Tereanan Counter Strategies Discussions

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on September 23rd, 2010, 5:36 pm
Before I get started, please don't move this thread to the strategies section because the strategies being discussed have no relevant application to the game yet.  It's to help balance out a mod.  Please don't move this thread to the mods in progress section either as this is not to update any progress on any mod that is being worked on.


To start off, for the Tereanan scout, I want it to be able to use a tachyon ping without having to decloak.  And have two upgrade options available.  One being able to upgrade the vessel similar to the Ventures progressive scan with a slightly greater range, the other just extending the range of the tachyon ping.  But only one upgrade should be available.

Would the scout be overpowered if it was able to send out a tachyon ping without decloaking?  Or extending the range of the ping without decloaking?  And if the progressive scan-like upgrade was chosen instead, would the scout be underpowered if the vessel couldn't cloak while the scan was in progress?


For the destroyers, there are two upgrades that should be made to optimize their tactical advantage.  Plus one alternative upgrade that prevents the optimization.  One upgrade upgrades the cloaking device so that you can cloak without lowering the shields.  The other increases the firepower and reinforces the cloak field to allow you to fire through the cloak.  This extra firepower would be negated when the cloaking upgrade is installed.

Once the deflector upgrade is installed on the vessel, the cloak will consume special energy at a steady rate, giving you a short time to do your damage and get out before you have to decloak.  Meaning that if the ship is intercepted by an enemy fleet, they will be forced to use their cloak to escape and loose the tactical advantage that they would have had when they got to the base.

On destroyer 1, you have a shield upgrade that you can install, but then you can't upgrade your cloaking ability fully.  For destroyer 2, you have an energy upgrade that you can install, but you won't be able to upgrade your cloaking ability fully.

On destroyer 2, you can place a singularity-torpedo launcher on the vessel after you research the proper item.  Not powerful enough to destroy an un-adapted adapter with fewer than 2 shots, these use a good portion of the special energy available on the ship.  And tricking a fleet of these to fire the torpedoes at you will cause the vessels to loose their tactical advantage.  If they survive.  These low-yield singularity torpedoes are more for driving a fleet out of a nebula.  Most effective against the Borg because of their huge advantage when hiding in dangerous nebulae.

Plus, both destroyers have short-ranged phasers, and only the singularity torpedo on the one ship is artillery ranged.  With the exception of the singularity torpedo, the ships only have phasers.  If they are detected, a few shots from a battleship is sufficient to knock one out.  They are quick and cheap to build, but if they are intercepted, one battleship can knock out several of them before being destroyed.


I would like some ideas on how to make these ships more balanced.
posted on September 23rd, 2010, 6:04 pm
Wait... I thought that mod was canceled :wacko:.
posted on September 23rd, 2010, 6:27 pm
It was because I had too many other projects.  However, a legal issue forced me to cancel most of my racing simulator mods.  So I figured I'd continue some of my STA2 and Fleet-Ops mods.
posted on September 25th, 2010, 7:47 pm
Last edited by TChapman500 on September 25th, 2010, 8:52 pm, edited 1 time in total.
I've figured that the destroyers will cost about the same in tritanium, but will hardly cost anything in dilithium.  I've just about completed the modeling of one of the destroyers.  Boundary class.

Deflector, Cloak, and Shield upgrades available on a per ship basis.  Up to 1 Cloak, 1 Deflector, and 2 Shield upgrades are available.  You can only upgrade the ship twice.
  • Cloak Upgrade
      [li]Allows the vessel to cloak without lowering it's shields.
    • Attenuates phasers 13% if vessel is equipped with Deflector Upgrade.
    [/li]
  • Deflector Upgrade
      [li]Reinforces the cloak field allowing you to fire through the cloak.
    • Increases maximum firepower by 20%
    • Limits the time you can remain cloaked.
    • Reduces shield strength by 7%.
    [/li]
  • Shield Upgrade
      [li]Increases shield strength by 15%.
    • Increases shield recharge rate by 15%.
    • Reduces shield delay by 35%.
    [/li]
Specials Abilities:
Scuttle
- Anti-Capture
- Deactivates the quantum containment field in the power cores.
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