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Mixed Tech and Your Ideas

If you were forced to ally with a race in Sigma, which would you choose?

  • Zevestivan

    Votes: 1 25.0%
  • V.R.A.

    Votes: 0 0.0%
  • Sov

    Votes: 2 50.0%
  • Mylocks

    Votes: 1 25.0%
  • Ekoset

    Votes: 0 0.0%
  • Other

    Votes: 0 0.0%

  • Total voters
    4

Undying_Nephalim

Orange and Blue is too epic for you.
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The next Fleet Ops patch has at last arrived, and with it a slew of new content (including a whopping 6 and 1/2 new ships!). That means that a Sigma update patch is just around the corner to make it compatible with the latest version of FO. More then that though, a load of new content will come with the next Sigma patch too.

One of the new features I've held off on is mixed tech. Started in FO, mixed tech is an important aspect of team based games, where players of two different races are able share technology and build special ships outfitted with such (if you are not on a team however, you can capture an enemy constructor in FO and extract it's goodie tech). In Sigma a similar feature will implemented as well.

Rather then building a dedicated yard however, each race will adopt their alien ally's tech differently. In the case of the Zevestivan and Ekoset, the Zevestivan can build embassies where technology is traded between the two races. The Zevestivan player can choose from a slew of Ekoset tech including their unique shields and powerful solar beams. If for instance you acquire the Solar Beam tech from the Ekoset, you can then refit certain Zevestivan ships with said beam and turn them into a laser-death-dealing machine of doom:

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Other then this though, I've purposely held off coming up with mixed tech ideas because I'd like the community to have a chance to influence this mod with their ideas. So with that said, feel free to come up with mixed tech ideas. Don't be afraid to get creative: They don't all have to be ships. Mixed Tech could include various passive upgrades, special weapons, anything the mind can come up with. :excited:
 

Terra_Inc

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Let's see.

I love the way the Mylocks spam their pulses, that would definitely make an awesome mixtech upgrade. Not necessary grant everyone their weapon technology, but increased fire rate & damage for pulse weapons could be a great mixtech feature. Maybe even add pulses for races that don't have them. What about Ekoset/Mylock mixtech ships with solar pulses? Now that would be awesome.

I also love the Ekoset sun collectors - why not use that as a mixtech feature? Could provide a nice boost to the war machine of any race. Of course they have no way of consuming solar energy, but maybe use it for something else instead.

Now to the other side of the mixtech. When I look at the VRA, it seems to be rather low-tech, having rockets and stuff where others have proper energy weapons. What about giving them mixtech units that use foreign weapon tech to enhance their own? As above, no direct weapon switching. Instead, let's say, give their rockets plasma warheads if mixteched with the Mylocks, and then have them being more effective against units of the type XYZwhatever. When mixteched with the Sov, give them EMP warheads. When mixteched with the Zevestivans, give them improved nuclear warheads or increase the rocket fire rate.

One point I'd like to underline: I find it hardly believable that the races would be giving their best tech to anyone allied with them. You know, after this war, who knows who's fighting against whom? For example, the Ekoset wouldn't give allies their highly evolved biotech, but their solar weapon tech. The same applies to stolen tech - I don't believe that scientists could understand any foreign advanced tech within a short time AND integrate it into their ships.

So here are some, I might add a few ideas later. :)
 
Last edited:

Majestic

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I agree with Terra, I'd like to see more system upgrades that don't use that species top class tech but rather some less advanced technology and perhaps some unit designs utilising these improvements rather that a updated odf model of an already existing design like what stock FO uses.
 

Undying_Nephalim

Orange and Blue is too epic for you.
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@Terra_Inc
I definitely like the idea of tech improving the performance of ships rather then just sticking big guns and things of that nature to the top of the hull. The Mylock pulse idea was a good example to use. I can picture allied races using their firing systems to improve reloading so that they can fire their normal weapons faster. An Ekoset ship with rapid fire pulses would be awesome and deadly.

I imagine I could think of some way the other races could tap into the solar energy the Ekoset use (not to get too far into techno-babble and my questionable physics, but the Ekoset actually harness energy from the ultraviolet radiation which is deadly to most biological life, so I imagine if the V.R.A. installed an absorber on their ships everyone would become Kentucky Fried Mammal in about 5 seconds)

I do also like the idea of the V.R.A. actually mixing weapon types with their own instead of replacing. Missiles loaded with plasma, rather then actual plasma torpedoes as you suggested. It definitely fits with the notion of "Mixed Tech" rather then "completely reverse engineering better alien technology to replace our own tech." Likewise the V.R.A. obviously have inferior weapons, but their ballistics do have the advantage of long artillery range because they are physical projectiles that don't need energy to maintain their velocity. I figure the more advance races could apply the principle and make artillery style weapons that the V.R.A. use if they become allied.

As for your underling point it is true that the races would never trade their best technology with each other. In the storyline they can barely translate each other's languages and are far too wrapped up in their mistrust and misunderstandings to even really go out of their way to peacefully trade tech in the first place. In the single player campaign there won't be any mixed tech at all, it's more so just a multiplayer component since players can ally with each other in multiplayer. It would make sense in a 2 v 2 that a given team would want to have the best possible combination of ships, and I imagine in that situation the allies would give each other their best resources to make the deadliest force.
 

Styer_Crisis

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Hey TUN if i have a random idea about any aspect of the mod in general, is this where i post it?
 

Styer_Crisis

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This probably would be the best place to post ideas at the moment. :yum:

Ok so pardoning crudity of it, this is the idea:

New Ekoset Vessel Named 'Mantis' or 'Hive' or somthering else thats fitting or cool.

What make the idea so special in my mind is that
1. the mantis would rely solely on special enegery for its primary weapon (matrix Solar canon)

2. It would be completely incapable on regenerating its enegery by itself

and 3. Finaly, it would gain its special enegry back by launching a special type of unarmed 'fighter' that collects raidiant solar enegry and transmit it to the vessel by means of an enegry giving weapon... these little fighters would resemble a single Hex solar cell aas seen on your lateset models.

The mantis itself would rely on range to do its bidding, as it would not be as durable as the onther vessels the ekoset can build. on top of that, the mantis would have a certain weakness to AOE weapons due to it relying on fragile collectors for power to fire.

this would be balenced by the fact the the matrix cannon would be rather strong, and once you acumulate enough fighters, it would fire really fast as well.

some short ranged anti interceptor weapons on the main ship could be a possibilty to, if it was to ineffecient.

Oh if technobabble is needed, you could say the designers forwent collectors on the actual ship to increse its range and speed. which is a switch from other ekoset ship designs.
 

Undying_Nephalim

Orange and Blue is too epic for you.
Joined
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Ok so pardoning crudity of it, this is the idea:

New Ekoset Vessel Named 'Mantis' or 'Hive' or somthering else thats fitting or cool.

What make the idea so special in my mind is that
1. the mantis would rely solely on special enegery for its primary weapon (matrix Solar canon)

2. It would be completely incapable on regenerating its enegery by itself

and 3. Finaly, it would gain its special enegry back by launching a special type of unarmed 'fighter' that collects raidiant solar enegry and transmit it to the vessel by means of an enegry giving weapon... these little fighters would resemble a single Hex solar cell aas seen on your lateset models.

The mantis itself would rely on range to do its bidding, as it would not be as durable as the onther vessels the ekoset can build. on top of that, the mantis would have a certain weakness to AOE weapons due to it relying on fragile collectors for power to fire.

this would be balenced by the fact the the matrix cannon would be rather strong, and once you acumulate enough fighters, it would fire really fast as well.

some short ranged anti interceptor weapons on the main ship could be a possibilty to, if it was to ineffecient.

Oh if technobabble is needed, you could say the designers forwent collectors on the actual ship to increse its range and speed. which is a switch from other ekoset ship designs.

I actually like this idea to be honest and will check to see if it's possible. I'm pretty sure it's possible since I have Sov Generators that recharge the special energy of stations nearby, so I basically take that principle and apply it to the collectors that follow the ship, which will probably use the fighter class label. The only thing I'm not sure if possible is putting a limit on how many can be built, since caps work in total rather then per ship. It will probably have to automatically generate the collectors like fighter craft until it hits a limit.
 

Styer_Crisis

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I actually like this idea to be honest and will check to see if it's possible. I'm pretty sure it's possible since I have Sov Generators that recharge the special energy of stations nearby, so I basically take that principle and apply it to the collectors that follow the ship, which will probably use the fighter class label. The only thing I'm not sure if possible is putting a limit on how many can be built, since caps work in total rather then per ship. It will probably have to automatically generate the collectors like fighter craft until it hits a limit.

In the replace weapon for the fighter weapon, you can put a concurentchilds = 5 (or so) i think.
It will stop the replaced ships at that level. might want to check that one with dominus tho.... as i have't messed with auto-launching fighters in a while.
 

USS_Excalibur

The Starfleet that's anything but human.
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So far I like the concept of mixed tech... but maybe there should be some serious strengths (such as weapons or certain systems that have great synergy) and some serious weaknesses (from compatibility problems with other technology). This would help make it more realistic with mixed tech especially since some races are very different compared to others. Some are plants while others are humanoids. Some breathe atmospheres toxic to others. And some might have power systems or computer OS that just don't work well with alien tech. Fleet Ops as limited as the mixed tech was it addressed it as if all the bugs were worked out once it got to the shipyards. But as we saw on DS9.... the cloaking was not perfect as the Defiant had an unusually large power signature for a ship its size. Who knows what problems Klingon and Romulan technology could have since they have completely different types of power systems? I think that leaving "glitches" in the ships or quirks that you have to work with would make it very realistic.
 

Undying_Nephalim

Orange and Blue is too epic for you.
Joined
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So far I like the concept of mixed tech... but maybe there should be some serious strengths (such as weapons or certain systems that have great synergy) and some serious weaknesses (from compatibility problems with other technology). This would help make it more realistic with mixed tech especially since some races are very different compared to others. Some are plants while others are humanoids. Some breathe atmospheres toxic to others. And some might have power systems or computer OS that just don't work well with alien tech. Fleet Ops as limited as the mixed tech was it addressed it as if all the bugs were worked out once it got to the shipyards. But as we saw on DS9.... the cloaking was not perfect as the Defiant had an unusually large power signature for a ship its size. Who knows what problems Klingon and Romulan technology could have since they have completely different types of power systems? I think that leaving "glitches" in the ships or quirks that you have to work with would make it very realistic.

I suppose I like the realism behind this idea. Some of the races mixing their technology would be the equivalent of taking a 1st century novel from Earth and trying to get Windows 7 to run on it. I suppose this is why the more advanced races take weaponry from the lesser races, since a good rock is a good rock, while the lesser races take systems from the more advanced races (the Sov using shields for example). I'll see what I can do.
 

Styer_Crisis

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He TUN, i was just wondering if you were going to expand upon the special weapon side of your mod as part of the next update you plan? Just asking, cuz it seems like your could really take research and unconventional weaponry to a level waaaaaaaaay above what stock employs. And i would love to see what you could come up with. =)
 
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