So I was going over my plans for my mod on paper... and realized I've somehow completely forgotten the Klingons... either that or I lost the Klingon pages... So I figured I'd get some input anyway.. What would all of you like to see in a Klingon Race? TOS-through-Nemesis. We have D7 D7A K'T'Inga Ber'Taa D11 BoP D11A BoP (Chang) D12 BoP D13 B'Rel BoP Vor'cha Negh'Var Voodieh Qeh'ral So what else would you like to see in a Klingon Race? Special Weapons, Game Play, Stations, and vessels... any ideas.
Chief_Chainsaw;4909026What would all of you like to see in a Klingon Race?
Already did in Art of War. :lol:
Seriously, Achilles has just about anything I could want in a Klingon full race mod. But your list looks pretty thorough-- I'd include the Bird of Death and the Fek'lhr. And spread out the specials a bit --stupid A2 setup screws up the Death Chant as a useful weapon by making it both hard-coded AND used only on a ship that has other specials that are equally worth the effort. I'd throw in the shield booster special from the Aegian, too, precisely because the Klinks DON'T rely on shields so much. Could be very useful in the sorts of near-chance wins they usually pull off when I fight against them-- they're the only one of the stock races in A2 (thanks to A2U 2.0's improvements) that I can't seem to stop....
I really, really want a high-quality version of the Fek'lhr-class.
But your list looks pretty good :) Wouldn't mind seeing the D8C though. ;)
LOL yeah I enjoyed his build too, but I figured I'd give it a go with my own mod and I of course don't want to rip him off. Just not polite. I have some ideas as far as some fun Klingon Heroes etc... and I've been looking at KA2 for some guidance as to how I'd like to setup my Klingons, because I thouroughly enjoyed the endless hammering they could dish out, but unless there's demand for them alot of the Klingon vessels found in KA2 just seemed endlessly redundant. But when compared to the Feds in my build the poor Klingon seemed to be getting the short end of the stick.
Chief_Chainsaw;4909071LOL yeah I enjoyed his build too, but I figured I'd give it a go with my own mod and I of course don't want to rip him off. Just not polite. I have some ideas as far as some fun Klingon Heroes etc... and I've been looking at KA2 for some guidance as to how I'd like to setup my Klingons, because I thouroughly enjoyed the endless hammering they could dish out, but unless there's demand for them alot of the Klingon vessels found in KA2 just seemed endlessly redundant. But when compared to the Feds in my build the poor Klingon seemed to be getting the short end of the stick.
I'm right there with you. The Federation has almost 30 ships all told, and the Klingons have less than half of that.
LOL well from TOS-Nemesis including non-combat vessels... probably 80 for the Federation... and right now I have like 20 for the klingons...
São Magnífico;4909069I really, really want a high-quality version of the Fek'lhr-class.
Hmm, I think I'll see what I can do here... As for the Klingon race, ship-list is fine at the moment. Only thing I'd add is that K'tinga type thingy from BIVR the chog'batlh or however it's spelt. And maybe the C7 on A2files as some sort of superheavy battleship... Gameplay wise, Klingons live to fight and not retreat; maybe make it (if possible) that every weapon is forward firing and they have stronger armour than shields?
São Magnífico;4909069I really, really want a high-quality version of the Fek'lhr-class. ;)
Well, your in luck I am at this moment working on one for Clash of Empires. ;)
Yeah I'd say 90% of all Klingon weaponry has a 45-80 degree forward firing arc with the exception being a few rear-firinf torpedoes and the occasional secondary phaser beam being able to cover other arcs on the big monsters. with the exception of the Ber'Taa... I get a kick out of that thing having to lumber around to face you but if it does, you're dead. As for the stronger armor already had that in mind I had forgotten about the relatively weak shielding of the Klingons. Hey one of my friends was mentioning that Klingon torpedo echnology really hadn't made any startling leaps since the TMP-TLE era so that their torpedoes would have to be physically larger to deliver the same punch as more modern Federation torpedoes? Is there anything to that you think?
Chief_Chainsaw;4909071unless there's demand for them alot of the Klingon vessels found in KA2 just seemed endlessly redundant
And of course, they're in KA2, which means there's no way you or anyone else could release them, as the permission and credit issues (and copyright issues, for that matter) in KA2 were never adequately resolved before the unpleasantness of its creator's departure, so you'd either have to rebuild those models or just not use them anyway.
I personally have to point the finger at the budgetary restrictions of the original and next-gen series for the state of the Klingon build list, not that I fault those guys very often. Making the D12, B'rel, K'vort and (in A2) the Chuq'beh class starships precisely identical in external configuration sets the state of the build list, as it were. The D7 / Koloth / K'tinga issues are another similar problem, and then there's Kronos One, which may or may not be some super-sized K'tinga (depends on your source for the scaling in ST:VI; some think K1 was bigger than 1701-A by a ratio of two-to-one, other sources vary).
Either way, there are practicable workarounds. A while back Chiletrek put out a little, seldom noticed mod called "Vor'cha Variants", containing a whole set of VCs with different "heads" for different tasks. Brilliant idea. There's no reason why the Klingons couldn't have two or three ships that look the same but do different things, but I agree, the "variant overkill" factor, like in KA2, really brings down the average Klingon side.
One has to wonder, though, if there isn't a touch of tactical brilliance in the Klingon side. After all, if two ships are precisely identical, but one's got a devastating cannon spouting plasma and the other's a scout, you're going to target them the same way --and in a fleet formation, maybe that means you don't target other ships with jammers and enhancers and who knows what else....
....then again, it means your scouts are dead within seconds because of mistaken identity, and you could've really used them to detect that flanking wing of warbirds....