The Creeping - Part 1: Concepts
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posted on July 13th, 2009, 4:23 pm
Bio-neural for all races? Advanced killing/assimilation techniques for borg? Improved bio-gel packs for feds?
FOR the Noxter, bionic shielding? Cloak? Advanced / evolved variations of noxter 'ships'?
FOR the Noxter, bionic shielding? Cloak? Advanced / evolved variations of noxter 'ships'?
posted on July 13th, 2009, 4:50 pm
I'll take a stab here and say that for the Noxter, their mixed tech might give them enhanced bonus for killing various ships and crew (for certain classes perhaps). Thus maybe new passive abilities or active ones that allow them to take out engines or life support immediately... something of that nature as they learn how to combat their enemy. Since they can't actually "capture" ships per se, and neither can their ships be captured, I bet that they'd infest their opponent's construction ships some how to take control of them. Perhaps some sort of special pathogen.
For the other factions, I'm not sure what consistutes a Noxter "construction ship" (is it a Breeder? or a Mother?), but you'd have to "pacify" the creature first. After that... not sure what sort of mixed tech you could get. Maybe neurolytic pathogens, special biotoxins, enhanced armor (due to the special compounds used in secreting Noxter "hulls". It all depends on how the Devs decide to make the weapons of these Noxter.
For the other factions, I'm not sure what consistutes a Noxter "construction ship" (is it a Breeder? or a Mother?), but you'd have to "pacify" the creature first. After that... not sure what sort of mixed tech you could get. Maybe neurolytic pathogens, special biotoxins, enhanced armor (due to the special compounds used in secreting Noxter "hulls". It all depends on how the Devs decide to make the weapons of these Noxter.
posted on July 13th, 2009, 5:41 pm
I would like to see some kind of bee-hive station as a defense turret, which has a damaging/negative aura for enemy ships and healing/beneficial aura for noxter ships (like restoring health or just special energy) BUT with some kind of experience system, showing the growing of the central cocoon, since it is fed by its surrounding organisms from material cut out from enemy's ships.
So perhaps its first ranks only extend the range of the area attack (short/medium/long), the officer ranks would then enable the beneficial aura (since it requires a certain mass to sustain itself before supporting friendly ships)
So perhaps its first ranks only extend the range of the area attack (short/medium/long), the officer ranks would then enable the beneficial aura (since it requires a certain mass to sustain itself before supporting friendly ships)
posted on July 15th, 2009, 6:40 pm
i think it were cool when they "eat" tha enimie ships or threw biomass like torpedos
posted on July 15th, 2009, 10:09 pm
Is there any empty slots open for ideas... such as ships... weapons... and such. If so... here is my ideas.
Acid Assaulter (A special type of ship):
This vessel's weapon is that it 'sprays' corrosive acid on the enemy hulls literally melting their hulls away.
Psychic Interceptor:
This vessel attacks other ships mainly through their crews (especially Borg). It uses the crew of the vessel to sabotage their own ship and kill other crew members.
Barricader (A defensive/support vessel):
This vessel is capable of generating small armed drones. These stationary drones can only be moved by towing. These drones come in three types: Photonic drone, Shockwave Drone, and Dampening drone. The Photonic Drone fires small torpedoes at enemies and has a system that uses micro-beams to destroy enemy torpedoes. Shockwave drones emmit shockwaves with various effects to enemy ships all causing damage in some way. Dampening drones fire weapons that have a 50% chance of disabling a system, all of its weapons have slow rates.
Acid Assaulter (A special type of ship):
This vessel's weapon is that it 'sprays' corrosive acid on the enemy hulls literally melting their hulls away.

Psychic Interceptor:
This vessel attacks other ships mainly through their crews (especially Borg). It uses the crew of the vessel to sabotage their own ship and kill other crew members.

Barricader (A defensive/support vessel):
This vessel is capable of generating small armed drones. These stationary drones can only be moved by towing. These drones come in three types: Photonic drone, Shockwave Drone, and Dampening drone. The Photonic Drone fires small torpedoes at enemies and has a system that uses micro-beams to destroy enemy torpedoes. Shockwave drones emmit shockwaves with various effects to enemy ships all causing damage in some way. Dampening drones fire weapons that have a 50% chance of disabling a system, all of its weapons have slow rates.
posted on July 16th, 2009, 1:25 am
Good Ideas. Use are instead of is more often, but good ideas still. 

posted on July 21st, 2009, 3:05 pm
Do you think you could reactivate the not-infinite Moons feature in 3.09?
posted on July 21st, 2009, 3:09 pm
Maybe as your own personal mod, but Doca has already expressed a strong dislike of this idea (some years back).
posted on July 22nd, 2009, 9:56 am
aye, no finte moons in Fleet Operations 

posted on July 22nd, 2009, 10:13 am
Though I like the infinite moons a lot, I just thought it couldn't be so much work to reintroduce them into FO. I wanted to build a map which relies on finite moons as a tactical challenge. I totally agree it must not be standard, but it would be a cool feature tough. And I can't imagine it's that complex to code ...?
posted on July 22nd, 2009, 10:25 am
xtlc wrote:Though I like the infinite moons a lot, I just thought it couldn't be so much work to reintroduce them into FO. I wanted to build a map which relies on finite moons as a tactical challenge. I totally agree it must not be standard, but it would be a cool feature tough. And I can't imagine it's that complex to code ...?
Don't get your hopes up, FO relies on noob moons.
posted on July 22nd, 2009, 11:32 am
Last edited by mimesot on July 23rd, 2009, 12:06 am, edited 1 time in total.
1337_64M3R wrote:Acid Assaulter (A special type of ship):
This vessel's weapon is that it 'sprays' corrosive acid on the enemy hulls literally melting their hulls away.
Just to mention someting ... the acids effectiveness is determined by the energetical gap between the inter-tritanium bond and the one with the acid. So even if we find an acid that allows such a reaction i doubt that the energy-value of 1kg acid makes up the same damage as 1gramm of antimatter ... thus i ask myself for what one should utilitize such things. Additionally the acid could not pass shields.
I really like the other two ideas!

To give the games resources more reason to race for them, i would rather incorporate crates than finite moons.
posted on August 9th, 2009, 6:43 pm
Glad you can do
new breeds of fleet operation
new breeds of fleet operation

posted on August 10th, 2009, 12:51 pm
Last edited by Sheva on August 10th, 2009, 6:59 pm, edited 1 time in total.
Some input:
Scout:
The scout ship is similar to other species when the stats are compared. This ship is small, fast and got a large sensor range. A special ability is, when it will stay on its position, it can activate its carmouflage. The ships will adapt to the space around it, snychronize and can stay there.
The defense ability for this ship is good for a scout and the offensive capability is limited on direct hit. The weapon range is so to say zero, but the attack itself makes any other scout frightening.
Destroyer: (I make it short and simply compare)
Defense ability between romulans and federation, short weapon range, fast, good offensive value.
Special ability: "Predators hunt" - if many destroyers are coming together, a real adreanaline shock will go through them, when they encounter enemy ships. They hunt them until death, without the ability to stop them. They are in rage, they will stay in rage, until the enemy is destroyed.
Greatly increased offensive and defensive values with additional speed bonus. Disadvantage: You are not able to control that ships any longer, until the hunt is over.
Cruiser:
Cruisers are better suited for general attack and defense purposes because they last longer and have more batte-abilities. To give this fact a tribute, here begins the real advantage of the "nature". These ships/lifeforms can charge bioelectrical energy and push it out in order to throw it to the enemy. The more experience these vessels get, the more effective will the attack be. They fire faster, do more damage and through a concentrating process like a kind of "meditation" they can focus on the beam and increase its range. (veteran ability, one of many I hope)
Also these cruisers are able to expand their offensive capabilities. Like a human got two arms, these vessels can control on later abilities two weapons. You can choose between a second beam weapon or a torpedo like weapon. The torpedo like weapon is like... magic. The energy is also concentrated but wont fire throufgh a burst, it will be compressed, stabilized, facussed and then when the kill instinct reaches its maximum, the eyes go wide open, a loud "roooaaaar" comes out and the pulsar is being thrown to the enemy.
Like the borg, the Noxter "feel" the enemy around, so they might even be able to adapt to enemy shields in order to do more damage aginst them or even surpass them.
Battleships:
These are the larger ships, but NOT the dreadnoughts. The last evolution step before the dreadnought itself. These ships can alone defend and attack themselves against entire fleets. These ships can also utulize a "dock", so that you might be able to set destroyer class vessels on its shoulders. The advantage: You can set the destroyers into rage, but they sit fixed on the battlecruisers shoulders. So the battlecruiser not only does a work for himself, he can combine and the result is much more than the sum of its parts.
You may also try to combine the battlecruiser with two medium sized cruisers. The result is a behemoth like ship that is very slow but is able to do a great job against larger enemy vessels, for example borg cubes. If all these 3 ships combine AND if all these 3 ships are on veteran, you can "melt" them together. This will cost you a special amount of ressources, but the result is a kind of raging-battlestation.
Dreadnought:
The dreadnought begins, where the raging-battlestation ends. You can set 3 ships on it.
If you build everything out, take only the best ships of your fleet, put them into the dreadnought, combine them and let it run... this ship is able to fight en par with a borg command cube.
Disadvantage:
You see, these ships can get VERY powerful, BUT, in order to make them so, they need to level up. So a good tactic against Noxter is to simply NOT fight against them. Then they dont level up and stay weak. And *when* you fight them, make sure they wont escape.
So the Noxter are weak in early game, but en par with the borg in the late game.
Stations: You can transform a scout ship into a sensor platform. Just park it, activate the carmouflage and then activate the metamorphosis. Until the metamorphosis is complete, this vessel is a sitting duck.
This sensor station itself is carmouflaged, so nice spionage playtoy.
Defense stations: You can make similar things to your defense stations.
You can change destroyers up to battlecruisers into stations. Alert: After you have melted ships together, is option is not longer avaible for these ships.
So with destroyers, you get a light-to medium defense station, that is cheap but got a good punch. You can even activate the adreanaline-modus, but this will cost you more ressources per time. You might even let it stay in adrenaline-modus forever, but think about it:
Take a cruiser and make it to the defense station will give you the same stats like a destroyer in adrenalin-modus, with lesser ressource-need.
The last defense station is the so called perimeter. This perimeter is grown out of a battlecruiser - the last step before the dreadnought.
The dreadnought itself cant be transformed into a station, but he can melt.
Other stations are build by the breeders.
Scout:
The scout ship is similar to other species when the stats are compared. This ship is small, fast and got a large sensor range. A special ability is, when it will stay on its position, it can activate its carmouflage. The ships will adapt to the space around it, snychronize and can stay there.
The defense ability for this ship is good for a scout and the offensive capability is limited on direct hit. The weapon range is so to say zero, but the attack itself makes any other scout frightening.
Destroyer: (I make it short and simply compare)
Defense ability between romulans and federation, short weapon range, fast, good offensive value.
Special ability: "Predators hunt" - if many destroyers are coming together, a real adreanaline shock will go through them, when they encounter enemy ships. They hunt them until death, without the ability to stop them. They are in rage, they will stay in rage, until the enemy is destroyed.
Greatly increased offensive and defensive values with additional speed bonus. Disadvantage: You are not able to control that ships any longer, until the hunt is over.
Cruiser:
Cruisers are better suited for general attack and defense purposes because they last longer and have more batte-abilities. To give this fact a tribute, here begins the real advantage of the "nature". These ships/lifeforms can charge bioelectrical energy and push it out in order to throw it to the enemy. The more experience these vessels get, the more effective will the attack be. They fire faster, do more damage and through a concentrating process like a kind of "meditation" they can focus on the beam and increase its range. (veteran ability, one of many I hope)
Also these cruisers are able to expand their offensive capabilities. Like a human got two arms, these vessels can control on later abilities two weapons. You can choose between a second beam weapon or a torpedo like weapon. The torpedo like weapon is like... magic. The energy is also concentrated but wont fire throufgh a burst, it will be compressed, stabilized, facussed and then when the kill instinct reaches its maximum, the eyes go wide open, a loud "roooaaaar" comes out and the pulsar is being thrown to the enemy.
Like the borg, the Noxter "feel" the enemy around, so they might even be able to adapt to enemy shields in order to do more damage aginst them or even surpass them.
Battleships:
These are the larger ships, but NOT the dreadnoughts. The last evolution step before the dreadnought itself. These ships can alone defend and attack themselves against entire fleets. These ships can also utulize a "dock", so that you might be able to set destroyer class vessels on its shoulders. The advantage: You can set the destroyers into rage, but they sit fixed on the battlecruisers shoulders. So the battlecruiser not only does a work for himself, he can combine and the result is much more than the sum of its parts.
You may also try to combine the battlecruiser with two medium sized cruisers. The result is a behemoth like ship that is very slow but is able to do a great job against larger enemy vessels, for example borg cubes. If all these 3 ships combine AND if all these 3 ships are on veteran, you can "melt" them together. This will cost you a special amount of ressources, but the result is a kind of raging-battlestation.
Dreadnought:
The dreadnought begins, where the raging-battlestation ends. You can set 3 ships on it.
If you build everything out, take only the best ships of your fleet, put them into the dreadnought, combine them and let it run... this ship is able to fight en par with a borg command cube.
Disadvantage:
You see, these ships can get VERY powerful, BUT, in order to make them so, they need to level up. So a good tactic against Noxter is to simply NOT fight against them. Then they dont level up and stay weak. And *when* you fight them, make sure they wont escape.
So the Noxter are weak in early game, but en par with the borg in the late game.
Stations: You can transform a scout ship into a sensor platform. Just park it, activate the carmouflage and then activate the metamorphosis. Until the metamorphosis is complete, this vessel is a sitting duck.
This sensor station itself is carmouflaged, so nice spionage playtoy.
Defense stations: You can make similar things to your defense stations.
You can change destroyers up to battlecruisers into stations. Alert: After you have melted ships together, is option is not longer avaible for these ships.
So with destroyers, you get a light-to medium defense station, that is cheap but got a good punch. You can even activate the adreanaline-modus, but this will cost you more ressources per time. You might even let it stay in adrenaline-modus forever, but think about it:
Take a cruiser and make it to the defense station will give you the same stats like a destroyer in adrenalin-modus, with lesser ressource-need.
The last defense station is the so called perimeter. This perimeter is grown out of a battlecruiser - the last step before the dreadnought.
The dreadnought itself cant be transformed into a station, but he can melt.
Other stations are build by the breeders.
posted on August 10th, 2009, 5:40 pm
Wait... ummm... are my ideas going to be in there?
Are they good enough to be in this mod? I think they'd be quite unique.
1337_64M3R wrote:Acid Assaulter (A special type of ship):
This vessel's weapon is that it 'sprays' corrosive acid on the enemy hulls literally melting their hulls away.
Psychic Interceptor:
This vessel attacks other ships mainly through their crews (especially Borg). It uses the crew of the vessel to sabotage their own ship and kill other crew members.
Barricader (A defensive/support vessel):
This vessel is capable of generating small armed drones. These stationary drones can only be moved by towing. These drones come in three types: Photonic drone, Shockwave Drone, and Dampening drone. The Photonic Drone fires small torpedoes at enemies and has a system that uses micro-beams to destroy enemy torpedoes. Shockwave drones emmit shockwaves with various effects to enemy ships all causing damage in some way. Dampening drones fire weapons that have a 50% chance of disabling a system, all of its weapons have slow rates.
Are they good enough to be in this mod? I think they'd be quite unique.
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