The Klingons in Version 3.0

Thursday, 01 November 2007 Written by 

One thing we do always want to achieve is to make every playable faction in the game unique. So booth the look and the gameplay for each race has a unique character and allows you to discover new tactics and strategies.

Our three most "normal" races are of course the Federation, the Klingons and the Romulans. All three are similar in their gameplay and in their background. Its of course easier to make the Borg more different from the Federation then the Klingons.
Nonetheless we added new unique gameplay elements to all races to achieve a grater diversity of tactics and balancing mechanisms. I want to take a closer look at the Klingons now.

One of the things we know for sure from watching the shows is, that the Klingon Empire spends a immense part of their resources on building and maintaining a large military fleet. Their yard infrastructure must be quite advanced to complement that. Therefore they got a complete new and unique yard system in Fleet Ops 3.0. Their yards may be extended to up to 3 separate construction slots, allowing one station to build up to 3 vessels at the same time!

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The additional yard extensions will of course cost resources, but far less then a new yard would. That allows a Klingon player to focus on a certain yard level (Field Yard, Battle Yard or Imperial yard) and bolster their fleet in no time.

There will also be additional other balancing changes in v3. The Cho'naQ for example (the ship with the blue assault disruptor) will now fire simultaneously at a target as long as special weapon energy is left. The longer it focuses on the same target, the higher the damage per second will get. A perfect weapon to assault large and heavy dreadnoughts or bases. Even the smallest Klingon unit got reworked: the NoQ'Duj Class scout.

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Besides a new model with a cooler look it will now also feature the Superiority Fighter passive ability which allows it to deal nearly doubled damage to other scouts. Cut of your enemies eyes as early as possible!

To complement our Klingon report, here comes the complete Mixed-Tech list for the Empire! Enjoy!


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Federation Technology:

  • E'Djen Class
    A complete new vessel class!

  • Vor'cha Class
    + 2 Devensive Value
    + Refined Disruptor (deals increased damage to small targets)

  • K'Vort Class
    + 1 Devensive Value
    + Weaponrange increase to medium
    + Evasive Maneuvers passive ability


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Romulan Technology:

  • Qaw'Duj Class
    + 1 Offensive Value
    + 1 Defensive Value
    + 2 System Value
    + The Polaron Field will deal a small ammount of damage in addition to its normal effect

  • B'rel Class
    + 2 System Value
    + Improved Cloak (faster cloaking and decloaking like on Romulan ships, reduced energy costs)
    + Repid Fire Pulse Disruptors

  • Sang Class
    + 1 System
    + Dual-Loader Passive ability (may fire at up to 2 independent targets)
    + New Torpedo Crossfire special ability (fires two Micro Photon torpedoes that collide in the target spot dealing area damage)


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Dominion Technology:

  • Vutpa' Class
    + 2 Defensive Value
    + 200 crew capacity, increased boarding strength
    + Transporter Assault Special ability

  • NoQ'Duj Class
    + 1 to all Attributes
    + Increased movement speed
    + Increased sensor range

  • Cho'naQ Class
    + 1 Offensive Value
    + Increased damage per second
    + Tetrion Disruptor special ability


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Borg Technology:

  • B'rel Class
    + 1 to all Attributes
    + Regeneration special ability

  • Sang Class
    + 1 to all Attributes
    + Multi dimensional targeting passive ability (torpedoes will only miss in very rare cases and deal increased damage)
    - Weaponrange reduced to medium

  • Qaw'Duj Class
    + 2 to all Attributes
    + Polaron Field replaced by a Slizer array