Played the mod, mostly liked it. A lot of finishing work needed on the SG ships. What I didn't like is seeing TEC/Vasari/Advent ship models used for SG factions...??? If the stargate universe factions only have certain ships available, then they should ONLY have those ships. I understand that the mod creators want to provide more ship choice....but it takes too much away from the immersion to be really enjoyable.
Paradoxnt
I personally love the 2x gravity well sizes!
Anyone else find the Ion Canon platforms way overpowered? I can hold off massive invasion fleets with just a few of these things and a small fleet.
Actually, it looks like only Razzorlight wants bigger scaled ships....at least it seems like every 2nd post is him asking for the mod to be changed to suit his tastes. Hey Razzorlight, why not take the 10 minutes to figure out how to change ship scale yourself? That way you are happy and the rest of the world is happy too.
Have some issues with the Torpedo Sphere cap ship. It loves to use 'Study Target' ability on Neutral Extractors....serious AM/countdown wastage there. It also can't wipe out a planet on its own....it'll do the initial 200 points of planet bombardment damage, BUT will wait so long to fire again = the planet completely recovers before it takes another 200 points of damage. = The Torpedo Sphere is completely useless! Also, the game minidumps after 2
Ships size right now is PERFECT! Great job to all those involved!
Exactly!
Are you planning on giving the 'prototype' death star star base a super laser that kills targets with one shot? You would have to balance that with a long recharge rate. I do hope it also has a planetary bombardment attack that uses the super laser beam effect.
This is excellent news....I'm always lurking around the forums.
You might want to send those ideas to the email address listed in the topic header. As for those +5 armor boosts, they'll actually do less than you think....but still, it would fit the canon quite well.
All good points Namoge! In fact, everyone here has put forward valid points. Together, they make me more able to swallow the Defiant as capital ship worthy. So I withdraw my 'vote' for the Defiant as a Heavy Cruiser. As for abilities, I suppose if they are totally combat based (ie, speed, manuevering (chance to dodge), weapon power, and so on), I can even go with that. Hehe, not that I have any say in any decisions to start with!
Well, okay I guess. Giving the Defiant super abilities and not giving any at all to the Sovereign might balance things. Not so sure about sticking to canon, but you must know what you are doing in terms of balancing.
Oh, just so people understand where I am coming from on that Defiant issue. I love the ship. It is cool and I like the barebones weapon platform philosophy. I am just trying to figure out a balanced way it can fit into this mod AND stick to canon. I am trying to get away from the 'Hero-i-tis' that the Defiant suffers from....of course it can take on all commers in the show, because otherwise all the main characters would be dead! Hehe, the same can be said for Voyager,
Wow, trying to find official total power plant output power for star trek ships is pretty hard. I can find various system outputs, but that doesn't tell me if the systems all run 100% power all the time = kind of useless! Anyway, to make is as simple as possible. There is a decade time difference between the Original Galaxy Class and the Defiant Class. The Ship PowerPlant in the Galaxy takes up 12 decks. The Ship
Excessing Power?.....the specs suggest that the Defiant is a vastly underpowered ship for its weapons and engines....and that it makes up for its reactor shortfall by dispensing with all the advanced facilities/resources found on the much larger Federation Captial Ships. As for your argument that all crews should become more capable with experience, well doesn't the same argument work for all the other frigates, and crusiers in the mod?. At least the abilities on the larger Fe
Hi JTAYLORPCS, I've submitted my Defiant ideas (garrett66666) at the google site. Just giving others here the opportunity to chew on these thought. I'm just thinking that the modders here can stick to canon by giving the ship it's combat power/speed/high armor, but not giving it any abilities (which according to canon it should not have anyway). I've never seen the Defiant have engineering transer warp power to weapons/shields, or conduct high end diplomatic
Maybe the Defiant Class shouldn't get Abilities at all....hear me out. The ship's official lore describes it as a cost effective 'pocket' capital ship that is crammed with weapons and engines...BUT at the expense of labs, barebones engineering, computer processing power, reduced med center, and dimished crew habitat space/quality. All the other Federation Capital Ships have advanced facilites/resources that allow them to develop/deploy their speci
Psychoak has a good point (I've seen stranger things happen). One of the things I respect so much about this mod is the attempt to stick to canon.....and seeing pirates equipped with high grade military vessels doesn't make much sense. Maybe instead of giving pirates uber ships, we should be thinking about making them more 'realistic' in behavior. Too bad we can't have them work more like mercenaries (work along side my forces IF I win the bounty war AND I g
Hmmm, using the mothballed ships as pirates/neutrals is a great idea.
Yeah, the boarding parties working only once the targets shields are down is key...might be harder to do.
[quote who="J4FF4C4K35" reply="1168" id="2373195"]Paradoxnt, I note that your suggestion of powers for the ambassador would require lvl 13 to get all levels of the powers, is this intentional to make people choose wisely, or a mistake?[/quote] Actually, I was just supplying ideas. Levels, AM requirements, power, duration are all up to the guys in charge. I also tried to make ability suggestions that actually fit with the starship canon. 
Just spent almost 3 hours reading up on the Defiant Class (yeah, I have no life!). The 'official' specs on this class makes absolutely no sense when compared to the other classes. Having done a bit of research, I now fully support this mods attempt to make the Defiant class a cheap (but slightly flimsy) Capital Ship.
Sorry I didn't send my suggestions right away. I was hoping for more feedback in this forum first. Also I agree completely with AdmiralTeridoc about how fragile the Defiant seems to be. As it is, it's combat worthiness is more in line with a Heavy Cruiser than a Capital Ship. I am pretty sure that giving it a % chance to dodge enemy fire would fix the problem though.
ENHANCEMENT REQUEST: Here are some ability/stat suggestions for various Fed ships. Constitution Class Frigate: Ability: Drop Sensor Probe. A 3rd tier research ability, it allows these frigates to drop stealth probes that monitor a target gravity well for 3 minutes Curry Class Frigate: Stats: All weapo
I think Starbase stats are okay right now.