of the Avalon in a 1v1 game. so far there are 4 ships in game as player ships: the Avalon, Galaxy, Akira, and Remore. The planned game so far is as follows:
Three Maps/modes - 1v1, 3v3, and 1-4p Co-Op Borg Assault
5 race selections with 5 ships each
2 starfleets
Klingons
Romulans
Dominion (jem'hadar/breen/cardassian)
A total of 25 playable ship classes
Currently planned or in-game (and roles):
Galaxy Class (Bruiser) (ingame)
Akira Class (Carry) (ingame)
Remore Class (Support) (ingame)
Avalon Class (Mage) (ingame)
Nebula Class (Carry)
Defiant Class (Assassin)
Excelsior Class (Tank)
Intrepid Class (Support)
Sovereign Class (Carry)
Descent Class (Tank)
D'Deridex Class (Tank)
Norexan Class (Carry)
Negh'Var Class (Tank)
Vor'Cha Class (Carry)
K'Vort Class (Assassin)
Breen Attack Ship (Assassin)
Galor Class (Support)
Keldon Class (Tank)
Jem'Hadar Assault Ship (Mage)
Jem'Hadar Battleship (Carry)
The game will also include support vessels, from freighters to escorts, and even to light cruisers in some cases.
Each ship also has a standard spawn, plus additional advanced spawn options available if dilithium is spent on research. An example: Every ship starts with it's base three abilities. When the first ship upgrade is researched, an advanced retrofit option becomes available from the player's starbase next time they need to rebuild/respawn. This retrofit is slightly tougher and gains it's ultimate (fourth) ability.
If anyone is interested in a closed beta, let me know! I'll be making a list of people to send DropBox links to when I reach that point. input is highly appreciated!
Finally decided to get back in to modding with a project I've been wanting to do for a while - a MOBA incorporating elements of strategy, kind of a halfway point between the two. I present Starfleet Arena Wargames!
The goal of the game is to collect a set amount of Latinum before the other team (10k in 3v3, 8k in 1v1). In Co-Op, the goal will be to survive the borg onslaught and develop anti-borg weapons, build them with gathered resources, and then unleash them on the hive!
The above is an early Alpha test of the Avalon in a 1v1 game. so far there are 4 ships in game as player ships: the Avalon, Galaxy, Akira, and Remore. The planned game so far is as follows:
Three Maps/modes - 1v1, 3v3, and 1-4p Co-Op Borg Assault
5 race selections with 5 ships each
2 starfleets
Klingons
Romulans
Dominion (jem'hadar/breen/cardassian)
A total of 25 playable ship classes
Currently planned or in-game (and roles):
Galaxy Class (Bruiser) (ingame)
Akira Class (Carry) (ingame)
Remore Class (Support) (ingame)
Avalon Class (Mage) (ingame)
Nebula Class (Carry)
Defiant Class (Assassin)
Excelsior Class (Tank)
Intrepid Class (Support)
Sovereign Class (Carry)
Descent Class (Tank)
D'Deridex Class (Tank)
Norexan Class (Carry)
Negh'Var Class (Tank)
Vor'Cha Class (Carry)
K'Vort Class (Assassin)
Breen Attack Ship (Assassin)
Galor Class (Support)
Keldon Class (Tank)
Jem'Hadar Assault Ship (Mage)
Jem'Hadar Battleship (Carry)
The game will also include support vessels, from freighters to escorts, and even to light cruisers in some cases.
Each ship also has a standard spawn, plus additional advanced spawn options available if dilithium is spent on research. An example: Every ship starts with it's base three abilities. When the first ship upgrade is researched, an advanced retrofit option becomes available from the player's starbase next time they need to rebuild/respawn. This retrofit is slightly tougher and gains it's ultimate (fourth) ability.
If anyone is interested in a closed beta, let me know! I'll be making a list of people to send DropBox links to when I reach that point. input is highly appreciated!
posted on December 13th, 2012, 2:52 am
hi there..... this is sweeeeeeeet. btw have you heard of my "void mod" before?
posted on December 13th, 2012, 2:02 pm
whens this going to be ready for a release?
posted on December 13th, 2012, 10:39 pm
"void mod"? Unfortunately no. modding fleetops is quite new to me, i'm not as used to the community and content as i was with vanilla A2
anything similar to this?
As for a release date, I'm planning to start closed beta within the next couple weeks for anyone interested (I figure i need a lot of balance tweaks and glitch fixes), and an open beta release by the end of january, as early as mid january. If you're interested in closed beta, let me know - I'll be setting up a site before then so we have a forum for bug reports, balance discussion, etc.
In terms of a full release date, well that depends on how the open beta goes, and how much i can work on this during my busy final semester in college. I would guess a full release would be end of june at the latest. Early March at the earliest. Release does not mean the end of the mod however; I would continue adding/tweaking ships, as well as attempting to keep the game up to date with FleetOps as it updates. There's even possibility for more races in the future, and I would LOVE to see a Prometheus ingame player vessel at some point, which would mean another Starfleet faction (or possibly expanding to 6 ships a faction).

As for a release date, I'm planning to start closed beta within the next couple weeks for anyone interested (I figure i need a lot of balance tweaks and glitch fixes), and an open beta release by the end of january, as early as mid january. If you're interested in closed beta, let me know - I'll be setting up a site before then so we have a forum for bug reports, balance discussion, etc.
In terms of a full release date, well that depends on how the open beta goes, and how much i can work on this during my busy final semester in college. I would guess a full release would be end of june at the latest. Early March at the earliest. Release does not mean the end of the mod however; I would continue adding/tweaking ships, as well as attempting to keep the game up to date with FleetOps as it updates. There's even possibility for more races in the future, and I would LOVE to see a Prometheus ingame player vessel at some point, which would mean another Starfleet faction (or possibly expanding to 6 ships a faction).
posted on December 14th, 2012, 12:36 am
phasertech42 wrote:"void mod"? Unfortunately no. modding fleetops is quite new to me, i'm not as used to the community and content as i was with vanilla A2anything similar to this?
As for a release date, I'm planning to start closed beta within the next couple weeks for anyone interested (I figure i need a lot of balance tweaks and glitch fixes), and an open beta release by the end of january, as early as mid january. If you're interested in closed beta, let me know - I'll be setting up a site before then so we have a forum for bug reports, balance discussion, etc.
In terms of a full release date, well that depends on how the open beta goes, and how much i can work on this during my busy final semester in college. I would guess a full release would be end of june at the latest. Early March at the earliest. Release does not mean the end of the mod however; I would continue adding/tweaking ships, as well as attempting to keep the game up to date with FleetOps as it updates. There's even possibility for more races in the future, and I would LOVE to see a Prometheus ingame player vessel at some point, which would mean another Starfleet faction (or possibly expanding to 6 ships a faction).
Void is a Moba aswell. built by me, however it is more FFA focused and unit kits are more binary, as they tend to have to unique paths.
your mod however looks really really cool. i love the fact that there is another ST moba for fleet ops and give me some competition to get my feet back into the ground. i can't wait to play it, and if you need any coding/weapon ideas, or if you want to recycle an idea out of void if you look into it. by all means, have at it. if there's anything i can help with pm me and let me know too.
(oh and a tip from someone who's learned the lesson, try not to set specific dates. lol.)
other than that happy modding, and welcome to the forums.
posted on December 14th, 2012, 1:52 am
Sounds good, I'll defs check it out. There may even be some stuff in there that helps with some of the roadblocks i've hit (getting the Akira's ult to work how I wanted it to was incredibly frustrating).
In terms of setting dates, I know what you mean. I'm graduating with a game design degree in June, and I've already done a lot of indie projects, many of which have fallen on their faces thanks to team members getting bored, being lazy, or having issues dealing with management. The dates I throw down now, I always try to give myself twice the time I think I need, and go from there. and since it's a team of 1 working on this currently, I can get a better estimate of work time and ability
In terms of setting dates, I know what you mean. I'm graduating with a game design degree in June, and I've already done a lot of indie projects, many of which have fallen on their faces thanks to team members getting bored, being lazy, or having issues dealing with management. The dates I throw down now, I always try to give myself twice the time I think I need, and go from there. and since it's a team of 1 working on this currently, I can get a better estimate of work time and ability

posted on December 14th, 2012, 2:24 am
thanks - you can count me in foe beta testing if you want .
posted on December 14th, 2012, 5:31 am
what is not functional about the akira Ulti?
posted on December 14th, 2012, 5:44 am
The Akira ult is "Thunderchild mode". it massively cripples it's shield operations and stops energy regen but makes it slightly faster and doubles the fire rate of it's weapons. the original though was just an 80% increase to weapons fire rate that cost energy per second to use, but rangedobjectaffector was not working for some reason, so i did the slight redesign of the ability and turned it into a replaceweapon, adn added the shield nerf to try to balance it out. (shields are key in SAW, since any ship with torps shreds hull. torps do nothing to shields but tons to hull.)
posted on December 14th, 2012, 5:48 am
phasertech42 wrote:The Akira ult is "Thunderchild mode". it massively cripples it's shield operations and stops energy regen but makes it slightly faster and doubles the fire rate of it's weapons. the original though was just an 80% increase to weapons fire rate that cost energy per second to use, but rangedobjectaffector was not working for some reason, so i did the slight redesign of the ability and turned it into a replaceweapon, adn added the shield nerf to try to balance it out. (shields are key in SAW, since any ship with torps shreds hull. torps do nothing to shields but tons to hull.)
yeah ranged object affector tends to..... not work. ever. lol. i never can get it to anyway. + your ballencing options with Replaceweapon are way better.
edit: i did reply to your pm btw. twice lol.
posted on December 14th, 2012, 5:59 am
Yeah, I like the new ability better. It's fun to ambush someone with. turns the Akira into a bit more of an assassin than a carry but oh well, the Defiant could use some competition xD
and yeah, just replied. glad to possibly have a team member now, means I can spend a bit more time on the graphics work. and update the main menu graphic for the first time since A0.4 (currently on A0.7....)(the menu graphic displays patch updates and such)
and yeah, just replied. glad to possibly have a team member now, means I can spend a bit more time on the graphics work. and update the main menu graphic for the first time since A0.4 (currently on A0.7....)(the menu graphic displays patch updates and such)
posted on December 14th, 2012, 6:12 am
phasertech42 wrote:Yeah, I like the new ability better. It's fun to ambush someone with. turns the Akira into a bit more of an assassin than a carry but oh well, the Defiant could use some competition xD
and yeah, just replied. glad to possibly have a team member now, means I can spend a bit more time on the graphics work. and update the main menu graphic for the first time since A0.4 (currently on A0.7....)(the menu graphic displays patch updates and such)
True true. mirrors the next patch akira well aswell.
Btw one more thing, i think you faction comp could use more Supports and casters, but thats just me. lol
posted on December 14th, 2012, 6:27 am
Styer Crisis wrote:
Btw one more thing, i think you faction comp could use more Supports and casters, but thats just me. lol
Understandable, I'd been looking at that for a while, still thinking. the Nebula is kinda a hybrid of carry/support/caster, my thought was to make all three fleetops nebulas one character, able to swap roles in the battlefield. proficient in many trades, though master of none, kind of deal. that would give feds 2 support/mage per faction pick, which is pretty decent. in terms of the other factions, still thinking on it, I know it's a problem with the comp. any suggestions will definitely be considered!
posted on December 14th, 2012, 6:39 am
phasertech42 wrote:Styer Crisis wrote:
Btw one more thing, i think you faction comp could use more Supports and casters, but thats just me. lol
Understandable, I'd been looking at that for a while, still thinking. the Nebula is kinda a hybrid of carry/support/caster, my thought was to make all three fleetops nebulas one character, able to swap roles in the battlefield. proficient in many trades, though master of none, kind of deal. that would give feds 2 support/mage per faction pick, which is pretty decent. in terms of the other factions, still thinking on it, I know it's a problem with the comp. any suggestions will definitely be considered!
well i was thinking along the lines of more obscure races, less (all federation) style. that was a request i always got with void, obscure races. and i have some pretty cool content for them as well(hirogen, son'a, andorian, vulcan i have some badass stuff). i'll show you on sunday when you send me the brief.
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