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SonOfMogh
Lieutenant Commander
Joined: 20 Sep 2004, 01:00 Posts: 690 Location: UK
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I mentioned in the thread about the Federation starting ships that I felt that perhaps more care could be taken to ensure than ships which are buildable in the same era appear related and have features in common. What the game needs is a consistent progression of technology as time passes, and care taken to ensure that no starship makes it's debut too early or too late. For years I've had an idea in mind of what the perfect Federation shiplist would be, as a topic of discussion I'll present it in this thread. I do realise that there is already a shiplist in place which may or may not be modified, and this is more of a conversation starter than a proposal to throw at the staff. Firstly, thought needs to be given to which ships actually are related, I beleive the Fed ships can be split into roughly 6 or 7 eras; ENTERPRISE TOS MOVIES PRE-TNG TNG POST TNG The other thing to bear in mind is how many of each ship you would ideally like to see built. The Excelsior, Miranda etc should be built in high quantities, the Soyuz, Niagra, Ambassador should be built in lower quantities- this reflects how the fleets were generally composed on the shows. Even though in this game the current setup allows you to build a design of the previous generation, despite a newer model being available, I don't believe people generally will. I'd say you'll always build your best option, and if you need a cheap alternative you'll build a lesser ship type from the current era, ( for example, if you can build Excelsiors and Mirandas, you'll never build a TOS Constitution because if you want a cheaper ship you'll just build a Miranda. How long a ship is "top dog" in it's category before being replaced will determine how many are built to some extent. Anyway, here is my list; TECH 1 CRUISER 1- NX CLASS DESTROYER 1 - ICARUS CLASS SCOUT 1- NEPTUNE CLASS (triangle ship) TECH 2 SURVEYOR 1- DAEDALUS CLASS TECH 3 CRUISER 2- CONSTITUTION CLASS DESTROYER 2- SALADIN CLASS SCOUT 2- HERMES CLASS (I know these two look alike, any suggestions?) TECH 4 SURVEYOR 2- OBERTH CLASS TECH 5 CRUISER 3- CONSTITUTION REFIT DESTROYER 3- MIRANDA CLASS SCOUT 3- SOYUZ CLASS TECH 6 HEAVY CRUISER 1- EXCELSIOR CLASS CRUISER 4- CONSTELLATION CLASS SCOUT 4- CENTAUR CLASS TECH 7 EXPLORER 1- AMBASSADOR CLASS TECH 8 HEAVY CRUISER 2- NIAGRA CLASS CRUISER 5- EXCELSIOR REFIT TECH 9 EXPLORER 2- GALAXY CLASS HEAVY CRUISER 3- NEBULA CLASS DESTROYER 4- NEW ORLEANS CLASS SCOUT 5- FREEDOM CLASS TECH 10 CRUISER 6- INTREPID CLASS SURVEYOR 3- NOVA CLASS ESCORT 1- DEFIANT CLASS TECH 11 EXPLORER 3- SOVEREIGN CLASS HEAVY CRUISER 4- AKIRA CLASS DESTROYER 5- STEAMRUNNER CLASS SCOUT 6- SABRE CLASS TECH 12 PROMETHEUS CLASS If we ignore the issue of being able to build obsolete ships, then at all tech levels your list of buildable ships will be appropriate to the era, for example, TECH 1 BUILD LIST NX, ICARUS, NEPTUNE TECH 6 BUILD LIST EXCELSIOR, CONSTELLATION, MIRANDA, CENTAUR, OBERTH TECH 10 BUILD LIST GALAXY, NEBULA, INTREPID, NEW ORLEANS, FREEDOM, NOVA, DEFIANT The only thing I don't like is the Excelsior maybe overstays it's welcome slightly... It is the current cruiser besides the Galaxy and Nebula which to be fair is pretty idiotic, but with the absence of another canon cruiser it could be worse. Thought on this? If something like it was implemented it would require I think 2 new ship models, however it cleans up the ship list massively, in my opinion at least. The thing people may be thrown by is the fact I've done away with the Heavy Destroyer type. It seems that the amount of buildable ships gets unnecessarily large later in the game with it included. This means the Constellation becomes a cruiser which replaces the Connie refit, this makes sense to me as starfleet classed this as an ollllllld ship type by the time the Excelsior was out there, I guess the Constellation was probably just as capable but a bit cheaper and more basic, allowing the Excelsior to take on the lead ship role. On a similar note the Excelsior steps down from the Heavy Cruiser role around the time the Niagra can be built. I could have had it as a cruiser from day 1 but I like the Excelsior being the biggest and baddest for a while. I also wanted it to coexist with the Connie refit and later the Constellation before being downgraded in status. Certain ships get replaced only a tech level after being launched, this is to reflect the very limited numbers of certain ships we see in the shows, bear in mind getting through a whole tech level cn take a while, and a fair few would be built in that time, also bear in mind this doesn't account for half tech levels, so in reality the ships which get replaced after 1 tech level would most likely last closer to 2 levels due to some of the tech fields being different.
_________________ Who says there's never a Klingon around when you need one.
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30 May 2010, 14:04 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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One thing is clear to me. We can not build six or seven designs of ships for each ship type we intend to us. It is too much work. We will never be able to do it. It is too much to download if we could. The types of ships would have to be cut or the time line reduced.
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30 May 2010, 15:03 |
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SonOfMogh
Lieutenant Commander
Joined: 20 Sep 2004, 01:00 Posts: 690 Location: UK
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Kenneth_of_Borg wrote: One thing is clear to me. We can not build six or seven designs of ships for each ship type we intend to us. It is too much work. We will never be able to do it. It is too much to download if we could. The types of ships would have to be cut or the time line reduced. Hmmm... Obviously this is pretty much the same list as in the current Supremacy build, just reshuffled slightly, so what you're saying is the entire list of ships needs a rethink. Personally, I think if that is the case the first thing to do is to look at whether some minors can share ship classes, secondly, do ther other majors need so many classes, since 90% of the other major race ships are non canon anyway, third, we could start in the TOS era and skip Enterprise....? Dunno. This is sad if true.
_________________ Who says there's never a Klingon around when you need one.
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30 May 2010, 15:12 |
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SonOfMogh
Lieutenant Commander
Joined: 20 Sep 2004, 01:00 Posts: 690 Location: UK
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Apologies for double post, but I was just thinking it might be worth thinking of whether the other races ship lists need to mirror the Federation's as closely as they currently do. For example the Klingons get a Cruiser, Destroyer, Scout etc same as the Feds... But in reality the Klingons have a Bird of Prey type, which is stronger and meaner than a Scout but performs a lot of scout- like functions. In many ways it is more like a destroyer, and the Klingons have never really used destroyer types on the shows.
Example of what I'm thinking;
Federation
Cruiser- Good shields, good weapons, fast, decent scanners, some science- EXPENSIVE Destroyer- Good shields, good weapons, decent speed, average scanners, no science- CHEAPER Scout- Average shields, poor weapons, fast, outstanding scanners, some science- CHEAPER
Klingons
Battlecruiser- Good shields, good weapons, fast, decent scanners, some science- EXPENSIVE Bird of Prey- Poor shields, good weapons, fast, average scanners, no science- VERY CHEAP
That way the Klingon fleet is a lot less like that of the Federation. They don't really have a Scout but also don't really have a Destroyer, the BoP is a completely different ship type which means the Klingons will play very differently.
This has the added benefit of cutting back the number of models needed.
_________________ Who says there's never a Klingon around when you need one.
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30 May 2010, 15:33 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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Given that we intend to rebuild the models at some point reworking the list is, at this time, acceptable to me. Once we start building though only minor changes would be doable. Once built we would not want to go back. The Federation has the most bloated list of ships of all the races. Cutting the number of ship types, ( scout, heavy destroyer, cruiser) would allow for some more room in the number of ship designs, (Daedalus, Constitution, Freedom.) Keep in mind that Mike's next update is base on the shiplist as published. Any changes now will have to go past him.
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30 May 2010, 15:54 |
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SonOfMogh
Lieutenant Commander
Joined: 20 Sep 2004, 01:00 Posts: 690 Location: UK
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Well as I said initially, this was only really intended to demonstrate how I would organise this shiplists. I'm aware that the current list is not likely to change at least in the short term. As the game will have a high level of moddability I think it is safe to say that we can all edit things to match our preferences anyway.
Personally I'd hate to lose any of the Fed ships and would prefer the other majors to reuse certain models, (eg the Klingons have a new Battlecruiser to replace the old one but exactly the same external design), but that's just me.
_________________ Who says there's never a Klingon around when you need one.
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30 May 2010, 16:13 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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As you say you prefer SOM, there are actually some models that get recycled but get new textures with each incarnation - such as the Klingon Scouts (B'rel) the Klingon Battlecruisers (K'tinga's), and virtually all colony ships. As there seems to be some confusion over the ship types/classes, here are some of Dafedz's definitions of the ship classes. This is something else that people can choose to argue over if they so wish, for example, some of the descriptions are very Federation-oriented, but I just thought people that haven't seen them yet might find them interesting. They're all spoiler-tagged to prevent thread creep. I know i'm known for uber-posting but since i'm just copying-and-pasting here... Note: Dafedz has taken some liberties with the descriptions, so i've hilighted in red anything that is now incorrect or unlikely to make it into the game, or in yellow anything that I am unsure of, or...are comments that hint at features that haven't yet been announced. BREAKDOWN of TYPES/CLASSES - BOTF to SUPREMACY COMPARISON Dafedz's Database wrote: In BoTF you had the following ship types, which were unique to their form and identity in the game, and how they behave (of course there were different sub-types, such as 'Raiders' and 'Escorts', but these were all beneath the umbrella of the Destroyer category) - COLONY SHIP
- TROOP TRANSPORT
- SCIENCE SHIP/SCOUT
- DESTROYER/FAST ATTACK
- CRUISER/WARSHIP
- STRIKE CRUISER
- COMMAND SHIP
- OUTPOST
- STARBASE
This is the proposal now for the available types in BotF2 - COLONY SHIP
- CONSTRUCTION SHIP
- TRANSPORT
- HOSPITAL SHIP
- SURVEYOR/SCIENCE
- SCOUT
- DESTROYER/FAST ATTACK
- CRUISER/WARSHIP
- COMMAND SHIP
- DEPOT/OUTPOST
- STARBASE
- SPACEDOCK
STARSHIP ROLES AND THEIR KEY ABILITIES SURVEYOR Dafedz's Database wrote: The role of a Surveyor is that of a science/research vessel. Its whose primary deployment is the exploration and charting of new and unknown territories and star systems. Although other ship types such as various Cruisers and Explorers (the Galaxy Class being a prime example) can carry out these duties, a Surveyor is designed specially for planetary and stellar surveying, armed with only standard weaponry. Purpose / Special Abilities: - Gaining Research points through scanning and studying objects (see below for more)
- Is a prerequisite for the terraforming of worlds in tandem with Colony ships and Transports.
CONSTRUCTION SHIP (new to the list) Dafedz's Database wrote: It will be this type of ship whose primary responsibility it is to establish and build space stations and various other space-borne installations - starbases, science stations, and possibly Surplus depots etc. Can be used in conjunction with Transports for more rapid assembly. Purpose / Special Abilities: - The construction of space-borne installations and facilities.
SCOUT (new to the list) Dafedz's Database wrote: This designation is attributed to some of the smaller cruisers whose task it is to scout and patrol the borders and sensitive regions for fleet movements and the military activity of rival powers. Such an example would be the Neutral Zones, DMZ's, and the general outlying perimeters of local space. Scouts can be specifically deployed to these regions from nearby Outposts and Starbases - and operate best alone. Scouts are so designated because their power consumption is not geared to weapons or shields (it is not a strong combat performer), but to Scan Power most critically, as well as Range and Fuel Economy. These are the Scouts main strengths, and sets it apart from other fleet deployment as a unique, but important component. Moving ahead of the fleet for early warning the Scout is master, and when regrouping with the fleet for combat scenarios they have the extra capability of discerning ship strengths and Orders (like the Surveyor in Botf 1). Purpose / Special Abilities: - Scan Power (in which field the Scout is expert) is not Sensor Range. Range signifies the outer limits a scan can reach, ie. how far the sensors can see; whilst Scan Power signifies the accuracy and resolution of such scans - which is the premium ability of a Scout, enabling them to cut through the effects of sensor jammers and identify the precise make up and location of enemy fleets.
- Scouts are expensive and quite high in maintenance. They are not designed for combat, for they do not have great weapons or shields, but they do have excellent manoeuvrability in combat, and are best suited to an Evade order. On Scouting missions they operate best roaming alone in their stealth operations on the frontiers.
- The other key attribute of a Scout is its Raiding ability, which is the highest in the game, exceeding that of Destroyers. Able to scan and monitor enemy shipping lanes, it can quickly seize trade-route trafficking and their credits, effectively halting productivity in a system.
- Scouts will have their own separate Orders list in combat, much like the old Strike Cruiser, which will give you another assault and attack option.
HOSPITAL SHIP Dafedz's Database wrote: These vessels are considered starships in themselves, and have specific mission parameters. They are commonly deployed behind the front lines of various conflicts, wars and disaster zones. They often have simple, yet functional designs, with medium armaments and crews ranging from 100 to 250, a large proportion of which are Doctors, Nurses, triage medics and many other medical technicians and specialists, which would either be called upon for relief efforts during wartime, or any number of medical emergencies and sudden outbreaks in the innermost systems and right out to the most distant colonies. Each empire has the ability to control 'Population Health' - aided by health centres and clinics that can be built in any (Native Member) system. These only come into action in times of crisis - when the system is attacked, incurring casualties, or when there is a global pandemic random event, or natural disaster. The Health Centres are able to control some of the damage to population figures by retaining the health levels system-wide. A standard Federation medical centre has a bonus of +25% Population Health. This means that if a system came under attack (say pop. 800), and the attacking force could unleash damage to reduce the population by a half in a single turn (400 pop), the Health Centre can ensure that instead of 400 remaining, 600 will in fact survive the assault (+25% of the original 800). Now Hospital ships have a default Population Health bonus that hovers around the 20% mark. They have the ability to supply and furnish Health Centres with personnel and equipment, and in such a crisis as the one just cited, in a system that has a Health centre in place, a potential of +45% population control can be in effect. Purpose / Special Abilities: - Offers up to 20% Pop. Health per system - meaning that 1 Hospital Ship in a single system or 50 makes no difference, the 20% remains the same.
- All ships (except Colony ships) have some level of Population Health capability - but it works the same as Hospital ships in respects to numbers. 1 Cruiser or 50 Cruisers have the same percentage output in a single system (this has to be in effect really, because if the percentages were accumulative, it would be possible in some systems to prevent any population loss at all). Note that after a few turns of persistent bombardment, a degradation of the medical infrastructure on the surface will be observed, therefore reducing further Health Care effectiveness - ie hospital and health facilities destroyed, doctors killed etc.
- With random event disasters, such as seismic activities and asteroid strikes etc, a warning will be given some turns before, stating that a potential disaster has been detected (Only if you have a scanner in the system! The more advanced the scanner the earlier the warning) This gives you time to race to the location (if you're in time) with a hospital ship and relief force to anticipate it.
- In systems where there is a Hospital ship as well as a mixture of starship types and a disaster strikes, command of the operation is passed over to the Hospital ship, and its Population Health bonus is activated. The percentage bonuses of the other ship types become redundant.
Note: with the last comment above, the bonus received will always be the bonus of the single best ship in the system - which invariably is a Hospital ship, assuming one is actually in the system. TRANSPORTS Dafedz's Database wrote: These are the common frequenters of the shipping lanes throughout regional as well as frontier space, moving both personnel, and supplies. They have a diverse and versatile designation, with swappable load-pods, as they are designed to operate as Freighter, Cargo ship, Utility Vessel and Troop Carrier alike. They also carry huge Replicator foundries for the rapid production of building materials and supplies for large-scale building projects - assisting Construction Ships and speeding up the process. Purpose / Special Abilities: - To make exploration and expansion a little more thought-provoking and meticulous, I suggest that a taskforce of four vessels are required for terraforming and colonization. Four ships= 1). Colony Ship, for the personnel and the colonists themselves. 2) A Surveyor / Science vessel to carry out the planetary survey and terraforming. 3). A Construction Ship for the shipping of additional structures/equipment. 4). A Transport to deliver hardware, food and general goods necessary to get the colony on its feet.
- To deliver armed ground troops for Invasion.
- A secondary (optional) addition to Construction ships, for the delivery of materials and engineers etc for the rapid construction of bases and stations.
- Note - All Klingon Transports are armed, but only Transport III's of the other empires are combat-capable.
FRIGATE / DESTROYER Dafedz's Database wrote: In Naval tradition, a Frigate used to be a class of ship that was smaller than a 3 decked ship, but still capable of considerable firepower. From this we can determine Starfleet's angle of assigning this designation to what in essence are 'Destroyer-types', (smaller than the capital cruisers) but with a large arsenal for defensive purposes. Another old Naval term, the 'Destroyer', is here used by Starfleet as not precisely a warship, but a vessel capable of launching a heavy assault in combat situations. Normally Destroyers, being larger than Frigates, would be used for common exploration duty amongst other things. But during combat encounters with multi-ship taskforces, they would come into their own. Destroyer units would be assigned to launch 'fast attacks', flanking the larger Cruisers and laying down cover fire. Purpose / Special Abilities: - Fleet support - the workhorse of the fleet. Destroyers will in essence out-perform Frigates, which are smaller, and cheaper.
- Ships of this type are relatively cost-effective, very fast and manoeuvrable in combat (ideal for Harrying manoeuvres).
- These are the best ships for Intercept missions - whereby a taskforce can pre-emptively intercept enemy intruders from surrounding sectors (effectiveness is reliant on crew experience, like Raid)
- Heavy Destroyers are even more advanced and more heavily defended than regular Frigates and Destroyers, and they have enhanced Intercept capabilities. But they are generally available later in the game than standard Destroyers and have higher build and maintenance costs. They are essentially the ultimate evolution of the Destroyer type.
CRUISER Dafedz's Database wrote: Cruisers are primarily built for high speed with great cruising range. But the precise capabilities vary, for example, some Starfleet cruisers can have mission specs that allow for enhanced exploration, research or reconnaissance capabilities. Purpose / Special Abilities: - They are the backbone of the fleet. They are between Destroyers and Explorers in capabilities and strengths. Most of an empire's fleet will consist of cruisers in varying forms.
- Cruisers are multi-role vessels, with good range. They perform well in all areas, even Science and Medical, yet they do not excel in any one particular area.
HEAVY CRUISER Dafedz's Database wrote: A Heavy Cruiser is so named due to its size and armament. This again goes back to Naval designations, with 'Heavy Cruisers' having 'heavy' guns. Purpose / Special Abilities: - Their roles are the the same as that of the Heavy Cruisers of BoTF1 - basically advanced and powerful warships. They are superior to the regular Cruisers beneath them. (basically they are Cruisers just with more of the bad-ass ray guns stuck on 'em).
- The Prometheus Tactical Cruiser is technically classed as a heavy cruiser type, but is mega-powerful (and expensive)
EXPLORER Dafedz's Database wrote: Explorers are the biggest, strongest and most advanced starships in the fleet. These huge, all-powerful, all-purpose starships are designed for long-range missions of exploration and defence. Indeed, so much so, that these super-cruisers were built to accommodate entire families. One could even look upon an Explorer as a floating city-ship. As well as the exploration mission, these ships are also the most heavily armed, they could even be viewed as being Dreadnoughts (advanced Battleships, although these being the now politically incorrect terms). Having to delegate potentially difficult and hazardous missions the most advanced tactical and defensive countermeasures have been employed on these vessels. And during times of war, the Explorers would be on the front line. Also, they usually have the most experienced crews, with excellent captains with proven tack-records, thus they excel in the command and strategic management of fleet operations. Purpose / Special Abilities: - Explorers are in the Command Cruisers category from BoTF1, and as such provide the spearhead leadership of a fleet strike against enemy forces (this can be attained by adjusting the fleet strength with a modifier to boost general endurance and perhaps weapons accuracy in an exchange).
- Explorers have the best Science Ability rating after specialist Surveyors. However, due to their larger crews and generally newer technology, the physical science capability of Explorers may in practice exceed that of Surveyors.
- The presence of an Explorer in virtually any scenario guarantees increased stability, control and accuracy over accompanying fleet deployments. Also experience ratings come into play.
- It will probably be implemented that Explorers participating in a bombardment / invasion will increase the effectiveness and accuracy in targeting the specific (pre-set) surface structures.
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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30 May 2010, 19:53 |
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ZDarby
Lieutenant Junior Grade
Joined: 22 Nov 2004, 01:00 Posts: 201 Location: Nor Cal
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It seems to me, in that all the branches of the tech tree are quickly and easily modable, the priority is playability. I would be very happy to download a release-version with only as many in-game ships as the original BotF1.0 --modifying from there, either with my own or someone elses mods. (Hell! I'll even reinstall windows to play it! That's really saying something!) As long as it's playable *as is* and (again) easily modable in its entirety, I thing this will be universally true.
As to the specifics outlined here-in... I could argue with them but I would also enjoy playing such a game. And I have to agree that too many ships in the list will certainly make the game less likely to come out in a timely fashion. So, again, a small shiplist, such as the one prescribed above --as much as I disagree with it from a trek canon aspect-- is DEFINITELY the way to go from a practical point of view.
My ha'penny's worth of thought.
_________________ No. I'm not back.
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03 Jun 2010, 23:41 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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There were some broken tags in my post above. It reads correctly now.
With Dafedz's database, one class of ship is left out, although they are alluded to in one of the comments that I hilighted in yellow - freighters. Freighters were going to be a part of any station construction by carrying the necessary raw materials. Due to the simplicity arguments though, we're almost certainly going to drop this idea, so you should be pleased by that, ZDarby.
Also note the roles of the stations aren't defined above, although they will do everything you would expect.
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."
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04 Jun 2010, 10:54 |
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