Legendary Ranks (Alpha 2)
posted on July 12th, 2011, 3:00 pm
Last edited by remore on July 19th, 2011, 2:08 pm, edited 1 time in total.
It's been 4 years? wow, i feel old, anyways moving on. This will be my first release for Fleet Operations. Its a simple concept and perhaps I will complicate it in the future. It is really not even an Alpha but it is fully functional (miracle eh?).
What I've done affects two ships (Defiant & Descent). What the mod does is allows these two ships to level past Veteran. Upon Bringing the ship to veteran status the ship will continue to gain experience until it reaches "Legendary" Status, Where it will gain a unique ability. On the Defiant the ability can only be used once. On the descent it uses the same timer as shield reset (for reasons which will become apparent upon seeing the ability). Currently the Veteran Levels do not result in an increase in Offensive/Defensive/Systems Values (I want to do it right so I haven't done it at all yet). Cosmetically the Rank Icon does not change from two gold bars until Legendary is reached on those two vessels.
There are no new models, buttons etc just odfs / techtree (Hence less than alpha). Enjoy, my goal is to have three ships per empire than can do this (discounting borg and as balanced as I can).
Edit: Version 2 finally here Weee. .Rar ok? Rarrrrr!
Additions:
What I've done affects two ships (Defiant & Descent). What the mod does is allows these two ships to level past Veteran. Upon Bringing the ship to veteran status the ship will continue to gain experience until it reaches "Legendary" Status, Where it will gain a unique ability. On the Defiant the ability can only be used once. On the descent it uses the same timer as shield reset (for reasons which will become apparent upon seeing the ability). Currently the Veteran Levels do not result in an increase in Offensive/Defensive/Systems Values (I want to do it right so I haven't done it at all yet). Cosmetically the Rank Icon does not change from two gold bars until Legendary is reached on those two vessels.
There are no new models, buttons etc just odfs / techtree (Hence less than alpha). Enjoy, my goal is to have three ships per empire than can do this (discounting borg and as balanced as I can).
Edit: Version 2 finally here Weee. .Rar ok? Rarrrrr!
Additions:
- Added Ships:
- Negh'Var -[sup]Active Ability[/sup]
- BortaS - [sup]Passive Ability[/sup]
- Breen Battleship - [sup]Passive Ability[/sup]
- V-13 Battleship - [sup]Active Ability[/sup]
- D'Deridex - [sup]Active Ability[/sup]
- Leahval - [sup]Passive Ability[/sup]
- 0 ~ 10 responses (Highly Unlikely you will get nothing, expect 5-8 usually)
- 1% chance of a rare ship responding to a distress call (happens more often then that but its still uncommon
- Doubled Cool-down time for Fleet Shield Reset but now you can use normal shield reset twice with ten seconds in-between.
Defiant
- [sub]Randomized Fleet call with the following Characteristics[/sub]
Attachments
Res Customizations.rar
- (402.2 KiB) Downloaded 394 times
posted on July 12th, 2011, 3:03 pm
Great idea! and welcome back.

posted on July 12th, 2011, 3:08 pm
Aye thanks, i've been alive, I just haven't release a "Mod" in that long hence my Uber downplaying of this lol
posted on July 12th, 2011, 3:09 pm
sounds awesome ill be checking it out later ill post and tell ya what i think if you want that 

posted on July 12th, 2011, 3:22 pm
Aye I do, again needs lot of work considering leveling up does not do anything until you get to the end.
posted on July 13th, 2011, 2:57 pm
Last edited by Facist on July 13th, 2011, 2:59 pm, edited 1 time in total.
omg lol the defiants special at legendary id awesome
but i think a few too many ships arrive 
i rushed defiants and i only built one of them and thats it ,used special and boom a fleet consisting of like 4 galaxies,soveriegns etc game was won lol still very cool and fun to do
the descent's special also excellent lol recharges every things shields
awesomeness for single player merc ai beating lol
i cant really give advice on how to improve or fix the ranks but looking forward to the improved version of this mod
oh and was nice to see the steam runner again


i rushed defiants and i only built one of them and thats it ,used special and boom a fleet consisting of like 4 galaxies,soveriegns etc game was won lol still very cool and fun to do
the descent's special also excellent lol recharges every things shields

i cant really give advice on how to improve or fix the ranks but looking forward to the improved version of this mod

oh and was nice to see the steam runner again

posted on July 13th, 2011, 7:31 pm
Aye like i said not balanced yet
i did find it odd the steamrunner vanished after 3.2.5 but I also forgot i left that file in there lol I still could only justify fleet call once but eh.

posted on July 13th, 2011, 7:56 pm
Yup, the Steamrunner will be returning in a future version with a new role 

posted on July 14th, 2011, 11:46 am
yep, the steamrunner only takes a short break for rearming
Nice mod!
funny ideas. I always thought that some uber weapons would be fun for singleplayer games
Nice mod!

posted on July 14th, 2011, 11:56 am
With the Steamrunner getting a new role, does that mean the Teutoburg is going to be the only artillery ship Starfleet has or will they get a second one that can actually hurt something with a defence higher than 2?
posted on July 14th, 2011, 12:06 pm
Tyler wrote:With the Steamrunner getting a new role, does that mean the Teutoburg is going to be the only artillery ship Starfleet has or will they get a second one that can actually hurt something with a defence higher than 2?
well feds dont exactly need more than the teuto.
the purpose of arty is mainly to smash buildings (mainly turrets). the feds in general have high defence ships with lots of torps, so they have no difficulty flying in, using a couple monsoons tanking right next to a turret, and letting all those torps do their work.
but even if general torp spam isnt enough, the feds still have options. the intrep has the useful trico special which works from a good range and is on a ship with 130 speed. zip in, shoot, zip out. rinse and repeat. the e2 is also magnificent with its heavy torp launchers, it may not have arty range, but it serves the same purpose, as you only have to leave them at long range to shoot, and there is no turret that can kill an e2 in 1 volley, so u will never lose the e2s if u micro them away from the turrets. the remore/torp neb are awesome at clearing turrets as precise volley will get rid of shields in a hurry.
feds can easily deal with turtles.
posted on July 14th, 2011, 12:22 pm
I know what the artillery's for, the Teutoburg just can't do it. Those 'other options' are the only options for taking down stations. Disabling weapons for a few seconds is the limit of its usefulness, unlike the Steamrunner that can cause damage.
What's the point of a ship whose only useful trait is just a longer ranged Critical Shot?
What's the point of a ship whose only useful trait is just a longer ranged Critical Shot?
posted on July 14th, 2011, 12:37 pm
Tyler wrote:I know what the artillery's for, the Teutoburg just can't do it. Those 'other options' are the only options for taking down stations. Disabling weapons for a few seconds is the limit of its usefulness, unlike the Steamrunner that can cause damage.
What's the point of a ship whose only useful trait is just a longer ranged Critical Shot?
well for one i disagree, the teuto can strike from such a long range that no turret can hope to hit it back no matter how good the line of sight is. that means that turret dies, or they have to send their fleet out, which is equally a win for the teuto owner, as their fleet will be bigger as they werent turtling. they can then fight the fleet with their fleet. or just accept the teuto killing the turret. and you can choose when u get a teuto, the steamy was random.
even if they didnt have the teuto, i dont think there would be a huge problem. martok doesnt have an arty ship at all. his susa has to get into close range, it still works combine with sangs and multiple polarons. similarly feds can use critical shot to overpower the turret.
posted on July 14th, 2011, 12:42 pm
Last edited by Tyler on July 14th, 2011, 12:45 pm, edited 1 time in total.
Myles wrote:well for one i disagree, the teuto can strike from such a long range that no turret can hope to hit it back no matter how good the line of sight is. that means that turret dies, or they have to send their fleet out, which is equally a win for the teuto owner, as their fleet will be bigger as they werent turtling. they can then fight the fleet with their fleet. or just accept the teuto killing the turret. and you can choose when u get a teuto, the steamy was random.
That goes with the assumption they were turtling, not just using the defense turret common to replays. Turtleing isn't a requirement of having a turret or two.
Either way, my view still stands; it's just a longer-range critical shot. Not to mention iot's on a much weaker and more fragile ship that kills supply when dead.
posted on July 14th, 2011, 12:49 pm
Tyler wrote:That goes with the assumption they were turtling, not just using the defense turret common to replays. Turtleing isn't a requirement of having a turret or two.
well if they're not turtling it should be even easier to destroy a lone turret or two. a teuto will get that job done as well. remember that for each turret they build they cant build a ship, so your fleet will still be bigger.
a turret or two isnt a huge threat, as they can only cover 1 place each. and common 1v1s have at least 3 or 4 places to be guarding within a few minutes.
i dont agree with your view that its not good as arty, i think it is. nothing can shoot back at it, and if their fleet comes out to say hello, just run the teuto through your fleet and they then have to fly straight through your fleet if they wanna get to the teuto.
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