Star Trek Armada II - New Century

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posted on June 22nd, 2011, 5:06 pm
I've decided that my rebalance mod won't contain the features I want it to have.  But this mod will.  There will be several ships and stations added and/or modified as well as some stations being removed.  Species-8472 will not be a playable faction, but will remain in-game.  Supply will replace Biomatter and each faction will have a unique way of starting.

Alternate technology trees will enable/disable the construction on alien techtrees and there will be impressive mixed-tech units.  Each faction will have a different way of playing the game and each faction is balanced for 4 game stages (Start, Early, Mid, and Late).
posted on June 22nd, 2011, 5:12 pm
Awesome, sounds like a much better idea :)

Will definitely try this out when you finish :D
posted on June 22nd, 2011, 5:39 pm
The only thing I can say is, thanks for the advice.
posted on June 25th, 2011, 10:04 pm
Okay, I have a basic outline on how each of the factions will start the game.  All factions will start with ships, but no stations.

The Borg will start with a scout that can call in a single construction ship.

The Cardassians will start with a scout and two construction ships.

The Federation will start with a scout ship and a colony ship.  After a colony has been established, the colony will be able to call in two constructors.

The Klingons will start with a scout and will have to call in two construction ships from the scout.

The Romulans will start with two scouts and will be able to call in two construction ships.

I'm not really anticipating any problems except for the Federation.  I'm going to have to find a way to prevent them from cheating by calling in an armada of construction ships at once.  Plus, each faction will naturally have different start-game times.  The Federation will have the longest time as they have to colonize a planet before being able to do anything.  The Borg will have the shortest start-game time because of their lack of ship variety and their lack of not having any stations.  Actually, the Cardassians will have the shortest start-game time because they don't have to warp anything in.
posted on July 10th, 2011, 12:32 pm
Any progress?

Plus how are you going with the planets?
posted on July 11th, 2011, 2:34 pm
Last edited by Anonymous on July 11th, 2011, 2:39 pm, edited 1 time in total.
This mod is going to be off of Blade's Armada II Import mod, which will contain fully functioning planets.  Right now, progress is on hold pending the update to the mod, but in the mean time, I have been taking a few notes on how to balance it.  Such as vessel strength to build costs and build times, minimum build times for all ships, turret system, mining rates of each faction, etc.  All hypothetical for now, but I will begin development soon and I will be taking suggestions and requests from anyone who gives them.

Be aware that the New Century timeline, although at the turn of the 25[sup]th[/sup] century, like the Fleet Operations timeline, will very greatly from the Fleet Operations timeline with a few unofficial modifications to the canon timeline.  With the exception of map objects, everything will be to scale and new vessels will be added (canon and non-canon).  Well, the Borg will not have any non-canon stuff except for the Pyramid, Assembly Node, Assembly Cube, and Orbital Resource Assimilator.  1 grid will be 1 km.

EDIT:
I'm also hoping to get shields that conform to the shape and size of the vessel instead of being a bubble that is slightly larger than the vessel.  That way, I can make the Borg shields more canon.

ANOTHER EDIT:
I'll be hosting the New Century mod at the Team Chapman Racing website when the mod is complete.  It'll have it's own forum area, strategy guide, etc.  As well as a developers blog.
posted on July 16th, 2011, 6:09 am
Sounds scary... I'd love to test it out :-)
posted on July 16th, 2011, 8:18 am
Post pics please!
posted on July 16th, 2011, 12:28 pm
mkman wrote:Post pics please!


Kinda sounds dirty... then again, from the dirty things he's saying the pics might as well be centerfold  :innocent:
posted on July 16th, 2011, 1:44 pm
No pics are available and I just found out that my IP address changed, so I have to update all of my links!
posted on July 16th, 2011, 11:18 pm
Last edited by Andrew on July 16th, 2011, 11:21 pm, edited 1 time in total.
TChapman500 wrote:No pics are available and I just found out that my IP address changed, so I have to update all of my links!


Just a suggestion... No-IP™ Free - Free Dynamic DNS - DDNS

EDIT--changed url to directly link to the free service.
posted on July 16th, 2011, 11:54 pm
Added to favorites.  I'm not in love with the idea of having my website under a sub-domain though, but thanks for the link.
posted on July 17th, 2011, 9:18 am
Surely a subdomain is easier for people to remember than a set of numbers (and numbers that change every now and again)?
posted on July 17th, 2011, 11:42 am
Is it a subdomain?  I thought you could use your hostname with the ip address and a mod_rewrite?  If not then I agree with atlantis, at least every time your ip changes you won't have to update all of your links lol.
posted on July 22nd, 2011, 7:39 pm
My IP has only changed once since I installed my web server.  My IP changing again is unlikely because as long as the network remains online, the IP will remain the same.




On the side note, I have finished some concepts for how the Borg will play out.

You'll start out with a scout cube that is 15m across.  Having a maximum complement of 15 drones and a starting complement of 5 drones.  The scout cube has the initial function of finding a suitable location to mine resources and construct vessels, then will scout out the enemy.  It will have minimal redundant systems and very low firepower and shielding.

The Assembly cube will be 464.16m across (0.1km[sup]3[/sup]).  It will have the function of constructing the Borg fleet and maintaining the Borg economy.  It will have 2 primary modes of operation.  Construction and Resource Processing.  It can also service alien vessels that need repairs and conduct trade when needed.  Being one of the most versatile ships in the collective.  When necessary, the vessel can also be used as a destroyer. because of it's weapons capabilities.  It's primary function is construction and mining though, so don't use it for combat unless you have to, and even so, it should only be used to capture enemy miners to help boost the economy.

The probe is similar to the scout cube, but with much more versatile use than the scout cube.  It's capable of deploying a cloak detection system when cloaked vessels are suspected to be in the area or when they are escaping combat.  The cloak detection system is far superior than any other faction and enemy ships can be tracked for a much longer period of time if detected.  About the size of the Intrepid and a match in terms of firepower, this vessel can do well in combat vs a group of destroyers.  The probe can also be used as a mining freighter.  Although it won't have any cloak detection capabilities and it's weapons systems will be somewhat compromised, it can still bite you.

The Adaptor is by far the most versatile combat ship in the collective.  It can be adapted into a mine that can neutralize very tough enemies very efficiently with little risk to the collective, but with a big price.  If used as a mine and provoked, the Adaptor is destroyed as well, but it'll leave quite a mark on everything on the map, friend and foe alike.  When used with small groups of ships, it makes a very efficient support ship by controlling the other vessel's adaptation systems while they do the combat.

The Diamond is used for special missions and can enhance the offensive potential of the Borg fleet.  When used in constant with the Adaptor, which will enhance the defensive potential of the fleet, it makes a Borg fleet very formidable, enhancing the firing rate of the weapons and the regeneration rate of the vessels.  It also gives cubes the ability to regenerate while being able to remain in combat by activating the regeneration subroutines by remote.  It also makes a good combat vessel by itself.

The Sphere has two primary variants, the first one is 600m across and is used on special missions should the cube that sent it be destroyed and the mission be considered too important to fail, has minimal shielding and regeneration capabilities, but has the armament of a cube.  The second one is 1,200m across and is used for a verity of assignments including scouting, and tactical operations dealing in moderate-thread regions of space and has is more of a generalist in terms of capabilities.  None of which is as impressive as the cube though, but it can still handle small to medium-sized fleets.  But, it can regenerate very heavy damage in seconds without having to leave combat or being supported by a diamond, making it even more impressive in terms of defense.

The Cube also comes in two variations.  The first variation is generalized to utilize the ship systems and maximize efficiency.  The primary variant can be equipped with a sphere when missions are considered too important to fail, giving the Borg a last ditch effort to complete their mission.  The sphere can only be hit a few times before being destroyed though.  The main battle is going to be waged by the cube itself.  It has very impressive firepower and is a formidable vessel when alone even when it's up against a large fleet of ships.  If necessary, it can be fitted with special armor that further increases the ship's durability in combat, but when fitted with the armor, it cannot have a backup sphere.  The tactical variant is used in ultra-high resistant areas of space.  The standard variant is used to save the extra resources to take out lower threat areas.

The Pyramid is specialized in assimilating planets in a short amount of time, targeting the planets primary defensive systems and then discharging nanoprobes into the planets atmosphere.  Approximately two of these vessels can match the offensive potential of a sphere, but the vessel is extremely vulnerable to takeover after planetary assimilation and is vulnerable to destruction during planetary assimilation.  Despite the vulnerability of take over after planetary assimilation, it can quickly assimilate the crew of attacking vessels and regain it's crew very quickly if executed with perfect timing.




Borg Special Weapons:
Cutting Beam - Cube, Tactical Cube
Holding Beam - Sphere, Cube, Tactical Cube, Diamond, Adaptor
Auto Assimilator - Sphere, Adaptor, Pyramid
Silent Assimilator - Scout Cube, Probe, Assembly Cube, Escape Sphere

Cutting Beam - Only effective after the shields are out, well, it's supposed to be but the Fleet Ops engine doesn't support this yet.  It can cut through the armor of almost any vessel in seconds.

Holding Beam - Very effective at holding a vessel for assimilation or destruction.  Prevents escape and ensures that resistance is crushed either through assimilation or destruction based on threat level.

Auto Assimilator - Very effective at assimilating the crew of a starship and saves the Borg time on repairing battle damage on the vessel that has been assimilated.

Silent Assimilator - The Borg will require the assimilation of the crews of the other factions in the game in order to survive.  Since the Borg will most likely not have the means necessary to survive a direct assault, this specialized device is gives the Borg a tactical edge by allowing the Borg vessel to evade sensors and help prevent the enemy from knowing what's going on.
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