Intrepid Class - Deployable Armor (3.1.1)
posted on January 31st, 2010, 9:30 pm
Last edited by Tyler on February 15th, 2010, 2:54 pm, edited 1 time in total.
Allows the Intrepid Class to use the Ablative Generator from Endgame, at a somwhat altered effect. Similar to Gamers version, it effects the Borg Mixed-Tech version except that it can be deployed rather than being the default.
Basic Information:
This also includes a modified version of the Intrepid Texture that removes any Name/Registry markings the FO team has missed.
Basic Information:
- Borg Mixed-Tech Intrepid only
- Costs 10 supply to use
- Lasts for 30 seconds
- Hull strength increased to 25% higher than the base versions Shields and Hull combined
- Shields disabled and regeneration rate reduced to 0 while the Armor is active
- Subsystem durablity doubled while Armor active (except Shields, which are disabled)
- The one from the show disables Shields, Phasers and Warp Drive. Warp is irrelivent and disabling Phasers would make it a useless ability, so only the shields have been effected.
- The Armor has a special weapon icon in the interface, like the other weapons.
This also includes a modified version of the Intrepid Texture that removes any Name/Registry markings the FO team has missed.
posted on January 31st, 2010, 9:54 pm
Last edited by o3Locked on January 31st, 2010, 10:05 pm, edited 1 time in total.
Very Nice Tyler
Edit:When you build the mix tech ship yard for the fed to build the intriped theres no image for it
Edit:When you build the mix tech ship yard for the fed to build the intriped theres no image for it
posted on January 31st, 2010, 10:13 pm
I'll take this as replacement for my Armored version. Very well done.
posted on January 31st, 2010, 10:49 pm
Last edited by Tyler on January 31st, 2010, 10:53 pm, edited 1 time in total.
SourceG3 wrote:Edit:When you build the mix tech ship yard for the fed to build the intriped theres no image for it
You mean the build button or the image in the build queue? Both of them work in my game.
Maybe you removed the Intrepid image by accident when copying to the sprite files?
1337_64M3R wrote:I'll take this as replacement for my Armored version. Very well done.
Thanks.
posted on February 1st, 2010, 4:21 pm
Armored Intrepids aren't that popular...
posted on February 1st, 2010, 4:59 pm
Well, the option is nice, but:
I think it should be able to toggle it to a permanent thing.
You get an option, to "buy" the ablative armor like a refit from the romulans. With that, you gain the ability to put it on or off.
With the ablative armor on, you can withstand very good against beam and pulse weapons, because the hull is nearly not damaged by it.
With that buy you get an increased defensive value of 5 for both situations and a minimal boost for your weapon and system value, by one.
The costs for this refit are to be paid extra, not only the mixed tech variant has to be build, also the refit has to be purchased.
Maybe something about 230 dil, 120 tri and 16 supplies.
(Of cource, the costs for this shi are now higher than a souvereign class balltecruiser, but this ship is perfectly suited for hit and run manuvers, can destroy an enemy ship and retreat. The defense is strong enough and the offense is capable of doing it so. The souvereign got a higher weapon range, but once in a fight, it is hard for her to retreat without getting destroyed, if overwhelmed)
With the ablative armor off and shields on, you can better withstand torpedos.
So against a sphere, the armored version could be very good, and against an assimilator, the "normal" one would be nice, because the shields do good against torps.
Every time you switch between those modes, it will cost you 10 extra supplies.
I think it should be able to toggle it to a permanent thing.
You get an option, to "buy" the ablative armor like a refit from the romulans. With that, you gain the ability to put it on or off.
With the ablative armor on, you can withstand very good against beam and pulse weapons, because the hull is nearly not damaged by it.
With that buy you get an increased defensive value of 5 for both situations and a minimal boost for your weapon and system value, by one.
The costs for this refit are to be paid extra, not only the mixed tech variant has to be build, also the refit has to be purchased.
Maybe something about 230 dil, 120 tri and 16 supplies.
(Of cource, the costs for this shi are now higher than a souvereign class balltecruiser, but this ship is perfectly suited for hit and run manuvers, can destroy an enemy ship and retreat. The defense is strong enough and the offense is capable of doing it so. The souvereign got a higher weapon range, but once in a fight, it is hard for her to retreat without getting destroyed, if overwhelmed)
With the ablative armor off and shields on, you can better withstand torpedos.
So against a sphere, the armored version could be very good, and against an assimilator, the "normal" one would be nice, because the shields do good against torps.
Every time you switch between those modes, it will cost you 10 extra supplies.
posted on February 1st, 2010, 5:08 pm
Sheva wrote:Well, the option is nice, but:
I think it should be able to toggle it to a permanent thing.
That's no good idea at all. It's perfect if time-limited, because the Borg-mixed-tech Intrepid is already the best Intrepid ingame and also it would destroy the balance entirely if a superior defense like the armor-generator would be permanent. It's also very plausible to limit the time it is deployed, because of the energy drain and the high-experimental stadium.
posted on February 1st, 2010, 5:20 pm
How about a controversial method like:
Allowing the Borg Mixed tech Intrepid the ability to deploy the armour in a non time limited way with the ability to shirk off 90% of damage received from all weapons. It could have it's transphasic torpedo and take out almost in ship in 1-2 hits with a slow reload time (no phasers though, as if you'd need them).
The catch, is that every time the ship is hit by the enemy, it directly drains your Dilithium, Tritanium and Supply. The amount drained would be proportional to the strength of the attack and if the player runs out of resources, then the ablative armour would loose it's 90% absorption and the ship would die like any other.
That way, folks could satisfy their need for Godly powers only to be screwed over by a ruined economy if they do not think about how to use their prized ship.
Allowing the Borg Mixed tech Intrepid the ability to deploy the armour in a non time limited way with the ability to shirk off 90% of damage received from all weapons. It could have it's transphasic torpedo and take out almost in ship in 1-2 hits with a slow reload time (no phasers though, as if you'd need them).
The catch, is that every time the ship is hit by the enemy, it directly drains your Dilithium, Tritanium and Supply. The amount drained would be proportional to the strength of the attack and if the player runs out of resources, then the ablative armour would loose it's 90% absorption and the ship would die like any other.
That way, folks could satisfy their need for Godly powers only to be screwed over by a ruined economy if they do not think about how to use their prized ship.
posted on February 1st, 2010, 5:23 pm
Last edited by Tyler on February 1st, 2010, 5:26 pm, edited 1 time in total.
How exactly would you drain resources by being hit? I don't think that can be done...
If I put Transphasics on a ship, the download would be boycotted for the risk of being a Gamer ship... or worse, an armored Scimitar wanabe.
If I put Transphasics on a ship, the download would be boycotted for the risk of being a Gamer ship... or worse, an armored Scimitar wanabe.
posted on February 1st, 2010, 5:38 pm
thats a good question, scimitar versus endgame intrepid, i would go for endgame intrepid, transphasics rock.
posted on February 1st, 2010, 5:41 pm
Last edited by Anonymous on February 1st, 2010, 5:45 pm, edited 1 time in total.
Maybe you could up the cost and build time on it, Tyler. Make it 1400-2000 in resources with a large build time. Then you could change the torpedo color to yellow and call them "Light Transphasic Torpedoes", kind of like how we have light tricobalt torpedoes for the intrepid now. They don't have to be quite like in the show, since other things in FO have been altered from what we saw on TV to make way for game balance, and the increased cost would justify an increase in firepower. Phasers could be removed so it's only the torpedo.
Edit: I just had another thought. Since the armor only costs supply and not special energy, maybe while in ablative mode you can get access to a transphasic torpedo, which costs energy. You only get the energy to fire it once, and only in ablative mode. Then you just fire normal torpedoes, which have been upped to include the phaser power as well.
Edit: I just had another thought. Since the armor only costs supply and not special energy, maybe while in ablative mode you can get access to a transphasic torpedo, which costs energy. You only get the energy to fire it once, and only in ablative mode. Then you just fire normal torpedoes, which have been upped to include the phaser power as well.
posted on February 1st, 2010, 5:48 pm
I had intended to have this for defensive reasons, since it's only the Ablative generator as a stand-alone. The Torpedoes are a seperate piece of tech.
posted on February 1st, 2010, 5:52 pm
Right on. I'm gonna check it out, because it looks pretty neat.
posted on February 1st, 2010, 7:05 pm
I heard the words "Transphasic Torpedoes" BOOOOOOOOO!!!!!!
Very nice work, Tyler.
Trans-Torpedoes BOOOOOOO HSSSSSSSS BOOOOOO!!!!!!! No time-altered 1-shot torpedoes for me, please .
Very nice work, Tyler.
Trans-Torpedoes BOOOOOOO HSSSSSSSS BOOOOOO!!!!!!! No time-altered 1-shot torpedoes for me, please .
posted on February 1st, 2010, 7:19 pm
That's why it's an add-on mod. You can have super powerful ships in add on mods.
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