Higher Numbers Of Command Points
Post ideas and suggestions on new features or improvements here.
posted on December 1st, 2003, 1:57 am
well i think fleet ops is great, however, the only thing i would change about it would be the number of command points.
at the moment the number stands at 10 being the highest. i think that it may improve gameplay if there was an option to have say 15-20 points. also i think that it could be good to have the option of either fleetops tech or free tech. lets face it sometime ppl just want a quick blast and dont want to spend the whole time researching weapons and ship.
just a few small ideas.
dont really mind if they get used but fleetops still rocks!
well any1 is welcome to construct on these ideas or critise them
thanx ppl
seanabooth

just a few small ideas.
dont really mind if they get used but fleetops still rocks!
well any1 is welcome to construct on these ideas or critise them
thanx ppl
seanabooth

posted on December 1st, 2003, 1:17 pm
I like the idea but im not sure which ships would be the best to limit. You can get infinate sovs but only 3 gals and that right there dosent seem right. I think if your gonna limit a few ships, you should limit all the ships. I got rocked last night by a huge fleet of warbirds and cubes online and the thought of only being able to have 3 gals when you can have all those powerful ships is odd. but im not exactly sure which ships should be limited but the idea of having more credits is a better one.
posted on December 1st, 2003, 1:52 pm
Last edited by Detektor on December 1st, 2003, 1:53 pm, edited 1 time in total.
no, i don't think that we increase the max amount of Credits
that would mean a loss of tactic deepness in Fleetops, because with limited Credits you have to choose for what you use your credits (p. ex. the borg there can't use FusionCube with all upgrade and have all transwarpgates at the transwarphub)
but in the further betas there will be a neutral building that increase your credis amount as long it is yours
that would mean a loss of tactic deepness in Fleetops, because with limited Credits you have to choose for what you use your credits (p. ex. the borg there can't use FusionCube with all upgrade and have all transwarpgates at the transwarphub)
but in the further betas there will be a neutral building that increase your credis amount as long it is yours

posted on December 1st, 2003, 2:26 pm
I would have liked it better if you had made the credits something like 30 and made it so the buildings you buy that use credits use like 13 credits each...but thats just me...
posted on December 1st, 2003, 2:33 pm
Last edited by Optec on December 1st, 2003, 2:34 pm, edited 1 time in total.
Welcome to the forums! 
the warpin vessels are not limited because they are super powerful, they are limited because they don't cost resources. Fleet Operation has not the same gameplay as a2 has. Some players (including me
) don't build up large bases over 2 hours with 5 teams of warbirds.. i won many battles with less then 20 vessels.. and if you play this style, a battleship which does not cost resources or need research is very powerful.
There won't be an option to increase the maximum credits, but there will be neutral stations which can be occupied and give you more credits. You will have to battle for your credits!
there won't be a free tech feature, cause not every race has to spend the same ammount of resources on research. perhaps i will make up something else

the warpin vessels are not limited because they are super powerful, they are limited because they don't cost resources. Fleet Operation has not the same gameplay as a2 has. Some players (including me

There won't be an option to increase the maximum credits, but there will be neutral stations which can be occupied and give you more credits. You will have to battle for your credits!

there won't be a free tech feature, cause not every race has to spend the same ammount of resources on research. perhaps i will make up something else
posted on December 1st, 2003, 3:56 pm
I'd personally prefer that ships using the credit system still cost money...but thats just me again... Only way I see that you can take a base out with 20 ships or less is to rush in begining. Dont take this the wrong way or anything Optec, but alot of people play the way I do. By making a huge fleet of ships to wipe out enemy bases and making game last more then 20 minutes. Making it so the game is based on one way some people play is unrealistic for the other half. Once again this is just me...
NieKnight

posted on December 1st, 2003, 4:41 pm
Welcome to the forums!
the warpin vessels are not limited because they are super powerful, they are limited because they don't cost resources. Fleet Operation has not the same gameplay as a2 has. Some players (including me) don't build up large bases over 2 hours with 5 teams of warbirds.. i won many battles with less then 20 vessels.. and if you play this style, a battleship which does not cost resources or need research is very powerful.
There won't be an option to increase the maximum credits, but there will be neutral stations which can be occupied and give you more credits. You will have to battle for your credits!![]()
there won't be a free tech feature, cause not every race has to spend the same ammount of resources on research. perhaps i will make up something else
what happens if you ise the extra credits and then the building is taken over???
posted on December 1st, 2003, 5:37 pm
Last edited by Optec on December 1st, 2003, 5:37 pm, edited 1 time in total.
hihi, yep of course fleet operations is not only designed for people who play like me
a few of the beta testers (well detektor
) do also like to have large fleets.. and we try to find the right way in the middle. The Warpin ships (same as the mercenaries) will be for the people who want their action in the beginning, while transwarp hubes and ion nebulas are for the later guys 
if you used credits which have been granted by a neutral station and then lose the neutral station to an enemy, you will still have the ships or technologies you spend the credits for. your credits counter then will show a 12/10 for example, which means you have more credits than you should have. you won't be able to research or build anything new which costs credits. if you dismantle or lose the credit ships and fall under 10 credits, you will once again be able to spend your credits



if you used credits which have been granted by a neutral station and then lose the neutral station to an enemy, you will still have the ships or technologies you spend the credits for. your credits counter then will show a 12/10 for example, which means you have more credits than you should have. you won't be able to research or build anything new which costs credits. if you dismantle or lose the credit ships and fall under 10 credits, you will once again be able to spend your credits
posted on December 1st, 2003, 5:55 pm
I forever get rushed... :guns: :2guns: :alien:



NieKnight

posted on December 1st, 2003, 6:57 pm
ok thanks for that optec i weren't sure
posted on December 1st, 2003, 11:26 pm
Well, I sometimes realize that the Federation has a real construction advantage over credits because I onece built 10 Nebula classes and went to a Klingon Base and almost destroyed it until all my Nebulas and 6 other vessels were destroyed.
My opinion is you have really large credit (say, 25?), when you start off, and as your base gets bigger and there are more ships to defend it, the credit decreases, since it doesn't make sense to have more ships wherre there is tons of it lying around in space.
Just a thought on my mind.. don't mind me..
My opinion is you have really large credit (say, 25?), when you start off, and as your base gets bigger and there are more ships to defend it, the credit decreases, since it doesn't make sense to have more ships wherre there is tons of it lying around in space.
Just a thought on my mind.. don't mind me..

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