Tereanan Vessel Balancing Questions
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on October 31st, 2010, 1:23 pm
Because of the above-average durability and firepower, I've been thinking that maybe I should require that Tereanan ships use special energy every time they fire a shot. Then when a special is fired, it reduces the time that that vessel can remain in combat. The amount of energy used increases when you add multi-targeting scanners. Since there is no differance in firepower between firing at one target and firing at four targets.
posted on October 31st, 2010, 1:51 pm
this is justifiable. would make it even harder to balance with fleetops lol.
posted on November 2nd, 2010, 10:21 pm
Last edited by TChapman500 on November 2nd, 2010, 10:30 pm, edited 1 time in total.
Okay.
Because of weapons using special energy, I'm thinking I'll make it so that the destroyers do not use special energy at a set rate when cloaked, but use up a set amount of special energy when the cloak is activated. Then when the weapons are fired, if the vessel is cloaked, it can only fire a set amount of shots, but if uncloaked, it can fire forever. That is, if they are upgraded to fire through the cloak.
Or should I make it so that the destroyers, by default, can fire through the cloak, but have to be upgraded in order to keep the shields up while cloaked? Because while the vessel is cloaked, you're eventually going to run out of special energy.
Because of weapons using special energy, I'm thinking I'll make it so that the destroyers do not use special energy at a set rate when cloaked, but use up a set amount of special energy when the cloak is activated. Then when the weapons are fired, if the vessel is cloaked, it can only fire a set amount of shots, but if uncloaked, it can fire forever. That is, if they are upgraded to fire through the cloak.
Or should I make it so that the destroyers, by default, can fire through the cloak, but have to be upgraded in order to keep the shields up while cloaked? Because while the vessel is cloaked, you're eventually going to run out of special energy.
posted on November 6th, 2010, 6:13 pm
I need some ideas for the Voyager Class support cruiser. Which is a multi-mode vessel.
On one mode, the vessel will distribute special energy to all vessels within a certain distance of the support vessel. Just enough to keep the vessel in combat. Since power is being routed to the deflectors to allow the energy recharger to run, the shields will not be very strong and the weapons would be just about useless for the vessel using the recharger.
On another mode, the vessel will reinforce the shiels of a small group of vessels. Since shield energy is being transferred to other vessels, its own shields will not be very strong and again, it's weapons will be very weak.
For the third mode, all available power will be routed to the weapons, again, reducing shield strength, but this time, greatly increasing the firepower of the vessel.
That's only if a mode is selected. All three modes will disable any abilities given to the vessel by the avatar. And I want an ability for when the vessel is in standard operation instead of in a specific mode. I was thinking about an EM radiation field that would hide your fleet from enemy sensors and decloak all vessels that entered the field.
Oh, and for one of my ships, you'll be able to activate a multi-vector assault mode which will seperate the vessel into three parts. Each with it's own quantum disruptor banks and chroniton torpedo launchers. Basically trippling the firepower and durability of the vessel. Just make sure you don't accidentally merge the wrong ships when the battle is over. I'm not sure if that should be in the support vessel, cruiser, or battleship category.
On one mode, the vessel will distribute special energy to all vessels within a certain distance of the support vessel. Just enough to keep the vessel in combat. Since power is being routed to the deflectors to allow the energy recharger to run, the shields will not be very strong and the weapons would be just about useless for the vessel using the recharger.
On another mode, the vessel will reinforce the shiels of a small group of vessels. Since shield energy is being transferred to other vessels, its own shields will not be very strong and again, it's weapons will be very weak.
For the third mode, all available power will be routed to the weapons, again, reducing shield strength, but this time, greatly increasing the firepower of the vessel.
That's only if a mode is selected. All three modes will disable any abilities given to the vessel by the avatar. And I want an ability for when the vessel is in standard operation instead of in a specific mode. I was thinking about an EM radiation field that would hide your fleet from enemy sensors and decloak all vessels that entered the field.
Oh, and for one of my ships, you'll be able to activate a multi-vector assault mode which will seperate the vessel into three parts. Each with it's own quantum disruptor banks and chroniton torpedo launchers. Basically trippling the firepower and durability of the vessel. Just make sure you don't accidentally merge the wrong ships when the battle is over. I'm not sure if that should be in the support vessel, cruiser, or battleship category.
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