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 The ships, battles and weapons thread 
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Klingon Honor Guard
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Like in armada where theres transporters and u can capture ships if ur crew can defeat there crew when shields are down after there transportered over?

Sounds nice but as jig said it probably be too much work, at least for initial release.


19 Sep 2005, 13:32
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you would almost have to put a program like armada into birth, might give our poor programmer a huge headache


Last edited by zahadoom on 25 Oct 2005, 16:27, edited 1 time in total.



29 Sep 2005, 20:34
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Matress_of_evil wrote:
Oh...err...yes, SonOfMogh, I was on about a game. I didn't think that someone would be confused by my posts, but I understand now how you were confused.

Basically, Starfleet Command is a Star trek game, set around the time of Kirk and the Organians.

The game is really boring, until you get into the fighting part of the game. That is when it gets good.

There is a massive range of weapons: -
Phaser types 3 - A weak defensive weapon and is red in colour.

Phaser G - A gattling phaser which can take out seeking weapons easily, since it fires up to four times with one charge. It is purple in colour, and has the same offensive strength as a phaser 3.

Phaser 2 - An offensive/defensive weapon, that is more powerful than a Phaser 3, and has a much greater range. It is orange in colour.

Phaser 1 - An offensive weapon, and is the most powerful of ship-based phasers. It is yellow in colour, and also has the highest range of the ship-based phasers.

Phaser 4 - An offensive weapon, that can only be used on stations (Unless you mod the game) It has the highest range, and causes the most damage of the phasers. A single hit from a phaser 4 at point blank range can do the same amount of damage as 3 phaser one hits. It is white in colour.

Photons - obvious.

Hellbore - A weapon that wraps itself around the entire ship, causing damage to all six of the shield arcs. Because of the way it is designed, the most damage will be incurred by the weakest shield.

Plasmas - A seeking weapon, that can cause huge amounts of damage. They have a limited range however, and quickly lose power, over distance. There are six types of plasma, ranging from violet fighter-based plasma, to defensive ship-based plasma-I's, weak ship-based green plasma-F, yellow plasma-G's, Orange plasma-S, and the purely destructive red plasma-R.

Disruptor - obvious.

Plasmatic pulsar device (PPD) - A beam 'seeks' out an enemy ship, and once a lock-on has occurred (Which may not occur) three waves of destructive energy travel to the target. This energy spread out along the three shields that it hits (Or two, depending on where it hits) causing damage equivalent to a photon, per wave.

Fusion beams - A blast of charged hydrogen gas is emitted at close range to a target, which then ignites. They do damage equivalent to an overloaded photon at point blank range. These weapons have a suicide overload setting, which allows you to completely overload the weapon, causing damage equivalent to a plasma, but the weapon is obviously destroyed in the process.

Expanding sphere generator (ESG) - This weapon is highly unusual, since it is both offensive and defensive. A sphere of destructuve energy surrounds the ship, destroying all seeking weapons, before they impact with the ship. It can also be used to 'ram' an enemy during a close flyby. This weapon has an unusual reaction with the Hellbore, and if a Hellbore come into contact with a working ESG, the ESG generators take severe damage - even if shields are up.

Missiles - obvious.

The pics of ships that I have made for the unusual ships thread have been made by using the print screen button, whilst I am in the tactical screen of Starfleet Command 2, if you want to know.


Just want to point out one thing about the game.
It has the option of playing a campaign in the game, however if you go into the game files and delete the first campaign mission (usualy peace in our times mission), then the game dosent actully use the campaign missions, just the other missions (scout, deep space encounter, fleet action, base assault, shipyard assalt, planet assalt, homeworld assalt, base defence, planet defence, homeworld defence, shipyard defence, and so on.
Basicly it turns the once set campaign game into an open ended galactic war. (This is for Star Fleet Command I and II, not for BOTF, btw)


16 Oct 2005, 03:09
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SonOfMogh wrote:
For a game involving battles with no more that about 20 ships, disabling weapons works fine. Obviously it's way way too much for a turn based game. Just pray we get a reducing torpedo stock... :(


Matress, if there are no 'friendly' aliens, you'll run out of fuel and eventually die, simple as that. Just hopw if it ever happens there are some. I didn't understand your point about needing the Ocampa to refuel before you can go anywhere, if your ship has a full tank when you arrive then you'll be able to go a fair distance before running out.



Idea on that....say you have a ship, say like voyager and your stranded on the other side of the galaxy and find some planet systems, but no inhabitited ones, why not have the ability to scrap that ship at a system (a habitable one), and make a low grade coloney by sacrificing the ship. This colony would not be as good as one made by a colony ship, maybe only having 1 single farm/food building made, and having a fraction of the population a colony ship has. Given time the "weak" colony could grow to be stronger (it would just start off very weak), and posibly even grow strong enough (with enough time) to build a ship yard and eventuly new ships.

As a point on that, there was a ds9 episode where the defiant crew went 200 years into the past and the defiant crashed into a planet. I think there was 47 survivors, and in 200 years time they grew to something like 7,000 on the planet.

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16 Oct 2005, 03:25
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DS9: Children of Time, 48 survivors, 8,000 colonists, in 200 years.
You judge if it's worth the trouble...


16 Oct 2005, 11:32
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So a Galaxy class ship with 1,014 crew could at the rate could end up with a colony of 168,000 people after 200 years...that's a lot of people, but in BOTF terms, that isn't even one population block! 8O

Still, if the numbers could be adjusted to avoid me and the other nerds nit-picking it to death...it might be a cool idea! :lol:

...

Tielee, i'd forgotten about that post I made. I didn't know you could remove the files like that without causing problems - thanks for the tip! :D

Of course, I know how to add files... :twisted: :lol:

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16 Oct 2005, 20:04
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Matress_of_evil wrote:
So a Galaxy class ship with 1,014 crew could at the rate could end up with a colony of 168,000 people after 200 years...that's a lot of people, but in BOTF terms, that isn't even one population block! 8O

That's pretty much the point :roll: Still, even though it'd be even more people than you wrote Matress, just not sure it's worth the trouble.

Matress_of_evil wrote:
Still, if the numbers could be adjusted to avoid me and the other nerds nit-picking it to death...it might be a cool idea! :lol:

I just keep wondering how long it would take Jig to post one of his famous "no" or "this isn't going to happen" here :lol:


16 Oct 2005, 20:13
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My maths is terrible, I tried to work it out on a calculator, and that number was my second try!

My first estimate was 149,000! :oops:

Well, it's been 5 minutes so far...won't be long til one of the devs appears... :lol:

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16 Oct 2005, 20:17
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Calculus isn't exactly one of my stronger points either, but it really doesn't matter. That colony couldn't do squat of labour. Scr*w them. If they weren't smart enough to find/steal/produce a batch deuterium, then they ceurtainly aren't smart enough to survive on my prospective colony site :P

EDIT: Tik-tak tik-tak :lol:


16 Oct 2005, 20:29
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1000 people? in 200 years?

Depends how a sucesfull colony they start and how much children they have. It can easily be a million in 200 years...

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16 Oct 2005, 22:42
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is this anything at all to do with ships or battles? it seems to be more of a random than anything.

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16 Oct 2005, 23:46
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Um...<Thinking...thinking...>

Two ships battled in deep space, the surviving crew land on a planet and create a colony...

THAT'S how it relates to this thread...Image :lol:

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17 Oct 2005, 13:38
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survivors would be picked up as pow or by their own side, i was refering to the ds9 story line were it went back in time and thus a colonie was formed. and just for being clever, this is`nt going to happen :lol: happy now cvn :lol:

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17 Oct 2005, 15:15
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jigalypuff wrote:
and just for being clever, this is`nt going to happen :lol: happy now cvn :lol:

Happy I wasn't the clever one :lol:

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18 Oct 2005, 19:44
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I wasn't the one that posted that either... :shifty:

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19 Oct 2005, 12:55
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i liked the idea, but yes its not workable


25 Oct 2005, 16:32
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I havnt gotten to any ship to ship combat yet. I found the dominion and the cardasians but no ships. where do i need to go to look at combat?


25 Mar 2007, 22:16
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Uh...you do realise this thread hasn't been posted in for about 2 years, don't you mburrell?

Meh, don't worry about it. We like resurrecting old threads if new ideas come along. I'm not really sure what you're asking though. :oops:

We don't have any games with a working combat system yet - we're looking at an absolute minimum of a year before such systems can be considered.

However, Dafedz gave a LOT of thought to balancing and stuff in the past, and created a set of stats and a combat system which most of the games will be losely following. You can find the database Here.

The database contains a lot more information than just combat though - minor races, structures, concepts...just lick on the links on the left of the page for the other info.

Some of the info (Such as some of the structure images etc) is a little outdated so take the information with a tiny pinch of salt. :wink:

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26 Mar 2007, 15:37
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I just got a reply for supremecy that it might be a bit for ship to ship combat. Just was one of my favorite parts of BoTF 1. It is looking really great!


26 Mar 2007, 16:14
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Just a thought to throw out there... i hated in BoTF 1 the lack of camera control durring combat, think that it might be possible to give a better camera placement system in newer versions? Not exactly sure how difficult that would be, as I said just a thougt.


26 Mar 2007, 16:16
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Better camera control is definitely something I'm planning to implement. At the very least, I hope to have a sort of "free camera" control.

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26 Mar 2007, 16:17
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thanx that would be great! The only other thing I have thought of is better targeting commands. i.e. in BOTF if you said to target "command class" it would target all command class no matter the strength. But if you had some good destroyer class ships going at 2 dreadnaught class and a few weak light crusiers, you really want to take the dreadnaughts out first. but your ships would fire at all of them, just slightly weakening the shields of the dreadnaughts. Just another thought.


26 Mar 2007, 16:21
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well in botf there was the single ship command which pretty much allowed you for targetting one particuliar ship out of the enemy's group as well.

might wanna try that out. ;)


26 Mar 2007, 16:26
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I do know about that but, it became a problem when it was to be a large fleet combat, some thing like 18 command class with 27 fast attack taking on 10 command, 20 fast attack, and 8 strike crusiers. trying to give each individual ship a command became a pain.


26 Mar 2007, 16:28
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yeah :)


26 Mar 2007, 16:35
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would be fun in there was a command to board enemy ship to capture them,also it would be better if ship would not blow in one attack,i dont know if you see what i mean but in the first klingon and romulan fleet were just too powerfull cause they had the first attack and usualy it was enought to destroy every ship in a single attack,

maybey it would be better to have it in real time,you know like a small Armada version,


08 Nov 2007, 19:27
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Eek...old thread here, Cange! Some of the guys that have posted above aren't even on the forums anymore... :cry:

Capturing ships might be fun, but I seriously doubt it will make it into Supremacy. BOTF1 combat was about killing ships, not taking control of them. I imagine that a capture option would be dificult to implement and balance too. The combat is many months - if not years - away though, so we can worry about that later.

As for the ships being too powerful, that's purely a balance issue. Obviously if you've got the entire Klingon fleet against a tiny little Oberth, then you're in trouble. But if a Sovereign is getting beaten by a single B'rel, then methinks the captain needs to be fired. :lol:

...As for having the combat in real time, yes it would be cool, but again it wouldn't be like BOTF anymore. The game is turn-based afterall, and this allows for more strategy. Still, combat is a long ways off...be patient, we'll be able to discuss these things when we get closer to actually thinking about the combat system.

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09 Nov 2007, 02:12
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I think turn based would allow for more strategic combat.
Boarding an enemy vessel is intriguing but how would you go about doing something like this when you've got 2 large oposing fleets? I suppose it could be done and is an interesting idea, dont know how difficult it would be to impliment though?

Keep the ideas coming guys!

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19 Dec 2007, 16:39
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This isn't a tactical space combat game, it's a turn-based strategy game that happens to have a tactical combat component. It's not sensible to try to make the combat engine into SFC. First, you'll often have so many ships that micro-managing at that level would take a lot of time that could be spent playing the strategic part of the game. Secondly, other players who aren't engaged in combat might be sitting and staring at their screen while you're having fun fuxing around with your transporters :-P.

That said, I'm still open to ideas about weapons and such.

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19 Dec 2007, 17:31
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Boooo :P

The problem with the turn-based strategy element for combat is that there rarely ever is any actual 'Strategy', just click and wait, click and wait, while the AI does something god awful and that nice fleet of your gets vaporized :), well thats how BOTF worked anyway :D.

Regards Wolfe

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19 Dec 2007, 19:07
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