The Creeping - Part 1: Concepts
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posted on July 1st, 2009, 7:20 pm
Perhaps a "sting" ability which reduces the crew by a percent each time (think introducing an extremely nasty toxin). Would go along with the biological attack ideas being posted. Metals might be hard to attack for the Noxter (disregarding crunching/smashing capabilities), perhaps acids slowly eat away at the hull and expose it to the vacuum of space... or toxins/biochemical agents are injected into the ship to kill the crew quickly.
posted on July 1st, 2009, 7:23 pm
Muahahah, Ships with a bite. Venom that takes over the ship's crew. "You will be re-engineered at a Bio-molecular level" Muahahah!
posted on July 1st, 2009, 7:26 pm
I think that being organic, they could 'infect' life-support systems with a special ability?
posted on July 1st, 2009, 7:31 pm
Inserting a toxic gas or a virus... like a bee or wasp.
Or they send small organism like our killer-cells into ships to kill the crewmen and grow (bio-mass to eat )
Or they send small organism like our killer-cells into ships to kill the crewmen and grow (bio-mass to eat )
posted on July 1st, 2009, 7:31 pm
Mikeltje wrote:Adding in non-existing races only makes it a non-startrek game... if the developers want this they should leave startrek and make a new mod on another game or even better try and make a game they want.
Don't feed the troll... :borg:
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A cloaking device was already mentioned. What I'd like to see is a special ability based on biological cloaking. The ships wouldn't be perfectly invisible but they would be very hard to detect. Tachyon detection wouldn't work, because it's not a normale cloak.
Let's say you've got a Noxter using its bio-cloak, you wouldn't see it until you are closer than short range to it.
This bio-cloak would be perfect for an ambush and maybe it would only work if the Noxter doesn't move.
posted on July 1st, 2009, 7:38 pm
Very neat cloaking idea Old Man (hmmm... can't call you TOM, can't say Adama cuz he might wake up and come back to the forums... ). Would certainly go well with the Devs idea to implement a new cloak and detect system in FO
posted on July 1st, 2009, 7:39 pm
Deltaflyer wrote:I think that being organic, they could 'infect' life-support systems with a special ability?
Epically if they use the same systems as Voyager did.
posted on July 1st, 2009, 7:43 pm
Yeah, like a chamelion, they need some time to adapt to their surrendings, but then are hard to detect, I like it. Mayby Noxter are harder to detect, because they dont send radio waves etc?
A Noxter "ship" may be possible to deploy a part of it to attract enemy attention and fire to flee (like a lizard)
The Noxterbase could be ONE Station, as a central station the mother/queen... and then you build expansions like brain, breeder... (implementing like A2 research stations, you get additional modules...) and these expansions have different possibilities (brain-research, multiple brains means shorter time for one research or multiple researches simultaniosly)...
A Noxter "ship" may be possible to deploy a part of it to attract enemy attention and fire to flee (like a lizard)
The Noxterbase could be ONE Station, as a central station the mother/queen... and then you build expansions like brain, breeder... (implementing like A2 research stations, you get additional modules...) and these expansions have different possibilities (brain-research, multiple brains means shorter time for one research or multiple researches simultaniosly)...
posted on July 1st, 2009, 7:51 pm
Last edited by Phoenix on July 1st, 2009, 8:00 pm, edited 1 time in total.
Stealth
Working off these ideas; I'd like to see a kind of camouflage so instead of physically cloaking, they could simply "blend in" with their surroundings at the click of a button. So if they are in open space, they look like open space but with a very mild distortion to indicate their presence to a trained eye. If they enter a nebula they look like the nebula but with a similar distortion effect. There would be no tachion scan as such but you'd have to physically look for them on the screen. (Lictor anyone?)
They could have a near perfect camouflage effect when they are still which gets progressively worse as they start to move quicker (you could perhaps have three settings for speed). This would give the Noxter player the choice of being nearly undetectable but with little or no movement ability right up to practically lit up like a Christmas tree with the ability to move quickly from A to B. Stealth could be inversely proportional to speed.
Offensive ability
I also like the idea of toxic gasses. Perhaps these could kill the crew off quickly and very slowly damage the ship as the toxins eat away at certain materials inside, until the ship in question eventually suffers a warp core breech. This would give rise to game play that includes salvaging derelicts while the warp core breech idea would solve the natural performance issues by periodically removing some of the derelicts from play.
The Noxter could harvest the derelicts as if they were resources to feed to whatever (however, they would not be able to use the derelicts in combat because that would be a bit weird), while all non-Noxter races would have a window of opportunity to salvage ships for their own fleet.
Working off these ideas; I'd like to see a kind of camouflage so instead of physically cloaking, they could simply "blend in" with their surroundings at the click of a button. So if they are in open space, they look like open space but with a very mild distortion to indicate their presence to a trained eye. If they enter a nebula they look like the nebula but with a similar distortion effect. There would be no tachion scan as such but you'd have to physically look for them on the screen. (Lictor anyone?)
They could have a near perfect camouflage effect when they are still which gets progressively worse as they start to move quicker (you could perhaps have three settings for speed). This would give the Noxter player the choice of being nearly undetectable but with little or no movement ability right up to practically lit up like a Christmas tree with the ability to move quickly from A to B. Stealth could be inversely proportional to speed.
Offensive ability
I also like the idea of toxic gasses. Perhaps these could kill the crew off quickly and very slowly damage the ship as the toxins eat away at certain materials inside, until the ship in question eventually suffers a warp core breech. This would give rise to game play that includes salvaging derelicts while the warp core breech idea would solve the natural performance issues by periodically removing some of the derelicts from play.
The Noxter could harvest the derelicts as if they were resources to feed to whatever (however, they would not be able to use the derelicts in combat because that would be a bit weird), while all non-Noxter races would have a window of opportunity to salvage ships for their own fleet.
posted on July 1st, 2009, 7:53 pm
Man, I wish I could have commented sooner! Any way, I like the ideas for the new race. Though I'd like to make a suggestion, since bio ships use different resources, I'd like to suggest their resoruce config.
Bio-matter (or Bionetic Base): The main mass for all bio vessels, resource cost on vessels of this race would be fairly high. I'd suggest that they convert standard resource into this substance.
Biosteel: This is a biological version of tritanium, a high density alloid that has an extremely high complexity. This is used for special armor on specific vessels. When equipped to a bio-vessel it makes it close to invulnerable to torpedoes. This also on a negitive effect makes build times much slower.
Neucleonic Ion: This is a unique resource, used by vessels that use large amounts of energy that the common type of bio-cores cannot supply enough of. Neucleonic Ions are basically super-cores that provide tremendous energy for Bio-sheilds and Weapons as well as special weapons. The only negative side effect is that it makes the ship drastically slow due to its grand mass. And it also causes larger explosions that can devestate any ship within a close range when the vessel is destroyed.
Resource conversion ratios are up to the devs. But I think this can really make bio construction much like reality. :D
Bio-matter (or Bionetic Base): The main mass for all bio vessels, resource cost on vessels of this race would be fairly high. I'd suggest that they convert standard resource into this substance.
Biosteel: This is a biological version of tritanium, a high density alloid that has an extremely high complexity. This is used for special armor on specific vessels. When equipped to a bio-vessel it makes it close to invulnerable to torpedoes. This also on a negitive effect makes build times much slower.
Neucleonic Ion: This is a unique resource, used by vessels that use large amounts of energy that the common type of bio-cores cannot supply enough of. Neucleonic Ions are basically super-cores that provide tremendous energy for Bio-sheilds and Weapons as well as special weapons. The only negative side effect is that it makes the ship drastically slow due to its grand mass. And it also causes larger explosions that can devestate any ship within a close range when the vessel is destroyed.
Resource conversion ratios are up to the devs. But I think this can really make bio construction much like reality. :D
posted on July 1st, 2009, 8:39 pm
Hmm. An organic race of aliens very similar to Species 8472 but sort of better. COOL! Total Awesomness!
posted on July 1st, 2009, 8:52 pm
I like the Idea of several types of attack . Attack #(1) takes organic matter(crew) and replicates its self like a weed seed or fungus spores (airborne and contact toxins). Infecting of the ships causes crew casulties over time. Attack#(2) Think of it Hordes of tribble like critters.They could physcally consume(organic matter) every thing on ship and reproduce radidly with a good food supply . When the food is gone the "tribbles "will die off and the ship becomes a deralict. a side effect could be Equipment failure as the tribbles Damage the equipment.(like the damage fire ants do to electrical equipment) Attact#(3) attack where the Noxter being physcally consumes the ship. As a bonus the metals could be converted in to a "goo " that the Noxter use for Resourse Points. Like the "biomatter" of the old Noxter.Attack #(4) the ship is engulfed and the ship is crushed and consume a ship like the Space ameboa from the TOS series tried to do.
posted on July 1st, 2009, 9:01 pm
I like it.
So now what about shields? Maybe their hull absorbs energy based weapons fire to a point?
So now what about shields? Maybe their hull absorbs energy based weapons fire to a point?
posted on July 1st, 2009, 9:18 pm
Last edited by Phoenix on July 1st, 2009, 9:49 pm, edited 1 time in total.
Defensive ability - An alternative to "shields"
I would make it so that the Noxter organic ships just have skin and no shields (albeit, energy absorbant skin). Since they live in space, then their skin is obviously resistant to the rigors of outer space (extreme cold, extreme heat, various kinds and intensities of radiation etc) so resistance to phaser fire is not totally unreasonable.
Alternatively, they could possess telekinetic/telepathic/telesales/telewhatever abilities that allow them to simply dissipate weapons fire with their focused thoughts. As they defend against larger and larger fleets, it becomes more difficult to nullify (or to simply reduce the effectiveness of) so many sources of weapons fire but as the Noxter fleet size increases, their ability to pool their thoughts allows them to take on more enemies at a time. This idea of defending with their thoughts could be expanded to offensive strategies too.
I would make it so that the Noxter organic ships just have skin and no shields (albeit, energy absorbant skin). Since they live in space, then their skin is obviously resistant to the rigors of outer space (extreme cold, extreme heat, various kinds and intensities of radiation etc) so resistance to phaser fire is not totally unreasonable.
Alternatively, they could possess telekinetic/telepathic/telesales/telewhatever abilities that allow them to simply dissipate weapons fire with their focused thoughts. As they defend against larger and larger fleets, it becomes more difficult to nullify (or to simply reduce the effectiveness of) so many sources of weapons fire but as the Noxter fleet size increases, their ability to pool their thoughts allows them to take on more enemies at a time. This idea of defending with their thoughts could be expanded to offensive strategies too.
posted on July 1st, 2009, 9:27 pm
Hmm could a metamorphesis system be in place for the attacking organisms? Say when it gets to 1 gold bar it mutates into a bigger tougher creature and when it gets to 2 gold bars you could use "dominance points" (same system as veteran just a different name) to mutate it again into a bigger, much stronger creature?
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