Ive been thinking that the ability to warp whenever isnt right. Im also thinking that Special Energy isnt canon.
Now if you consider that Special Energy is really Energy Reserves then can we make Warp a special weapon that drains these reserves?
Ive seen special weapons that give the ship a boost to speed so here is a starting point. Also using this then you can assign different special weapons called Warp 1, Warp 2, etc.... Good for ships that come from different eras perhaps as well.
Anyone done any work in this direction? As i discovered with my Nebula variant ideas i dont have the time or dedication to make much progress with serious modding. Better to spend my spare time playing. However, if someone can give me some ideas maybe i can do something with this.
I looked at it fleetingly, your thinking of the impulse engine boost thats used in the stock game on the Cardassian Kulinor.
You can multiply the original speed in the ODF's, and I assume you can have more than one active so this would probably work.
It is possible to do what he's suggesting...we could add the speed boost weapon to any vessel...and have the ship use that instead of warp drive...we could have different warp propulsion systems for each race..but there is one problem...certain things like gravitational fields from planets wouldn't affect speed boost..and also things like nebulas wouldn't affect them either..I agree that the standard warp drive that comes with the game isn't perfect..but i dont' use either..I have warp disabled on my advanced settings so....we could have each weapon be a specific class of warp drive..like the Defiant's Class 7 M/ARA or the Sovereign's Class 8 Warp Drive
Perhaps you can alter the borg's transwarp special weapon.
The Cardy speed boost has several limitations as a replacement for warp: 1) the physics for A2 ships can't handle much more speed than the stock setting for the speed boost (when I tried using this as an alternative FTL drive, the ships wouldn't follow directions well). They just don't know how to speed up and slow down from those speeds... they end up going all over the map and becoming unresponsive, or, at best, circling their destination several times till their speed boost wears off. I tried setting the deceleration rates in the physics files higher, but they still didn't behave right. 2) You'll have trouble making a warp flash. I know the stock one's unimpressive, but I have doubts about getting one to work at all with the speed boost. 3) the sound for the speed boost is a constant sound file played in a loop 'till the energy is turned off. Like the flash, I think it'll be problematic to get the sound to work right. Using any of the other movement weapons will yield different result and limitations. It all depends on what you're willing to leave behind... As for making warp drain special energy, I think someone brought that up in the last few months and nothing ever came of it.
I didn't make it!
Well, for some of the things you are trying to achieve I see some solutions, some of which I implemented in KA2 The General War 1) Different Warp Speeds for different ships This issue is easily solved by making different physics files for each ship (or atleast each type of ship, for example at the most basic level, a Vor'Cha is probably only going to be capable as the same speeds as a Akira, so if you aren't getting over fussy with turning ability and so forth, the same physics files can be used for both) In KA2 The General War, all ships of the same race have the same top speed except for non-combat vessels (Freighters, Construction Ships and so forth have warp drive, but they will likely be forced to travel slower than more advanced starships like the Constitution Class). My reasoning for this is that ships will never except in extreme cases travel at their maximum warp, prefering to stay at safe speeds, hence all starships/warships would have similar top 'safe' speeds. However, Federation ships for example are faster than Klingon ships. Romulan Ships are the slowest as they have the most primitive warp drive. When combined with different impulse speeds (taken in this case, straight from the KA Strategy Guide and a little formula to convert it to Armada 2 levels), this can make each ship feel different. 2) Non-canon nature of "special energy" I too was somewhat bothered by the name "special energy", and so when I converted the KA weapon types (Primary, Secondary, Heavy and Advanced) to Armada 2, I did the following Primary = Standard Weapon Secondary = Standard Weapon Heavy = Generally Standard except in extremes Advanced = Generally a special weapon except in extremes In doing this, I turned "special weapons" into Advanced Weapons (or in cases like Tractor Beams, Tal Shiar Operatives etc, I call them Auxilliary systems) and "special energy" into a "weapons capacitor". Given the powerful and experimental nature of Advanced Weapons in KA, and therefore in KA2 The General War, a charge time indicated by this capacitor seems fitting. You might want to try this yourself. 3) Warp Flash looking, ahem, crappy While it is a little tricky, you can change the warp flash. I have changed it into the purply lens flare effect seen in KA, and along with the KA Warp Accelleration and Deccelleration sounds and a little acceleration/decelleration time from the physics files, it is greatly improved from the original Armada 2 implementation. Not exactly what you were hoping to hear but, hope it helped. Squire James
ok thanks for the feedback. I also thought about another show stopper. How will the AI know to use the warp speed special weapon? I presume the AI looks how far it has to travel and if any real distance activates warp. Is the AI clever enough to use the Engine Boost special weapon to speed itself up?
Good question. Not sure about that. I'm fairly positive the AI doesn't use any of the other movement specials. I may be wrong, but I have wondered about that. Anyone know for sure?