Void: Reasearch and Development

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posted on May 1st, 2012, 10:49 pm
So this thread is for comunity input for the mod, incase i need to ask you guys somthing or if you have a cool idea for the mod... yeah. thats this places purpose.

First question: how extensive should i make the upgrade system (engines, weapon, sensors, shilds)?, i have almost limitless capabilitys.


And along with that i want to explain another concept to randomize gamplay: HighYield Weaponry

This is a concept i've been mulling over for some time, and it revolves areoud circumstance.
There are two ways you will be able to aquire this tech, 1. Through alliances with other players 2. By scaning enemey ai vessels and adapting their tech.....


So thats about all i have for this update, oh that and the fighter defense drop weapon is permanantly non-functional for now... sooooooooooo.... yeah.... oh well... till next time, happy hunting. :badgrin:
posted on May 1st, 2012, 11:37 pm
I think the extent of the upgrades should be proportional to the number of ships you will be dealing with for each player.  If a player will only have a small number of ships at his command, I would suggest making upgrades very extensive.  You want people to grow attached to certain ships, and upgrade them more.  If you have a lot of ships, then the upgrades should be fleet wide, and not too extensive.  :thumbsup:
posted on June 7th, 2012, 2:32 am
Just wanted to drop in and say that progress is going well and a beta should come soon (tm)... and as i get close i will post more frequent little updates..... The Beta will consist of the Federation faction, the defalt abilitys for a faction, and some of the custom abilitys i plan to include, and maybe one other faction, for diveristy, and fyi i'm leaning tworards the vulcans for some reason =D....

The beta will show case soome hybrid features i've been working on, but not to many of the advanced ones, as they will rely on the next patch tech tree to work properly. The beta will also have a functional (if not limited) version of the randomized Spawn Ai......


May the odds be ever in your favor :D
posted on June 8th, 2012, 9:22 pm
Hello agin... its me with another shameless double post.... I figured i would post about the economey of the mod today.

So just to start off and have some sort of format for this post, i will quickly tell you that i will retain all 3 resources and i will have uses for them... abiet redone in a more voidy fassion.... so to start: Dilithium

Dilithium.

In the mod, this will act as your primary weapon charge... slowly regenerating over time, but used up when you use your primary energy weapon (phasers, pulses, other stuff). the regen is done so that no matter what happens to the rest of your resource stock.. you will always have some kind of rudimentory defense. Note: you can also convert supply into phaser energy if your in dire need. Also, if you purcase the max weapon upgrade for your ship, your energy regen is negated. making supply conversion the only way to obtain this vital resource.

Tritainum.

This is used exclusivly as your torpedo ammo... The only way to get more torps is to use supply conversion. it is used on a 1 to 1 basis, so what you see, is how many torpedos you have left.

Supply.

Supply is the main resource you'll deal with in the mod... You get it by killing, you spend it to kill. Certain things in the unverse effect your supply.. first off is your ship... your ship constantly drains 1 supply every 10 seconds as its needed for operation. Second is your special weapons, most offensive and productive weapons rely on supply to function, and defensive abiltys rely on Dilithium.. And 3rd is your research... research uses resources taken from other ships as a way to updrade u..

There are a few constant drains that can effect your ship based on the decisions you make.
1. is the weapon upgrade, like was explaned above
2. fighters, scouts, holograms, destroyers, and you ship all drain your supplys, the more strengthh your deploy, the more you have to pay
3. The 3rd is a bit tricky. Say your running out of supply and you need it bad. at the yard you have, you will have a 'scrap components' ability, that will give you an imediate supply boost, but will enact a dibilatating drain on u.... so be carful using this as a bosst intthe moment could eventualy hinder your ability to win.


i think thats all for today.. if you have any questins please ask, i'd be more than willing to anser them, also ideas, i could use all the ideas i can get. =D. happy hunting
posted on June 11th, 2012, 1:10 am
I'm bored right now.... lol. so i guess i explain some more about the mod...

So what should i post about today?

*minutes later*

I know i tell you about a prototype resource stealing weapon. Note: this has not been implemented nor will it be for some time. So this is going to be all theroy speak.

So i'll explain the enginering of the weapon aswell... so any one that wants to recreate this is more than welcome to.

So the first step is a replace weapon that drops a uball object (for any that are unfamilair with that, its a sort of artificial gameobject that allows very complex multieffect weapons to be created)

The the uball, Would fire 2 extraweapons (like the nova abilitys or the tuetos abilitys).. both hit the enemey vessel... one is a resource weapon that drains the selected resource of the enemey.. and the other is another extraweapon that casts a resource weapon onto your ship generating the resource. After this is achieved, the uball would terminate and your opponet would most likely rage quit.


As for implementing this... its only going to be used on a couple of factions... just to be unique and give you resons to play those factions apart from the others. So according to plan, it will be used as a supply drainer on the talaxian ship... and a main energry drainer on the breen ship...


So thats about all for today... its not really all thought out yet.. just came up with saturday actualy.. ran the idea by dom and he said it should work. so........... =D


(oh and you guys should start posting, its hard to know where to take this if i get no feed back. lol)
posted on June 11th, 2012, 1:05 pm
I figured I would step in a save a possible quadpost..... and say that I am looking forward to this mod. Transforming Fleetops into a action/quest game will be nice. I look forward to the many options that you seem to be implementing.

If I may ask - What will be on the maps? I know that it is "the Void", a take on the area where Voyager was trapped. Will the map be just blank or will there be terrain? I would think that both would be viable and would like to eventually see that option.

Also - How will this work with mutiplayer? Will there be team options?

Thanks for the work, I look forward to the beta.
posted on June 11th, 2012, 4:10 pm
yaay.. thanks.. a quad post would have terrible.

so to your first question: Both will be available, There a ccouplee pure void maps, and their will be some interative terrain maps... as thats just a cool idea. And as for multiplayer you can play locked teams, but it would probly be better to play alliances.. just give that little extra bit of epicness.
posted on June 11th, 2012, 7:59 pm
Nice to know. The maps should be interesting, especially with the next version having so many changes to map objects.

As for using alliances - yea that would make things interesting. Backstab for the win! Will there be any features that work allow players to assist one another. Something like mixed tech where having an ally opens up more weapons, upgrades, etc?
posted on June 11th, 2012, 8:55 pm
yeah.. there will be versions of mixxed tech that can be obtained from enemeys and allies alike. And team work will be intresting, as not only will it be an option, but under some rare curcustances, a nesessity. Allied victory is also possible, making so a somall group of you can survive the match. giving a true alliance feel. =)
posted on June 11th, 2012, 11:33 pm
Styer Crisis wrote:yeah.. there will be versions of mixxed tech that can be obtained from enemeys and allies alike. And team work will be intresting, as not only will it be an option, but under some rare curcustances, a nesessity. Allied victory is also possible, making so a somall group of you can survive the match. giving a true alliance feel. =)

Sounds 8) . I would think that having a such a different way to play will work to get the attention of more people. I hope to get some friends into this.
posted on June 12th, 2012, 12:39 am
Sweet, thanks..


And now for some quick info on the feds.....

Now i expained in the other thread that the feds were not going to be nice. and i meant it.
the feds in this mod are dark, you can tell even in the descriptions of what they build
but there's explaination in the tooltips... so don't worry i have my reasons.

Fed gameplay, or at least offensive gameplay, is all about using the right torpedo at the right time
And the comprehensive triangle of torp abilitys reflects this with working implmented counters

Ability 1; Proximity Torpedo Volley.
This one is all about speed, it fires fast, is garenteed to hit under almost all cicumstances
looks awesome o top of that.... down side is it does pretty mediocre damage to the regular
vessel.... BUT, it does far increased damage to small fast units.... early game unints.
so this ability, if researched allows you a key edge in being able to kill the many small
units that get gated in in the begining of the game.... however.. for what comes you gonna
need some bigger guns.

Ability 2; Quantum Torpedo Strike
And heres your Bazooka.... Happy Hunting. And this ability is by no means to be taken
lightly. Its hits hard, covers a majority of classes with its all consuming damage. Down sides:
Costs torpedo ammo, and it will use you ammo fast if you spam this ability, it also has a decreasd
chance of hitting small fast units, or competer generated Holograms. and its miss rate for ships
that are moving is somthing to be wary of aswell. But with A quck sniper and a handy bazooka,
what happens if you get swarmed with to many small units, or are being hrassed by other players
Holograms that neither of your abiltys counter? Well then you get your grenade.

Ability 3: Photon Barage
You may well know this weapons place on the officer akira in stock FO... but in this mode this weapon
is really souped (yum) up... Being super effective against small units and illusions.. this is the go to..
however, Its cost a substacial ammount of resources to use, and so replaceing proxy with it is not an
option.... + Its only medium range...... Unlike the long range proxy. unfortuneatly.. this abilty does reduced
damage vs ships with condensed Shield profiles, player vessels to be exact... so it is far from bein a do it
all blast.

thed feds also one more offensive ability that is much much darker... but i'll save that for another time :badgrin:

Add to these, The Turret Deployment, Shield Recharge, And sensor snipe... and you quicky get a very
brutal federation.... but you can expaect if i gave these toys to the federation... whom i hate with a veangence.
what will the other factions have.... who started devlopment later when the idesas i had were more advanced
=D... lol... just saying

till next info post
Happying hunting.....
posted on June 12th, 2012, 2:10 pm
Styer Crisis wrote:Now i expained in the other thread that the feds were not going to be nice. and i meant it.
the feds in this mod are dark, you can tell even in the descriptions of what they build
but there's explaination in the tooltips... so don't worry i have my reasons.

So more of a Rudolph Ransom style rather than a Kathryn Janeway style. ;)
posted on June 12th, 2012, 9:26 pm
derentis wrote:
Styer Crisis wrote:Now i expained in the other thread that the feds were not going to be nice. and i meant it.
the feds in this mod are dark, you can tell even in the descriptions of what they build
but there's explaination in the tooltips... so don't worry i have my reasons.

So more of a Rudolph Ransom style rather than a Kathryn Janeway style. ;)


lol =D. personaly i thought its was very janeway-esque to do it this way =D

Oh and just a side a side note thee feds are completely completely done. Moving on to the vulcans now... and my post will revolve around them or the AI from now on.

And also a Quesetion for the comunity: What ships would you like to see as AI enemeys that are gated in?
posted on June 13th, 2012, 1:21 pm
Styer Crisis wrote:lol =D. personaly i thought its was very janeway-esque to do it this way =D

She defently bent the rules and broke more than one. She did not go :pirate: and raid other ships however.

As for ships that warp in...
    ♦a Borg ship - probe or scout cube, maybe an adapter. A cube warping in may be too strong to face, but it could stay in the same spot and zone out an area of the map.
    ♦Breen - both cruiser and battleship
    ♦Hirogen
    ♦Voth - because I want to destroy them for my continued survival(that was a very annoying episode).
    ♦8472 could be added
    ♦A variety from most alpha quadrant powers(Klingon, Romulan, Federation, Tholian, etc)
    ♦Maybe some derelicts or debris(not everyone survives the journey to the void)
    ♦A visitor from an alternate timeline/universe - say a ship from the Sigma mod.

Could have older classes of ships that are already in the void when you arrive. The story being that they were pulled in years ago and have survived.
posted on June 13th, 2012, 7:12 pm
The Voth? Do you really want a Godlike species in the Void?

The Voth are incredibly advanced.
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