Star Trek Armada II - New Century

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posted on August 1st, 2011, 1:09 am
I like the idea of starting without stations, BUT, I could never make it work in skirmish play.  For some reason, if the AI's start without a base, they all choose the same location for their first station...

I guess this will be targeted for multiplayer only?
posted on August 1st, 2011, 1:25 pm
Last edited by Anonymous on October 5th, 2011, 8:14 pm, edited 1 time in total.
It'll be balanced based on multiplayer games, however, I'm wanting it to be playable with AI as well.  The last thing I want is for it to be multiplayer only.  Here are some new things I'm wanting to add.

Borg
  • Assembler Removed, Replaced by Assembly Cube
  • Assimilator Renamed to Adaptor
  • Harmonic Defender Removed
  • Wedge Removed
  • Harbinger Class Removed
  • All Borg Stations Removed, Added Uni-Complex, Transwarp Hub (special stations), Orbital Resource Assimilator, and Assembly Framework.
  • All Research Removed, Vessel Capabilities are based on modules chosen.
  • Borg have higher vessel construction costs but relatively high mining capabilities.

Dominion
  • Possible new faction, with permission, would probably use FO v2 models.

Cardassian
  • Relatively Flat Vessel Techtree
  • Station Techtree is Steep relative to Vessel Techtree.
  • Dreadnought Missile is now Armed and does shock-wave damage.
  • Cardassians More Dependant on Latinum and have relatively low mining capabilities.
  • New Cardassian special can help the Cardassians hide their ships and stations (not cloak)

Federation
  • Gameplay Similar to Fleet Ops Federation in terms of vessel techtree and stations.
  • Federation temporal stasis facility will have a limited range but will last a lot longer (want opinions)
  • Added Nova Class and Rhode Island Refit vessels
  • Added two additional Nebula Variants
  • Added Prometheus Class
  • With permission, would like to add a low-poly Descent
  • Turrets can be refitted as game goes on.

Klingon
  • Not familiar enough with A2 Klingons, opinions required.

Romulan
  • Not familiar enough with A2 Romulans, opinions required.

Tereanan
  • Possible new faction, will have mostly low-poly models of the Fleet Ops version.

Species 8472
  • No longer a playable faction, but will be featured in some missions.
posted on October 5th, 2011, 3:53 pm
I've started this mod back up again, but not as a priority.  I'm just taking notes for now.  I would like your opinion on the following proposed passive/damage system.

A passive like the High-Density Shield Generator could be optimized against a certain weapon type instead of a certain ship range.  But may still have a downside like not being as optimized for other weapon types.

Other passives, like Auto-Defense AI, and other computerized defense systems would still be range-based, but may run the risk of dealing reduced damage to ships that are not of the optimized range.

Other passives won't give you additional resistance to enemy weapons, but will increase the strength of the hull/shields and/or reduce the vulnerability of the subsystems.
posted on October 5th, 2011, 6:55 pm
this sounds very good i like the idea that the borg will have a very low number on structures as in voyager you only realy see the transwarp network and a unicomplex for the passives i have never realy noticed them having a effect in my game play also starting with no buildings is a very good idea and the federation hving to colonise is just genius as that is why thay would build a base in some random sector of space to defend the colony all in all a very good idea for a game cant wait for it to come out
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