Tryptic's Mod Suggestions and Ideas

posted on February 11th, 2014, 3:33 am
So, now that my three day weekend has finished and I've gotten plenty of good feedback, I'm ready to start working on the next faction for Tryptic's Mod: The mighty Dominion! I have to be straight with you guys, I don't have nearly as many ideas for this faction as I did for the first two. For the most part, I have seen various Dominion strategies used in many different situations and they seem to make a fair account of themselves. I do have a few ideas though, of ships that I'd like to see made more unique and hopefully more fun to play with/against. Here's the short list of what's coming, the general goal followed by what changes I'm considering:

Bug - Better combination with other ships. Increase cost slightly, Defense to 14 (still tanks for bombers), and ram damage
Bomber - Better late-game role without early spam. Increase supply cost, higher burst damage, long reload time
C-11 - Better survivability/usefulness. Increase weapon and special ranges to artillery, allow it to stay behind the lines.
C-17 - Needs to be punished for sniping my 2 Tavaras. :angry: Speed decreased by 10, some sort of energy cost/effect tweak to the first two specials to make them more useful alongside Tetryon Disruptor. Possible Prototype cost decrease.
B-5 - Better special. Figure out a better special, and add it 8)
S7 Defender - Better combination with other ships. Increase mineral cost, speed by 20 (50->70). Possibly add a fleet-affecting passive like -5% damage for nearby enemies (doesn't stack)

Breen Cruiser/ Breen Battleship - Better diversity from other Dominion ships. Remove the need for a prototype, greatly lower supply cost, can be used to augment the fleet when supplies are low. Breen Battleship speed increase by 20 (60->80)

Dreadnought gantry available through the normal tech tree. Probably the Borg dreadnought (Kling/Fed/Rom versions have boosted off/def/sys respectively, Borg dreadnought is balanced between the 3 stats)

Although their ship stats are greatly different, the Dominion fleet should have more of a mentality like the Feds, where you see different ship types working together instead of a single ship copied over and over. What do you guys think about these ideas? Do you have anything you'd like me to consider for the Dominion? Also, any feedback from the first two races is appreciated, right now the three major things I've heard back are these:

Romulans require too much Tritanium
Beam sphere damage too high
Borg Nodes research a bit too cheap, particularly level 3
posted on February 11th, 2014, 10:31 pm
So on the bug ship this is how to get it in the big yard (Tryptic) make a refit of the bug ship and put the refit in the big yard :D
posted on February 12th, 2014, 12:31 am
Tryptic, please change somehow Teutoburg, at least strong as Decent....

same torp, everything, just more hull and shields.... maybe little more speed....

so we can call it as warpin sometime...

because right now its JOKE , "never- to- use -ship"
posted on February 12th, 2014, 12:44 am
Well, I did test a Teutoburg attacking a starbase without any opposition and it brought it down in like 3-4 minutes uncontested. But yes, I agree it needs something. And I have something in mind 8)
posted on February 13th, 2014, 6:43 am
I had anther thought about how to devalue Warp-In without messing with the ships or the supply cost of the base, by closing a couple of mechanics loopholes:

  • When at 0 supply, the loss of a warp-in ship occurs without penalty. I've no idea if it's possible to put a player into a negative amount of supply, but there needs to be some way to make the loss felt.
  • Similarly, decommissioning a warp-in vessel can be done for no penalty. In longer games this allows a Fed player to cherry-pick better ships.
  • As partial compensation, though, try and arrange it so that if more ships are called than there are slots, the centre one always stays.
posted on April 12th, 2014, 3:13 pm
I messed around with v1.6 of the mod with a quick instant action last night, and here's a couple of thoughts:

  1. I really like the warp-in changes. Making the bulk of the limit dependent on the current researched Chassis Level was an excellent move. Making Galaxies and Ambassadors take two slots also worked well.
  2. The Remore changes are great. It's a lot more usable for timely shield disruptions than it was. I've not tried out the Antimatter Mines yet, but I'm surely more likely to use them than Vector Calculation.
  3. The revised Nova ... I'm not sure what the end-game is for the changes.
  4. Reduced Chassis Level research costs are welcome. Making Chassis 3 dependent on having an Eraudi yard is wise. Perhaps Chassis 2 could be made dependent on Starfleet Science, though, to avoid over-quick teching up.
  5. Bringing the cloaking Defiant and Miranda II classes out from the hinterlands of mixed-tech only units is a good touch. The latter especially adds some needed diversity to Risner's Antares yard list.

When it comes to limiting turrets, I would think the following (specific numbers subject to being tweaked, of course):

  1. Limit unconverted platforms to 5.
  2. Have no limit on Sensor platforms.
  3. Limit pulse turrets to 10.
  4. Limit phaser turrets to 8.
  5. Limit torpedo turrets to 5.

I suggest separate limits for the types as if there was a single global limit, people would only build phaser and torpedo turrets.
posted on June 1st, 2016, 9:30 pm
Hey guys!

I just uploaded Tryptic's mod 2.4! I know it's been a very very long time and it's still not perfect, but I'm really proud of this one. The mod has come a long way since I started and a great deal of it is because of your feedback :thumbsup:

Here is a quick summary of the changes:

All races
-All AIs rebuilt to build more efficiently and stop building low tier ships at higher tech levels.
-Mixed-tech reworked for easier access, all eligible ships can be refitted to their mixed-tech variants.
-In general, races feature stronger battleships but also more single-target disabling abilities that will counter them with good micro.
-Each race also features some form of long-range sensor station or ability that will make it easier to maintain vision over an area.

Borg
-Passives and specials grant more survivability to smaller ships.
-Special abilities tweaked and slots simplified.
-Dode relays are stronger and can be relocated.
-Non-plated cubes are significantly cheaper.

Dominion
-C-11 reworked with shield recharge.
-Access to mixed-tech without allies means dreadnought is always obtainable.

Federation
-Warpin limit is based on chassis level tech
-Eraudi Yard is easier to access but slow build times encourage building small ships
-Support ships have key anti-battleship abilities

Klingons
-less-common ships improved: veqlaragh, vutpa, chonaq, Neghvar

Romulans
-Warbird stats increased, supply costs increased to limit production.
-Generix/Rhienn refits made cheaper when built from a yard, Generix Centurion refit added, Singularity Generix special now operational and very effective.
-Disruptor turrets disable weapons/engines, very cheap. Starbase and singularity transmitters power adv limited number of turrets.

This is alongside a whole bunch of tweaks to rarely-used ships, and bug fixes such as the special abilities of the Luspet and the B-5.

As you can see, some races needed more attention than others. I am also still working on adding hotkeys for building and special abilities, but it's slow going. I'll post my progress soon, and ask for your feedback.
posted on August 9th, 2016, 2:44 am
If you are going to make the Dominion V-15 available without mixed tech, perhaps do a version with no bonuses. Offense 108, Defense 86, System 45.
posted on August 9th, 2016, 2:18 pm
Hes not making the Dominion V-15 available without mixed tech he made it availbale to build any one of the 4 even if that race is not in your team or your in a 1v1 game you still have to build the mixed tech yard and do the research as be for you can just now build any of the 4 with out having to have that race on your team and able to build any of the 4 if your on your own
posted on October 24th, 2016, 8:24 pm
Here are my suggestions for the Federation: Put the Defiant in the Antares Yard, give it a build cost that is somewhere between the Intrepid and Akira and a build time that is between the Saber and the Intrepid. But keep the supply cost and Chassis requirements up. That way, it'll drain through your resources (particularly, your supplies) and be a trade-off between continuous vessel production and instant fire-power boost.

For the Borg, make the vessel's dependent on technology nodes and remove collective connections and all non-canon ships (except the assembler) with the Scout Cube taking the place of the detector. If possible, make it so that the Probe can function as a resource assimilator or a mining station. Make it so that there is a penalty for destroying enemy mining instead of assimilating it.
posted on October 25th, 2016, 12:15 pm
TChapman500 wrote:Here are my suggestions for the Federation: Put the Defiant in the Antares Yard, give it a build cost that is somewhere between the Intrepid and Akira and a build time that is between the Saber and the Intrepid. But keep the supply cost and Chassis requirements up. That way, it'll drain through your resources (particularly, your supplies) and be a trade-off between continuous vessel production and instant fire-power boost.


I've considered moving the Defiant to the Antares Yard before, and it would have some interesting effects. In Tryptic's Mod, Chassis Level 3 requires the Eraudi Yard so it would need to be built anyway in order to get them. The Defiant has some attention coming to it, it's just down the list a little bit. It will especially be getting a build time reduction, but not to the point of taking less time than the intrepid XD


TChapman500 wrote:For the Borg, make the vessel's dependent on technology nodes and remove collective connections and all non-canon ships (except the assembler) with the Scout Cube taking the place of the detector. If possible, make it so that the Probe can function as a resource assimilator or a mining station. Make it so that there is a penalty for destroying enemy mining instead of assimilating it.


In Tryptic's Mod v3 I have a plan to remove CC and replace it with a new system. However, I'm not about to remove ships from the game when I don't have the ability to add new ones. I feel that would be ungrateful to the people who worked hard to give us those models in the first place.
posted on October 25th, 2016, 4:26 pm
Making the Defiant Antares would be a great idea, especially if it was changed to Chassis 2 and balanced accordingly*. The Federation lacks an early / mid game counter to short ranged vessels**, though, of course, this may be a baked-in weakness rather than an oversight, so this proposal should be treated with appropriate caution.

* Eg changed to Medium Destroyer rather than Medium Battleship, and off/def/sys changed accordingly; this may need way too many ODF changes though, given the way weapons work.
** Yes, the Canaveral has Fast Tracking Computers, but it's not a ship built as a counter. It's built for the specials.
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