Meet the Starbase!
Here you can arrange online encounters and reminisce over past online battles.
posted on June 1st, 2009, 6:26 pm
there amazing ideas and will be implimented but in a slightly different way...
posted on June 1st, 2009, 6:30 pm
Sweet, I definitively like the fighter Idea. I like the Avalon as a battle ship on its own, and this could allow the fighters to circle each individual station, just like the traffic that already exists.
And all these would allow for more customized station looks. It would also be cool if you could only use a few of these just like the collective upgrades for the borg.
And all these would allow for more customized station looks. It would also be cool if you could only use a few of these just like the collective upgrades for the borg.
posted on June 1st, 2009, 7:52 pm
to an extent it will be restircted as a outpost/starbase/DSS only have so many modules and you need a certian amount to unlock things...
so there will be three typs of fighters
, each will suit the station its made for...
so there will be three typs of fighters

posted on June 1st, 2009, 9:51 pm
rocks
for some reason I feel, that during upgrading weapons/shield regenaration should be lowered/disabled

posted on June 2nd, 2009, 12:42 am
the idea was you pick this stuff during construction just like the borg build their ships. Also thanks guys i was beginning to wonder if anyone had read that whole spiel.
posted on June 9th, 2009, 9:04 pm
Hmm, there are so many nice upgrades avaible... what when you cant decide and want to have all?
Maybe, you can take them all, but they will cost an so called huge amount of ressources, that you think twice if you press the key?
So, what will it be?
Do we have
a)
Outpost:
2 upgrades avaible each in offense, defense and system + 1 special
Starbase: 3 upgrades in o/d/s + 2 special
Deep Space station: 4 upgrades avaible in o/d/s + 3 specials?
Or do we have:
outpost: 6 upgrades avaible, choose yourself (then, we need 6 weapon upgrades if there is someone who is nuts...)
Starbase: 9 ...
Deep space: 12...
I like the first version more, because it fits our actual system more.
And mixed tech is also a point: If you spend the most of your ressources and would get 'new mixed tech slot avaible' but already used all, then you... destroy your whole starbase and rebuild it in order to get it?!
I prefer system 1. Maybe with some concurrence designs like:
If you take up the offensive and the defensive options, your wont be able to take the 'repair ships' ability, because the docks will be overridden with additional shield arrays and torpedo slots.
But for that, you station can only fight and will be a perimeter without the ability to build ships, to repair them, to take enemy ships in tractor or something like that.
And please, dont make concurrence designs in the slots. If I have to choose between:
Upgrade to quantum torpedos OR fighter squadron, this would be really bad, because I cant choose between them.
So you might make something like that:
create a fighter sqadron (system) OR make a ressource bunker (system) in that place, that will generate supplies over the time and will also be a docking point for freighters.
Is depends where you place this station and what do you want to do with it.
Maybe, you can take them all, but they will cost an so called huge amount of ressources, that you think twice if you press the key?
So, what will it be?
Do we have
a)
Outpost:
2 upgrades avaible each in offense, defense and system + 1 special
Starbase: 3 upgrades in o/d/s + 2 special
Deep Space station: 4 upgrades avaible in o/d/s + 3 specials?
Or do we have:
outpost: 6 upgrades avaible, choose yourself (then, we need 6 weapon upgrades if there is someone who is nuts...)
Starbase: 9 ...
Deep space: 12...
I like the first version more, because it fits our actual system more.
And mixed tech is also a point: If you spend the most of your ressources and would get 'new mixed tech slot avaible' but already used all, then you... destroy your whole starbase and rebuild it in order to get it?!
I prefer system 1. Maybe with some concurrence designs like:
If you take up the offensive and the defensive options, your wont be able to take the 'repair ships' ability, because the docks will be overridden with additional shield arrays and torpedo slots.
But for that, you station can only fight and will be a perimeter without the ability to build ships, to repair them, to take enemy ships in tractor or something like that.
And please, dont make concurrence designs in the slots. If I have to choose between:
Upgrade to quantum torpedos OR fighter squadron, this would be really bad, because I cant choose between them.
So you might make something like that:
create a fighter sqadron (system) OR make a ressource bunker (system) in that place, that will generate supplies over the time and will also be a docking point for freighters.
Is depends where you place this station and what do you want to do with it.
posted on July 23rd, 2009, 11:12 pm
How's the work on this going?
posted on July 24th, 2009, 12:45 am
Hopefully well... I don't know redmanmark, but I think he's the type who gets things done.
posted on July 24th, 2009, 2:34 am
Yup, this is his priority (the Campaign thingy comes next)... so once his work clears up he should get this out 

posted on July 24th, 2009, 4:22 am
All of this sounds great, but also potentially unbalancing and could lead to excessive turtleing. What if you had it so that stations could gain ranks (but would require a lot more experience than a starship to do so) with the amount of additions available to be built dependant on the rank of the station. This would make it harder to build stalemating 'super-bases', but would make the construction of a fully kitted out starbase a more unique and rewarding experience.
posted on July 24th, 2009, 8:47 am
I am a live and work has become turtle paced as before i was working part time but im back to full time (YAY, everyone needs money to live) but obviously the down side is less time for Flops as i need my social lfie too.
At the moment work is a bit funky as im covering my old and new post so hours are all over the place, they should have somebody in place within the next month at which point ill have two days a week of free time to get back on to this
P.S.
some great ideas here, after i have the basic structure setup and working i will tinker with the balancing for ranking...
also in reply to Sheva, i can semi see your point, but the point of there being more options then slots is to force you to pick an option for your starbase to specialise in... for instance if you go for mainly offensiveslots then you get more weapons but no ability to repair ships and weaker defensive with no defensive specials, if you go for system you get the ability to repair ships and construct a wider variety of ships at that starbase plus more resilences to special weapons, and if you go defensive your have weapons capable of nutruealising some weapons. Starbases capable of holding stronger would cost a bomb so the most you could do is bunker a section at the cost of major ship constructin.
the bigger starbaes are only meant for huge maps where your need to secure resources far away, something this game lacks is huge dynamic maps...
At the moment work is a bit funky as im covering my old and new post so hours are all over the place, they should have somebody in place within the next month at which point ill have two days a week of free time to get back on to this

P.S.
some great ideas here, after i have the basic structure setup and working i will tinker with the balancing for ranking...
also in reply to Sheva, i can semi see your point, but the point of there being more options then slots is to force you to pick an option for your starbase to specialise in... for instance if you go for mainly offensiveslots then you get more weapons but no ability to repair ships and weaker defensive with no defensive specials, if you go for system you get the ability to repair ships and construct a wider variety of ships at that starbase plus more resilences to special weapons, and if you go defensive your have weapons capable of nutruealising some weapons. Starbases capable of holding stronger would cost a bomb so the most you could do is bunker a section at the cost of major ship constructin.
the bigger starbaes are only meant for huge maps where your need to secure resources far away, something this game lacks is huge dynamic maps...
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