I still think the Starbases could take a drop in HP/SP and get a boost in attack range. I just think something that big should be able to generate more than enough power to send an energy weapon a significant distance away. Especially if little defensive turrets can fire as far as they do. EDIT: Now that I think about it, perhaps someone could create a range boosting upgrade for the starbases since they are already getting more balanced as far as HP/SP
Ryugi
Not when it was a Max upgraded Starbase. My tiny (by comparison) Klingon Fleet was there too. You can see some of my K'vorts, Vor'chas, and my Negh'var Cap ship in the background if you look around. Fun times indeed.
Technically speaking, it would be super easy to give the same abilities to Klingons as well. Sorta copy and paste.
One thing I would be a fan of would be increasing the range of a starbase to be roughly on par with a defensive platform, but making their weapons do less damage than current to compensate for the increased firing time. After all, the Sov has Type XII Phasers, and I believe those are "Starbase Class" weapons. When a tiny little platform has more range than an entire station which costs significant chunks of resources, something just seems a bit wrong. To me, as they are, s
I like the sound of these feared Romulans....
Of course, you could theoretically do the exact opposite as well. Less range, but rediculous power level of weapons when you get up close. That would give the Feds a range advantage that could change the way they do battle, but still give the Klingons enough of an attack boost to make up for their lesser range on aproach. This could be further amplified by some sort of ability on their capital ships that increases damage of ships in the area. All battle-cry oriented
Actually, that's a good idea. More range would mean more damage initially, which would make up for the lack of hits until they came around for another pass at the Feds, who would be firing constantly at them. Very clever thinking.
[quote who="Major Stress" reply="777" id="2360452"]What ability's that exist right now are just placeholders so the elites will level up. The final elite abilitys will be determined at a later time. We are open to suggestions there.[/quote]Ah, I see. Well, whatever you guys DO wind up using I would hope that you add them so the benefits of having a a semi-mixed capital fleet of ships would benefit the main fleet more than simply spamming one cap ship type. I've always liked a li
The Defiant Class was not equipped with cloaking devices. Only the USS Defiant had one, and it was on loan from the Romulans, and supposed to only be used in the Gamma Quadrant. One way to balance the Klingons might be to increase their damage to make up for the lack of a 360 degree firing arc. Their first pass is going to really hurt ships, especially if you focus fire on the heavy hitters. Though, if I'm not mistaken, I think this is already in play... As f
Am I the only person who is really looking forward to the Romulans? The Borg will be fun, but I'm really interested to see how the team will incorporate both beam and pulse weapons for them, as the D'deridex is seen using both. Not only that, I'm wondering what their high stat(s) will be. I don't expect cloaking since they never really got that working, but the Romulans have always been my favorite supporting race.
Oh boy, I hope so. I've been watching this one ever since its beginnings a year ago. =D
Either way, I'm excited about this mod. Each new tidbit of information continues to have me silently begging for more tidbits, or a new movie here and there. I'm most anxious to see the movement of the ships in its "corrected" form.
Nobody said humans were logical beings. lol
VOY got me into Trek. Then I watched TNG and was hooked forever. Didn't like DS9 or ENT really. TOS has its good parts too.
The most important thing for a cloak is that it is invisible to your opponent. If YOU can see it, but they can't, then that's all fine and good.
I really like this, but I'm with a few of the other posters here. The Cap ships are far too slow. It takes eons for them to cross planet gravity wells alone, not to mention a star's. Other than that, I can't really complain about anything else, other than the fact that siege ships are nothing but cannon fodder now, and are virtually useless. I don't really see why they, or the missile ships needed to be weakened.
I have a suggestion for the Spirit of Fire ship. According to some of the black box data in Halo Wars, the Spirit of Fir was originally a cruise ship of some sort before it was refitted by the UNSC as a warship. In Halo Wars, ships are sent down from orbit to construct bases from which units are then deployed. Now, I don't know what your plans are for this particular ship, but I would suggest making it one of the most expensive ships for the UNSC, and giving it a wide mi
I'd offer up the suggestion to keep things the way they are as far as weapon arcs etc. But I'd increse the damage on certain ships. The battles in Sins, especially with larger fleets, last for quite a while already, unless the opposing fleet is extremely out-classed. If anything, I'd increase the damage to allow for the strafing to really do the damage to account for less shots fired, and keep the battles interesting instead of too drawn out. But this
I don't suppose that update works for SoA2 0.03b as well? Or is it really for 0.03b and its just a typo? The download itself is named 0.03c, so I'm assuming its an update to 0.03b, but I want to be sure.
Can't wait to play this.