[NX] A few things I'd like to see
Post ideas and suggestions on new features or improvements here.
posted on March 27th, 2014, 9:54 am
Ok, can't resist to finally register here and write down my wishlist on all the features I've missed in Armada.
Federation
Self Replicating Mines: Not only mine layers like the stock Armada weapon, but mines that really replace themselves when they hit a target and get destroyed. (Requires at least two dropped mines within given range in order to let the neighbour mine replicate a new one)
Time Travel: Ok, this may sound ridiculous and I'm sure it's not possible in any multiplayer game, but as time travel is an essential element in every trek series and movies I thought I'll write this idea down.
Thought of something like in the Prince of Persia games: Stop time and go back in time/in game a few seconds to correct some of your actions.
Cardassians
Power Generators: Similar to the Protos pylons in Starcraft. Power Generators could supply orbital weapon platform with energy. Without those generators in range the weapon platforms will stop operating.
Dominion
Ketracel White: Jem'Hadar vessels would need a constant supply of Ketracel White, maybe something like a timeout on every vessel before having to return to a supply depot in order to refill their supplies. If you don't get the supplies in time the crew will start to die slowly.
Shipyards with two or more building queues: Shipyards could build more than one ship at once, maybe even on different locations at the yard. See Monac shipyards: http://en.memory-alpha.org/wiki/Monac_shipyards
I'm sure I forgot a lot of ideas over the years, but will try to remember and post them.
Federation
Self Replicating Mines: Not only mine layers like the stock Armada weapon, but mines that really replace themselves when they hit a target and get destroyed. (Requires at least two dropped mines within given range in order to let the neighbour mine replicate a new one)
Time Travel: Ok, this may sound ridiculous and I'm sure it's not possible in any multiplayer game, but as time travel is an essential element in every trek series and movies I thought I'll write this idea down.
Thought of something like in the Prince of Persia games: Stop time and go back in time/in game a few seconds to correct some of your actions.
Cardassians
Power Generators: Similar to the Protos pylons in Starcraft. Power Generators could supply orbital weapon platform with energy. Without those generators in range the weapon platforms will stop operating.
Dominion
Ketracel White: Jem'Hadar vessels would need a constant supply of Ketracel White, maybe something like a timeout on every vessel before having to return to a supply depot in order to refill their supplies. If you don't get the supplies in time the crew will start to die slowly.
Shipyards with two or more building queues: Shipyards could build more than one ship at once, maybe even on different locations at the yard. See Monac shipyards: http://en.memory-alpha.org/wiki/Monac_shipyards
I'm sure I forgot a lot of ideas over the years, but will try to remember and post them.
posted on March 27th, 2014, 10:09 am
Tommygun wrote:Ketracel White: Jem'Hadar vessels would need a constant supply of Ketracel White, maybe something like a timeout on every vessel before having to return to a supply depot in order to refill their supplies. If you don't get the supplies in time the crew will start to die slowly.
Forgot about another tactical feature: Asteroids suitable for building facilities on them (not only Dominion). The Ketracel White storage was located on an asteroid (http://en.memory-alpha.org/wiki/Ketracel-white_facility) so having to built it on an asteroid brings in some tactical possibilities. There could special asteroids on each map which fit for development. If you occupy some of these strategic important points it's harder for Dominion troops to get supplies. (Similar to Dilithium Moons).
posted on March 27th, 2014, 4:23 pm
TChapman500 wrote:(1) How about resource transport. And I don't just mean from the freighter to the mining station. I mean from the freighter to the refiner (if applicable) to the construction ship, shipyard, starbase or research center.
(2) Multiple construction ships working on a station at a time to make construction go faster.
(3) Borg actually adapt to your weapons and weapons need to be remodulated.
(4) Dependent on 3, do research to get more weapon modulations (modulation range) so that in longer games against the Borg, you'll last longer.
Yo! i have a few ideas, how could this work
Perhaps a borg ship can have a mouseover stats like it has now, but when you mouseover longer, it will display details about current state of adaptation to a ceratin weapon type like:
Phasers: 8% adaptation - 0,8% Damage reduction
Photon torpedos - 9% adaptation - 0,9% Damage reduction
Pulse distruptors - 12% adaptation - 1,2% Damage reduction
Those will be the detail of one scube after fight with Intrepid and two Rhiens...
*edit* Actualy the values that i posted here would be too OP, it might be after 4 or 5 smaller battles, but that is only balancing issue... sytem itself should be sound
Different ships could have better Damage reduction gained through adaptaion, like adaptors, some vessels can adapt to special passive abilites, and reduce their efectivness etc...
This would have cool impact on the gameplay:
2v2 match - Borg and feds Vs. feds and romulans
you as borg are fighting feds, and after 15 minutes you need to asist your teammate cuz he is in trouble. you came there with your mighty fleet, but you will do 10% less dmg to the romulans, cuz you never fight them, only the feds, so you are not adapted to their weapons... this would be similar to experience system of ohter races, and borg veterans vould be just adapted, not experienced.
posted on March 27th, 2014, 8:53 pm
The fleet ops team should post a pre alpha on steam to gain some funds, even a version where you could only mine a single dil moon would be better than some of the crap that gets posted as pre alphas on steam these days.
posted on March 27th, 2014, 8:58 pm
eraldorh wrote:The fleet ops team should post a pre alpha on steam to gain some funds, even a version where you could only mine a single dil moon would be better than some of the crap that gets posted as pre alphas on steam these days.
Why would they do that? They are not allowed to sell it, doing so would get them shut down.
posted on March 27th, 2014, 9:38 pm
Xanto wrote:eraldorh wrote:The fleet ops team should post a pre alpha on steam to gain some funds, even a version where you could only mine a single dil moon would be better than some of the crap that gets posted as pre alphas on steam these days.
Why would they do that? They are not allowed to sell it, doing so would get them shut down.
Making a standalone game based on star trek will need a license anyway. Without that it will get shut down eventually anyway.
posted on March 27th, 2014, 9:40 pm
They cannot make money off of it, they can only release it for free. It will not get shut down, they have permission to make a free game.
posted on March 27th, 2014, 9:50 pm
ray320 wrote:They cannot make money off of it, they can only release it for free. It will not get shut down, they have permission to make a free game.
From who? startrek is almost as bad as stargate and starwars, you use their name and will shut it down.
Stargate fat chance they don't seem to want any game based on that.
posted on March 27th, 2014, 11:23 pm
The devs have posted in the past about their license situation with CBS. Suffice it to say, they're golden.
Some more things have come to mind:
Some more things have come to mind:
- Triggered behaviours -- it'd be cool if the actions of one of your units can trigger something in another of your units. For example, one of your ships disables a subsystem of an enemy ship. The disabling ship then broadcasts a message to nearby allies with the gist "Unit x is vulnerable; concentrate fire on it!" and the allies follow suit (or not, if an advanced flag is set on their unit behaviour).
- One thing that devalues current durable vessels is that subsystems that are partially damaged become destroyed if they are disabled. It'd be good if they stay functional once the disable effect has cleared, unless of course they've been destroyed in the meanwhile.
- Additionally, it'd be cool to see ship systems have partial failures. For example, a ship with three weapon hardpoints lose the use of one each time the weapon subsystem drops below certain breakpoints (eg a ship with two pulse and a torpedo would lose one when the system is at 33% damage, the second at 66% damage, and the last at 100% damage); or a ship could slow to 75% speed when the engine system is at 50% damage, and 50% at 25% damage. And so on.
- Combining the two, it might be cool to have some disabling weapons changed so that they effectively set a subsystem at a certain point of damage. For example, an engine disabler can do 75% disabling damage to the subsystem, slowing it down rather than stopping it completely. Once the disable effect is finished, the subsystem reverts to whatever damage level it is currently at.
posted on March 27th, 2014, 11:32 pm
MadHatter, I have to say I can only sit and drool over the tactical possibilities your ideas bring up.
I want these!
I want these!
posted on March 27th, 2014, 11:44 pm
eraldorh wrote:ray320 wrote:They cannot make money off of it, they can only release it for free. It will not get shut down, they have permission to make a free game.
From who? startrek is almost as bad as stargate and starwars, you use their name and will shut it down.
Stargate fat chance they don't seem to want any game based on that.
That's not true, from what I have seen they have been pretty supportive of fan projects, otherwise there wouldn't be so many fan films, and other projects that get released all the time. Generally most big companies have no issue with projects like these as long as you don't try to profit from it.
posted on March 28th, 2014, 11:58 pm
Okay... here is a list.
- I want shield damage and hull damage classified separately in code so we can have better variety of weapon interaction.
- I want a better boarding system that has the boarding party listed as a seperate crew (and that the rate of capture would accelerate the greater the ratio from boarders to original crew)
- I would like it if we could have additional ship classes to play with
- I would like better AI comprehension and behavior
- I would like it if we could have some minor races in there such as the Orions, Ferengi, Cardassians, as playables
- I think having a greater variety of resources to have to collect and utilize will make it more interesting.
posted on March 30th, 2014, 2:41 am
for micromanagement ^_^
I also vote for micro, micro, micro... micromanagement I really like these ideas here.
I like planets and asteroids for bases, but its hard to fit such things in without it looking awkward. The only place I've seen planets work is in Sins. Love that game to death, but you can't see jack when a heavyweight fight goes down...
Asteroids could replace resource moons altogether and make them upgradable. Maybe even arm them. Since NX is supposed to be a completely revamped STA, armed resource bases could be fit into the balance. Resource transport could still be part of the picture.
It'd be nice to have permanent, initially neutral military emplacements that can be used against either base in some way. It doesn't have to be just some cannon either. It could be something like an intelligence facility or a base that steels the enemy's resources.
Bottom on my wishlist, but still there, would be the return of warp drive and the introduction of reeeaaaaly big maps to accommodate them. Not sure why, but I think it helps put the feel of Star Trek back into the game. It might be nice to just watch ships fly across the screen.
I also vote for micro, micro, micro... micromanagement I really like these ideas here.
I like planets and asteroids for bases, but its hard to fit such things in without it looking awkward. The only place I've seen planets work is in Sins. Love that game to death, but you can't see jack when a heavyweight fight goes down...
Asteroids could replace resource moons altogether and make them upgradable. Maybe even arm them. Since NX is supposed to be a completely revamped STA, armed resource bases could be fit into the balance. Resource transport could still be part of the picture.
It'd be nice to have permanent, initially neutral military emplacements that can be used against either base in some way. It doesn't have to be just some cannon either. It could be something like an intelligence facility or a base that steels the enemy's resources.
Bottom on my wishlist, but still there, would be the return of warp drive and the introduction of reeeaaaaly big maps to accommodate them. Not sure why, but I think it helps put the feel of Star Trek back into the game. It might be nice to just watch ships fly across the screen.
posted on March 30th, 2014, 5:20 am
How about a Starbase that doesn't actually have to be a starbase...like oh idk..on a planet? Starbase 11 in TOS was on a planet in the episodes "The Menagerie" and "Court Martial" granted there may have been orbital facilities to handle starship service and repair.. but the Enterprise wasn't in any such facility..it maintained orbit the entire episode of 'Court Martial'
posted on March 30th, 2014, 12:06 pm
Had an idea hit me last night (was so exited, couldn't sleep). It's really an expansion of Chapman's idea, and I think others have requested something like this as well.
Supply Lines: Using this, management of facilities and construction could be streamlined so the player has more time to concentrate on the actual fleet. With this feature, all facilities that build or research have their individual resource storage. They have their limits, but the command center (HQ) holds the most. Combine this with an infinite build or research queue and the ability to switch on or off the flow of resources to any facility from HQ, and you have the Supply Lines feature.
Furthermore, if a facility is close to HQ, it can receive these resources automatically. If they are further away, at least one transport ship would have to be slaved to a route between the HQ and the facility in question. The HQ would have a simple database showing the route and the transport slaved to it. From there, the ship could be assigned or removed from the route. The route itself could be created at the HQ or from the command pane of a transport ship. The transport ship, responsible for any resources traveling any certain distance could be captured or destroyed forcing the player to protect them.
With research, you only have to look at the options once. Pick all the abilities you want, and research commences in order of selected given that both resource and tech requirements have been met. If you want it to stop, go to HQ and halt the supply running to that base. Note that research doesn't halt halfway, it either happens or doesn't.
A 'redo' button could be added to all build interfaces. Construction would be queued up like before, but now the player has the option to redo the build queue indefinitely. If you want a yard for spitting out sabers, just select one saber and hit the Redo or repeat button. The yard will never stop unless supplies are cut from the HQ.
There would have to be graphic indicators as to if supplies have not been delivered or a yard is in repeat mode. Same somewhat goes for research bases.
Construction vessels might also be made to have sympathetic supply vessels. I like the idea of slaving addition con ships to a construction project in order to speed things up, but again, transport ships could play a role here. Can these con ships really be expected to hold everything needed for a base? I think transport ships satisfy the realism element.
When in a match, I slave certain bases to # keys so I can bring them up and quickly go back to my fleet. While on Fedi, I can call warp-ins pretty quickly this way. This usually uses four keys and I still have to return to base in order to set build queue or research here and there. I also try to create specialized fleets and and move them together for advanced ops. This works until I have a big fleet, then I have to start giving up keys and soon I run out. Then it's 'screw it, spam time'. I can spam ships with the rest of them, but I prefer surgical precision. This feature resolves that issue and adds another strategical element to the game play.
Supply Lines: Using this, management of facilities and construction could be streamlined so the player has more time to concentrate on the actual fleet. With this feature, all facilities that build or research have their individual resource storage. They have their limits, but the command center (HQ) holds the most. Combine this with an infinite build or research queue and the ability to switch on or off the flow of resources to any facility from HQ, and you have the Supply Lines feature.
Furthermore, if a facility is close to HQ, it can receive these resources automatically. If they are further away, at least one transport ship would have to be slaved to a route between the HQ and the facility in question. The HQ would have a simple database showing the route and the transport slaved to it. From there, the ship could be assigned or removed from the route. The route itself could be created at the HQ or from the command pane of a transport ship. The transport ship, responsible for any resources traveling any certain distance could be captured or destroyed forcing the player to protect them.
With research, you only have to look at the options once. Pick all the abilities you want, and research commences in order of selected given that both resource and tech requirements have been met. If you want it to stop, go to HQ and halt the supply running to that base. Note that research doesn't halt halfway, it either happens or doesn't.
A 'redo' button could be added to all build interfaces. Construction would be queued up like before, but now the player has the option to redo the build queue indefinitely. If you want a yard for spitting out sabers, just select one saber and hit the Redo or repeat button. The yard will never stop unless supplies are cut from the HQ.
There would have to be graphic indicators as to if supplies have not been delivered or a yard is in repeat mode. Same somewhat goes for research bases.
Construction vessels might also be made to have sympathetic supply vessels. I like the idea of slaving addition con ships to a construction project in order to speed things up, but again, transport ships could play a role here. Can these con ships really be expected to hold everything needed for a base? I think transport ships satisfy the realism element.
When in a match, I slave certain bases to # keys so I can bring them up and quickly go back to my fleet. While on Fedi, I can call warp-ins pretty quickly this way. This usually uses four keys and I still have to return to base in order to set build queue or research here and there. I also try to create specialized fleets and and move them together for advanced ops. This works until I have a big fleet, then I have to start giving up keys and soon I run out. Then it's 'screw it, spam time'. I can spam ships with the rest of them, but I prefer surgical precision. This feature resolves that issue and adds another strategical element to the game play.
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