The Creeping - Part 1: Concepts
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posted on June 30th, 2009, 5:14 pm
Can a big noxter unit "eat" derelict ships other species to gain ressources? PLEASE! :=)
Or could they have some radiation that kills the crew of other ships? to make em derelic?
Or could they have some radiation that kills the crew of other ships? to make em derelic?
posted on June 30th, 2009, 5:20 pm
maybe they can use nebulas and planets to gain resources/power/food..
posted on June 30th, 2009, 5:41 pm
Last edited by asystematicayhos on June 30th, 2009, 5:44 pm, edited 1 time in total.
The main thing that I was thinking for the noxter was that the units that use melee for attacking the enemy should have the bonus of attacking the hull directly, since a unit that has to get that close will come under more fire than units that attack from longer range. and will the units utilize all of the resources or will they be converted like bio matter was for species 8472? Will you be able to "build" Some of your stations in a nebulae to take advantage of it's effects? or will you be stuck to the confines of empty space to build? I know I'm asking a lot but I will say that I think this race might be best played by taking advantage of your surroundings, such as hiding in fludic nebulae ( They won't have shields Right? ) and attacking ships passing by and such... and shouldn't you add another nebulae a fludic one for the noxter that they could spawn for their bases.
Or what if you used fludic nebulae like the zerg use creep in starcraft... using the nebulae for a "sturcture" to build off of, now these are just ideas but I would like to see what you think of em'
Or what if you used fludic nebulae like the zerg use creep in starcraft... using the nebulae for a "sturcture" to build off of, now these are just ideas but I would like to see what you think of em'
posted on June 30th, 2009, 5:45 pm
They look cool!
They look allot like the style from the old modals.
I like them.
They look allot like the style from the old modals.
I like them.
posted on June 30th, 2009, 6:01 pm
As for -=B!G=- the Black Bacon <------- stop ass kissing, enough wankers that kiss ass on other mods and it screwed those over big time.(yes i do think you are a wanker) You go in pussy mode when someone gives a good reason why he wouldn't want it in-game. Actually giving good feedback to devs about bad idea's is damn good reason to review it over, but telling them they are rude because you like asskissing doesn't make the feedback rude.
Oh look, another fella who has been here for 1 second and knows everything. I dont actually care for the personal insults, but tell me, how was " WTF didnt u include this race instead of this one!!!11" giving good feedback?
Because of his tone, I just replied in the same manner and told him why they included the Noxter instead of the Ferengi or Cardies. If you think Im an ass kisser or wanker or both because of that, good for you then
Whatever, though, I really do not have the time or energy to argue with people like you. The facts are: -The team is making the mod for themselves, as they have set up in their head. Consider yourself lucky these forums even exist.
-When someone is giving something to you, it is common curtesy to at least attempt to give your difference of opinion across in a civilized manner. That is just something I was taught during my whole life and think everyone should at least try to act that way.
But anyway mate, enjoy the forums !
posted on June 30th, 2009, 6:04 pm
1. (As a few have already asked for) - Can the Noxter's biggest battleships have the ability to eat enemy destroyers as a free (no special energy) attack? The battleships would have to be relatively slow so that it wouldn't be unfair. Also, the would have to digest the ship after they consume it and could only eat one at a time.
2. How about organic shields? I imagine that they will be mostly hull-based in terms of defense (like the Borg), but it would be awesome if their ships could generate a biological, reactive "bubble" of particles around themselves. The shield would be very, very weak, but would regenerate instantly when the ship was not being actively fired at.
3. Biological / animalistic effects. This is where FleetOps can do something that I don't think I've ever seen in any RTS. Given that they are living organisms, the Noxter's units should react accordingly. Firing rates should increase when the unit gets into "red" for hull damage. Perhaps some pain sounds as well?
2. How about organic shields? I imagine that they will be mostly hull-based in terms of defense (like the Borg), but it would be awesome if their ships could generate a biological, reactive "bubble" of particles around themselves. The shield would be very, very weak, but would regenerate instantly when the ship was not being actively fired at.
3. Biological / animalistic effects. This is where FleetOps can do something that I don't think I've ever seen in any RTS. Given that they are living organisms, the Noxter's units should react accordingly. Firing rates should increase when the unit gets into "red" for hull damage. Perhaps some pain sounds as well?
posted on June 30th, 2009, 6:08 pm
Very good points Psi3. I especially like the "red zone" attack
I think I have one thing to add. Most fish as you might know generate an electrical field to sense their surroundings (and predators) and some aquatic organisms even have an electrical system to even stun or kill. Might this be included in all Noxter as a form of ECM. So, even though they have weaker hulls and weak shields, torpedoes and other projectile weapons have a rather hard time trying to hit...
Perhaps the some of the attacks could be "electrical" in nature: short circuiting nearby ships or frying their shields in quick order
I think I have one thing to add. Most fish as you might know generate an electrical field to sense their surroundings (and predators) and some aquatic organisms even have an electrical system to even stun or kill. Might this be included in all Noxter as a form of ECM. So, even though they have weaker hulls and weak shields, torpedoes and other projectile weapons have a rather hard time trying to hit...
Perhaps the some of the attacks could be "electrical" in nature: short circuiting nearby ships or frying their shields in quick order
posted on June 30th, 2009, 6:21 pm
Dominus_Noctis wrote:Very good points Psi3. I especially like the "red zone" attack
I think I have one thing to add. Most fish as you might know generate an electrical field to sense their surroundings (and predators) and some aquatic organisms even have an electrical system to even stun or kill. Might this be included in all Noxter as a form of ECM. So, even though they have weaker hulls and weak shields, torpedoes and other projectile weapons have a rather hard time trying to hit...
Perhaps the some of the attacks could be "electrical" in nature: short circuiting nearby ships or frying their shields in quick order
How about a directional (like the Canavaral's probe) electrical or viral pulse wave (about a 120 degree arc) that has the ability to disable subsystems as resisted by the system value (like all such disabling attacks now are, right?).
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4. An absolute must (in some capacity): viral / biological weaponry. I disagree that the Noxter should have a technological edge at all. 85,000 other scifi ideas have already done the whole "living ships, but with phasers" idea to death. Make them purely biological. I'd love to have their destroyers have melee range weaponry. How awesome would it be to see one of them bite an enemy ship then reach around with its tail (they have tails) and start stinging the hull?
I also really love the idea of having their torpedoes being alive. The lazy idea is just to have them be "guided" since they are "smart". A cooler one is having them do some sort of special effect, like continuously draining shields / doing hull damage for a few moments after impact.
posted on June 30th, 2009, 6:27 pm
Exactly what I was thinking before: perhaps the torpedoes could be like a jellyfish's nematocysts, where they shoot out, hit the hull and cause damage over time (ow! That stung!).... but they have a long cool down time to represent losing part of the creature and having to be regenerated. Perhaps some sort of tentacle like weapons, which incapacitate an opponent's ship for a short time would be neat as well. There is just so much biology to draw in, I agree that there really is no need for technological answers (heck, just look within the million insect species and I'm sure you can find enough things to cover at least hundreds of completely different Noxter avatars). Right now I'm thinking of the Bombadier beetles quinone spray: superheats enemy hull and causes the sensors to be blinded. Also causes small amount of direct hull damage.
Soooo many possibilities Dev team
Soooo many possibilities Dev team
posted on June 30th, 2009, 6:34 pm
Mikeltje wrote:Omg..... crap idea.. i really do not like so called ''living ships''. sure in babylon 5 but not in startrek.
...
Also i like the idea's developers have come up with a lot but some have to be labeled as bad by the players only way to keep this mod proper and fun and not lame and overcomplicated silly.
As for -=B!G=- the Black Bacon <------- stop ass kissing, enough wankers that kiss ass on other mods and it screwed those over big time.(yes i do think you are a wanker) You go in pussy mode when someone gives a good reason why he wouldn't want it in-game. Actually giving good feedback to devs about bad idea's is damn good reason to review it over, but telling them they are rude because you like asskissing doesn't make the feedback rude.
...
That is also why i do not like the new race for it being living beings and i never heard of them before.
Maybe you should watch some episodes again, starting with TOS and ending with VOY.
But, c'mon, what's up with you, man? Insulting people is no feedback at all :ermm:
When I first came here, the old days of beta 2, I had the chance to check out the Noxter. Uhm, well, I didn't like them that much but somehow they were cool.
I've learned, in the years I read and posted here, that the Noxter are a race in the story- und timeline the devs made up and since FO is their game that's fine. Still, if I don't like them, I don't have to play them. :sweatdrop:
But today, with these sketches, I have to admit: They DO look cool and the concept sounds very promising! I guess they're gonna be my new fav race :thumbsup: I'm really looking forward to them!
The ideas for them which were already posted sound pretty cool, too. I do like them!
And if that might be considered as kissing some body parts, let me tell you: The devs don't simply copy, they invent. And that's what good games are about, new and cool stuff to play with. So far the Noxter sound like both, new and cool.
So, can't wait until you guys post the next creep
posted on June 30th, 2009, 7:08 pm
How about some sort of moon-station (as mentioned earlier) but it has to 'connect' to a nearby absorbtion station in-order to gain the resources. A line of the noxter flesh that stretches out and connects to another station.
This link would be quick to build, but quick to destroy, with a targetable weak-point that could 'sever' the line for a minute or two. However, as the station and absorber gain more resources, they 'evolve' and get stronger. Say 1000 resources collected adds +100% toughness to the stretch, the next mile stone is 5000, +50%. 10000, +25%. 20000, +10%. This could be either automatic or needed to pay for, but it means that you can defend a static thing, instead of having to have ships on freighters all the time.
This link would be quick to build, but quick to destroy, with a targetable weak-point that could 'sever' the line for a minute or two. However, as the station and absorber gain more resources, they 'evolve' and get stronger. Say 1000 resources collected adds +100% toughness to the stretch, the next mile stone is 5000, +50%. 10000, +25%. 20000, +10%. This could be either automatic or needed to pay for, but it means that you can defend a static thing, instead of having to have ships on freighters all the time.
posted on June 30th, 2009, 7:11 pm
Out of curiousity - How do the Noxter interact with Nanoprobes? AKA - Should they surrender their vessels and prepare to be assimiliated, or do we issue a termination of species order and deploy the tactical vessels?
posted on June 30th, 2009, 7:18 pm
Hmm, if all Noxter ships are at short or direct range, they are very weak against artillery. When the defense stations have a very short range, they make no sense at all. But I have an idea:
Defense stations dont fire itself, they are more like the alien light defense station from Command & Conquer, where the stations spit out "buzzers" that attacked enemy ships. These buzzers run to the enemy ship and can crash into it.
The godd point on the idea: It would solve the short range problem.
The bad point: If you have ships with fast firing weapons, these buzzers would get killed before reaching the enemy ship. A small fleet about 2 or 3 ships may be enough to make a whole defense perimeter worthless.
To the defense capabilities:
Well, I like the Idea of a ECM, but phasers will always hit. Pulse weapons are something from small ships like destroyers and torpedos are fatal against hull based ships.
Also, the Noxter is in my eyes a race that will be in advantage (so I feel) in the late game and you will have problems in the early game. Why? Because we talk about Evolution. It makes no sense to make them strong at the beginning and weak in the later games.
And in the later games you have torpedos and pure-beam weapons against you.
The question is: How do we balance it out?
Federation - high defense, bad offense
Romulans - normal defense, normal offense, good system stats
Dominion - Good offense, medium defense, medium system value
Klingon - highest offense, weak defense, normal system value
Borg - highest offense, highest defense, highest system value
Noxter - (I feel like: ) maximum defense, good offense, system value is... unmatched (regeneration and so on...)
What about the borg that try to assimilate Noxter ships? Should they be able to?
Defense stations dont fire itself, they are more like the alien light defense station from Command & Conquer, where the stations spit out "buzzers" that attacked enemy ships. These buzzers run to the enemy ship and can crash into it.
The godd point on the idea: It would solve the short range problem.
The bad point: If you have ships with fast firing weapons, these buzzers would get killed before reaching the enemy ship. A small fleet about 2 or 3 ships may be enough to make a whole defense perimeter worthless.
To the defense capabilities:
Well, I like the Idea of a ECM, but phasers will always hit. Pulse weapons are something from small ships like destroyers and torpedos are fatal against hull based ships.
Also, the Noxter is in my eyes a race that will be in advantage (so I feel) in the late game and you will have problems in the early game. Why? Because we talk about Evolution. It makes no sense to make them strong at the beginning and weak in the later games.
And in the later games you have torpedos and pure-beam weapons against you.
The question is: How do we balance it out?
Federation - high defense, bad offense
Romulans - normal defense, normal offense, good system stats
Dominion - Good offense, medium defense, medium system value
Klingon - highest offense, weak defense, normal system value
Borg - highest offense, highest defense, highest system value
Noxter - (I feel like: ) maximum defense, good offense, system value is... unmatched (regeneration and so on...)
What about the borg that try to assimilate Noxter ships? Should they be able to?
posted on June 30th, 2009, 7:42 pm
Very interesting. Constant unit production is always a fun addition to an RTS, and making it cost money to constantly produce sounds interesting (sounds like the Noxtor gameplay is going to be less 'build as fast as you can support' and more 'get as many breeders as you can, while not getting too many or they'll starve'. Having to worry about not spending too many resources at a time will be interesting, and it sounds like the Noxtor will have to do a lot of mining protection, as a good raid could kill their income and their production facilities.
Will breeders be able to consume new seeds to replace one they've already eaten or is it sort of a permanent upgrade?
Will breeders be able to consume new seeds to replace one they've already eaten or is it sort of a permanent upgrade?
posted on June 30th, 2009, 7:52 pm
That was my Idea for the breeder. Consrtantally producing eggs that are the foundation of all structures and ships.
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