New mod in the works and Technology Upgrade.... -1 reply

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Cpt.BenSisko

Battlestations!!!!

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23rd March 2004

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#1 12 years ago

Joelteon7 and I are collaborating a new mod which is yet to be titled..but it in a sense will bring Legacy to Armada. The base idea is have a smaller fleet of ships and have a slower acquisition of resources such as metal and dilithium. What I wanna bounce off of some of you are my ideas for tech upgrades. My initial idea is to have a shipyard with which to build starships from and also have a research station to research upgrades for. Now for the research station you will have a few choices..you can upgrade specific systems for each of your ships as you do with the upgrade station is standard armada..and you can also research a technology upgrade, if you have sufficient resources, as the tech upgrade will be costly and take a long time to complete. Upon completion you can then upgrade your stations/shipyards to the next tech level. which then gives you new options for starships as well as allowing you to construct upgraded versions of ships you already have. such as having TMP Excelsiors and now you have the ability to build TNG Excelsiors. But the trick is you lose the ability to construct more of the ships you already have. so those Constitution class refit ships you built will no longer be available to you..once they are gone, and most assuredly against early to mid 24th century threats they will go rather quickly, they are gone. However you may also be able to bring your existing ships back to space dock/shipyard to upgrade them as well...If i can get a hold of Adam/Phantom and see if his refit systems will work with A2 we maybe able to work something out. Otherwise you could bring your TMP ships in and decomission them to get your resources back and put those toward building the more modern starships. This system will be implemented for all of the races that we will be using..We maybe concentrating on the big three only for now..Feds, Klingons, Romulans. We may introduce the Cardassians..but we are keeping this from Late TMP/Early TNG to Mid to Late TNG so the Galaxy class would be the most powerful ship available to the Federation. But also be the largest and most costly vessel as well.. For now the team is just Joelteon7 and myself. We will be accepting people shortly..we don't really need much in the way of models as I'm sure anything we need I already have..the races we use will all need a facelift as far as GUIs go..so anyone that is good at GUIs feel free to message either myself or Joelteon. Physics and weapons and sounds and voices are already pretty much handled..its just ship decisions and the upgrade and attack system that we will be working on..and of course the getting the AI to make logical decisions. For this mod, gone are the days of building a large 50 ships fleet and throwing it at your opponents base. Ships will run out of munitions, such as photons and require to retreat if they must to a resupply depot or a rendezvous with a resupply vessel. Okay guys..time's yours fire away with your thoughts and ideas....




Chiletrek

Warriors from Fluidic Space

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8th August 2004

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#2 12 years ago

Hello: I think I want to look this mod progressing, since the ideas are good. And if you are succesful there will be no doubts it will be a hot download since many features in here are ones that we, the community, are been waiting for. Keep it up! and I hope you can post updates often so we can take a look at your work, specially if you will work on Species8472 too since I have lots of suggestions to make :D .




Cpt.BenSisko

Battlestations!!!!

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23rd March 2004

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#3 12 years ago

Like I said..we are thinking of limiting this to the mid 24th century..so around 2367-2368. We may include the Borg, but I don't think 8472 will make an appearance. The Cardassians I think might be in it just for the simple fact of seeing the Federation/Cardassian war that was mentioned several times in TNG. But yea we won't have the Defiant, or Voyager, or even the mighty Sovereign class in the game..we may have the Negh'Var for the Klingons..but the Klingon flagship for most of the game would be the Vorcha as they are the most powerful and largest of the Klingon designs for that time period...but not as powerful as the D'Deridex, which will most def be in and of course the Galaxy class..but as they will be expensive you will only be able to build one or maybe even two..any more would be overkill...as she will deal massive amounts of damage to the smaller ships..she's even more than a match for the Vorcha..and will give the Romulan Warbird a run for its money.




Flash525

The Carbon Comrade

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14th July 2004

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#4 12 years ago

You can't have the Negh'Var and not the Defiant, that just doesn't work :p




Cpt.BenSisko

Battlestations!!!!

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23rd March 2004

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#5 12 years ago

yea I suppose you are right about that..not afterall the Defiant was around before the Negh'Var was....We'll have to investigate our options...maybe the Negh'Var won't be around...but then again..maybe the Feds will get a few of the newer ships.




The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#6 12 years ago

We were toying with the idea that each race might have a 'prototype' ship that would be an indication of things to come, but wouldn't be up to full strength as known. For example, the Defiant for the Federation and the Negh'Var for the Klingons. Fact is, when you get into the DS9 era and beyond, you begin to diversify a heck of a lot more with ships that, although play interesting strategic parts, dilute playing.

Having it restricted to a time of fewer ships, standing more for classes, it's easier to determine what we want. For example, no doubt the Ambassador in the TMP era will be a thing of incredible power (lesser so in the TNG era, but still a foe); she can't beat 3 or 4 Warbirds, but she can by all means fend them off for a while.

We also aim to balance the races to what we know. The Galor's were never strong, so you may find that a Galaxy class battleship can take on 2 and win. We're going to also toy with a few ideas including how to use the map more.

One idea was to create 'gas' planets. by putting them with low avoidance, you can allow ships to hide in them. Clever place a nebula within them, meaning damage is taken but shields are neutralised and you have a good hiding spot, likewise, if we're playing in a field where there's a giant planet with a ring system, the rings might dampen shields or make sensors harder to detect.

Asteroids, for example, may be blow-uppable to create a passage-way. As mentioned, torpedoes will be limited, but you'll be able to determine when you want to fire them. Perhaps using the Constitution's torpedoes on a Bird of Prey isn't worth it, but coming up against the D7 is. We plan to have click-activated torpedoes and to make sure that each ship has its own amount. Further this, there likely won't be any special weapons, but that's not to say ships won't have specials. Although not included, the Sovereign for example would have the ability to have click-activated photons AND quantums. Needless to say, it would make it more to what we know.

We're going to get ships to play their part, too. You could, say, have 10 destroyer's, but you'll find them being picked off considerably easily when a battleship rolls up. You need a balanced wing. The aim isn't to win, it's to do as much damage whilst taking as little of you own. Now you need to pay attention to exactly what you have. Perhaps the Excelsior can create a nice diversion whilst your Galaxy and two New Orleans are hiding in an asteroid belt, or maybe your D7 is in need of 'repairs' laying over by a planetoid whilst your wing of B'rel's are cloaked right behind it.

And for those wondering, yes, this is going to include what I wanted to do with the Project: Legacy mod. And no, that won't be the title of this mod.

So far, the guaranteed races are the Federation, the Klingons and the Romulans.




Dontai

I want to be like Revenge

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25th January 2006

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#7 12 years ago

Why bother saying any thing at all, all your idea are sound and possible. Im just happy this massing ships is gone, their no strategy in it.The technology, ships & station, weapon and code are out their. They just need strong leader to bring them togethor.




DarkEnergy

a basin of water

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12th April 2006

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#8 12 years ago

.. if its resolution and textue of models are up-to-date.

less big numbers of ships, more strategy and development - sonds great for me.

to bring the A2 gameplay and legacy together should be well possible. go for it!!

name idea:

LAST (Legacy Armada StarTrek) PROJECT - that has some ultimate twang in it, hasnt it? :-)




The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#9 12 years ago

Granted LAST sounds cool, I think it'd make people think it was the last mod for Armada! I know that sounds stupid, but some people really do take things on face value.

As for model details, we're going all-out. We're using a lot of material from BC and some high-tier Armada models. Considering there will be no more than 80 ships at one time (thinking is at the max a player can only have 10 ships and obviously, 8x10, but the better tactical players will never need 10 ships) which is equivalent to a decent force in Armada 2 of just one player, lag should not be an issue due to systems.

On the development side, we're going to have a small amount of resources to put more emphasis on the combat. Whilst it's being collected, actual management won't likely be necessary, unless freighters come under attack.

Piece of advice:

When playing this, take advantage of the field. It will be your greatest ally, more so then an actual player-ally could be. Couple this with the tactical roles ships play and you should be a master at a map. Of course,we'll have some more open-space maps, but the aim is for more and more to be a bristling environment which you can interact with.

Oh, yeah, we're also keeping transporters. Think what you will of it, but just remember that the officer limits can be breached without editing the game to allow you to have more.




DarkEnergy

a basin of water

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12th April 2006

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#10 12 years ago

j7, sure, the possible missunderstanding is what i like about the name :)

but there is an easy solution to that: make the mod so good that there is no more need for another (hehe).




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