Century Class project
posted on December 20th, 2010, 5:54 pm
Tyler wrote:Technically, the Descent does have 'regen shields'. They just only regenerate once every so often.
that's a special weapon though, not a passive ability. any ship can be hit with shield regen from a gen sup too.
posted on December 20th, 2010, 5:55 pm
Last edited by TChapman500 on December 20th, 2010, 5:57 pm, edited 1 time in total.
For some reason, I can't get this vessel to work properly. It crashes every time I start a test game.
Looks like we'll need new models, textures, buttons, everything!
Looks like we'll need new models, textures, buttons, everything!
posted on December 20th, 2010, 7:28 pm
TCR_500 wrote:I had no idea that the original design for the Century was not an "official" starfleet design.
Yeah, obviously its not canon.

posted on December 20th, 2010, 7:34 pm
Are there any Fleet-Ops ships that aren't "canon?" And what do you mean by "canon?" Why is it spelled with 1 n instead of 2?
posted on December 20th, 2010, 7:35 pm
posted on December 20th, 2010, 7:36 pm
'Canon' is basically what was seen on-screen in any of the 5 series and movies, therefore yes FleetOps has a rather large number of non-canon ships :thumbsup:
Ninja'd by Tyler........
Ninja'd by Tyler........

posted on December 20th, 2010, 7:41 pm
Okay. Thanks.
posted on December 20th, 2010, 7:44 pm
Wait...what? Most of the ships in FO arn't canon. How do you not know what canon is? Different sci-fi universes handle canon in different ways.
Star Trek canon = only what we see/here in movies/series as fact(nothing from any games, books and such "counts")
Star Wars canon = anything released by any of the lucas divisions(lucasfilm, lucasarts and whatever the one for comics and novels is)
Star Trek canon = only what we see/here in movies/series as fact(nothing from any games, books and such "counts")
Star Wars canon = anything released by any of the lucas divisions(lucasfilm, lucasarts and whatever the one for comics and novels is)
posted on December 20th, 2010, 7:46 pm
Can we get started on the new Century Class stuff so it'll run in Fleet-Ops? The current one doesn't run at all.
posted on December 20th, 2010, 8:41 pm
Haven't you heard? Everything is on hold indefinitely while the devs fix the defenseless and unplayable Feds.
posted on December 20th, 2010, 8:56 pm
Why would the Federation be "unplayable" and "defenseless?" If you're referring to my thread about the Federation being underpowered, the Federation is not defenseless, but they are underpowered.
posted on December 21st, 2010, 2:01 am
TCR_500 wrote:Why would the Federation be "unplayable" and "defenseless?" If you're referring to my thread about the Federation being underpowered, the Federation is not defenseless, but they are underpowered.
Calm down TCR it is not something to get worked up about.
Where would this Century class be placed stat wise.
posted on December 21st, 2010, 2:16 am
Either buildable at level 3 chassis at the advanced shipyard and/or warped-in as an experimental vessel. Possibly with a mixed-tech refit available.
The vessel would have to be as high up on the techtree as possible with a long build time and high build cost and a low build cap. That's if it's built. If it's warped in, it should probably take up 5 warp-in slots, then go down to 4 for officer rank, then 3 for veteran rank. For relative power, it should have about the same offensive and defensive value as the descent, but without the shield reset. It's defensive value would come mostly from the shielding technology reducing the damage received by units depending on the unit's firepower and range.
Just a few thoughts.
The vessel would have to be as high up on the techtree as possible with a long build time and high build cost and a low build cap. That's if it's built. If it's warped in, it should probably take up 5 warp-in slots, then go down to 4 for officer rank, then 3 for veteran rank. For relative power, it should have about the same offensive and defensive value as the descent, but without the shield reset. It's defensive value would come mostly from the shielding technology reducing the damage received by units depending on the unit's firepower and range.
Just a few thoughts.
posted on December 21st, 2010, 2:53 am
What is wrong with the model? I can make odf's but it will take a week or two(it is Christmas time you know
) and textures are fixed with no registry like you asked. What else?
I will not make seriously op offensive weapons for the ship either. You can do that yourself unless you have a more reasonable weapon you would like me to write up.

I will not make seriously op offensive weapons for the ship either. You can do that yourself unless you have a more reasonable weapon you would like me to write up.
posted on December 21st, 2010, 3:22 am
Well, I've tried everything with what has been supplied to adapt the current Century vessel for fleet-ops. Including the pack that makes it compatible, but every time the loading bar reaches 100%, the game crashes.
Well, I'm not asking for an overpowered weapon. For phasers, maybe about 20 damage base with a 1.25-second shot delay, then a 4.75-second shot delay. The shot duration would be 1.00 seconds. Two shots with an average shot delay of 3.00 seconds.
For torpedoes, maybe about 60 damage base with two launchers in a volley of 4 shots per launcher. A shot delay of 0.25 seconds, 0.25 seconds, 0.25 seconds, and 7.25 seconds. Averaging to 2.00 seconds per shot. 8.00 seconds between the start of the first volley and the start of the second volley.
For the special energy recharger, maybe a 1% regeneration of special energy per second to all nearby allied units to medium range except for another Century class vessel.
I'll build the chroniton torpedo weapon. It'll have a minimum of a 10-second shot delay using 215 special energy units. The damage dealt to the vessel will be based on the shielding/armor technology or "passives" of the target as well as the size of the target but I'm thinking of it doing a base damage of 110 to 150 for scouts and unarmed ships.
Well, I'm not asking for an overpowered weapon. For phasers, maybe about 20 damage base with a 1.25-second shot delay, then a 4.75-second shot delay. The shot duration would be 1.00 seconds. Two shots with an average shot delay of 3.00 seconds.
For torpedoes, maybe about 60 damage base with two launchers in a volley of 4 shots per launcher. A shot delay of 0.25 seconds, 0.25 seconds, 0.25 seconds, and 7.25 seconds. Averaging to 2.00 seconds per shot. 8.00 seconds between the start of the first volley and the start of the second volley.
For the special energy recharger, maybe a 1% regeneration of special energy per second to all nearby allied units to medium range except for another Century class vessel.
I'll build the chroniton torpedo weapon. It'll have a minimum of a 10-second shot delay using 215 special energy units. The damage dealt to the vessel will be based on the shielding/armor technology or "passives" of the target as well as the size of the target but I'm thinking of it doing a base damage of 110 to 150 for scouts and unarmed ships.
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