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[Mod] Yesteryears Updates

Majestic

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Hello:
Even if basic lightmaps, it is very awesome to be able to start seeing your stations ingame :) . I look forward to see more updates for this mod! :excited: .

Also ; you made a huge list of pic of your ships some posts ago :shock: .

Keep it up!

Thank you Chile, if I can get this station completed this afternoon I may have an update with a new station that I haven't posted before shown maybe even with some in-game screenshots. We'll see how it goes. I am like, over 50% done with the texture, probably closer to 75%. I am really trying to get these stations textured and in-game as soon as I can as I really want to release a beta for players and get some input.
 

Majestic

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As promised here is the latest completed station, I also think one of the two hardest designs to get right. This design was actually not how I envisioned the Yesteryears Refinery for the Federation but I do think it's more fitting compared to all of my original ideas.

It shares a similar design to the sensor station and is a bit of a kitbash from it. But from the in-universe point of view to me it makes sense. Why design a totally new design lineage for something as rudimentary as a mining facility? Re-using design elements from another rudimentary station to cut design and production costs is the best way to go. I also think these stations (refinery and sensor) have been around a long time, probably dating back to the 2220's and have been refitted with new technology over the decades, mainly refurbished interiors and updated computer technology.

Refinery.jpg
Also some in-game images of her, with bad basic Majestic lightmaps. :lol2:

FOScreenShot_140327_175722.png FOScreenShot_140327_175705.png FOScreenShot_140327_175713.png

Now to look at doing those 3 research stations.
 

Majestic

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Due to attachment limits I will post another post.

Tonight I decided to finish some work on the ships. With some feedback from Jetfreak I went through and lightened up my impulse engines for my models, I did it via the template so any later expansion models I can match the impulse engines too without too much difficulty.

Well here is the fleet now.

FOScreenShot_140327_213317.png FOScreenShot_140327_213622.png FOScreenShot_140327_213636.png FOScreenShot_140327_213647.png
FOScreenShot_140327_213657.png FOScreenShot_140327_213710.png FOScreenShot_140327_213611.png FOScreenShot_140327_213559.png
FOScreenShot_140327_213328.png FOScreenShot_140327_213343.png FOScreenShot_140327_213358.png FOScreenShot_140327_213415.png
FOScreenShot_140327_213425.png FOScreenShot_140327_213439.png FOScreenShot_140327_213504.png FOScreenShot_140327_213541.png

Also here is the other edits Jetfreak sent me. A lot of work on both parts to get this to work and in the end I feel it's well worth it, templates all are to date on these two designs. I must say the edits really improve the look of the models 10 fold.

FOScreenShot_140327_213807.png FOScreenShot_140327_213819.png FOScreenShot_140327_213849.png FOScreenShot_140327_213836.png
 

Rifraf

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More great stuff Majestic. Keeps getting better. I have been thinking about this for a sub mod of the Upgrade Project down the road, but when you are doing the stats for all your odf's maybe you can use the idea? I got to thinking why do shipyards have crew? Or shields for that matter? It's essentially a metal gantry in space and even though the workbee's come in and out to deliver parts and people float around welding parts together and what not the shipyard itself is just a framework. There's really no one or the room inside to man it. And shields, being just a metal gantry with lights, there isn't really much of a power source. Certainly not enough of one to power a shield matrix so they wouldn't have much health to them.

I really liked your idea you talked about many posts back of having weapon platforms manned. At least back in the beginning of Star Fleet that makes sense to me and is a good game mechanic. I guess my idea above is an opposite view for shipyards, but I have been thinking about it lately. Would certainly make you protect your shipyards even more than normal since they are weak and easily destroyed.
 

Chiletrek

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Hello:
Ohh wow, I love that refinery station!:excited:. I like how it keeps the Federation feel and that how that station's core areas are similar to other stations, so that means it can be easier for Starfleet to mass-produce them and to quickly and easily modifiy any of them to make them fill any role.

Keep it up!
 

kjc733

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Hello:
Ohh wow, I love that refinery station!:excited:. I like how it keeps the Federation feel and that how that station's core areas are similar to other stations, so that means it can be easier for Starfleet to mass-produce them and to quickly and easily modifiy any of them to make them fill any role.

Keep it up!

What 'e said ^. That is a very nice refinery. :thumbsup:
 

Majestic

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Hello:
Ohh wow, I love that refinery station!:excited:. I like how it keeps the Federation feel and that how that station's core areas are similar to other stations, so that means it can be easier for Starfleet to mass-produce them and to quickly and easily modifiy any of them to make them fill any role.

Keep it up!

What 'e said ^. That is a very nice refinery. :thumbsup:

Thank you both I am glad you like it. :)

More great stuff Majestic. Keeps getting better. I have been thinking about this for a sub mod of the Upgrade Project down the road, but when you are doing the stats for all your odf's maybe you can use the idea? I got to thinking why do shipyards have crew? Or shields for that matter? It's essentially a metal gantry in space and even though the workbee's come in and out to deliver parts and people float around welding parts together and what not the shipyard itself is just a framework. There's really no one or the room inside to man it. And shields, being just a metal gantry with lights, there isn't really much of a power source. Certainly not enough of one to power a shield matrix so they wouldn't have much health to them.

I really liked your idea you talked about many posts back of having weapon platforms manned. At least back in the beginning of Star Fleet that makes sense to me and is a good game mechanic. I guess my idea above is an opposite view for shipyards, but I have been thinking about it lately. Would certainly make you protect your shipyards even more than normal since they are weak and easily destroyed.

Well the shipyards in Yesteryears do have room for crew, in fact if you go back a bit you'll see the whole top layer has windows and such. Basically it's living quarters for the work crew so they don't have to be shuttled to and from the station on a daily run. I also had the idea that administration, design and planning offices etc would be up there. The shipyard in many ways is it's own starbase albeit unarmed and a poor substitute for that role. I do know the repair yard that is a Federation unique station currently is rather weak but also rather cheap and easily to build. The idea for the Federation is that they are fast expansionists but the fray back is their refinery and repair yard, key to their expansion methods aren't very strong when compared to other races.

I do have the sensor station manned, it's a gameplay element Syf and I wanted in the original Yesteryears. I always thought it would be a good and maybe sometimes a frustrating tactic when you can take over an enemy sensor lookout station and use it against them. While the Federation turrets will probably be unmanned I am thinking some of the other races may have their turrets manned as their computer automation technology isn't as advanced as the Federation's.
 

Majestic

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Bad news everyone.

After about 8 hours trying to get the mapping on the research stations right, I have failed. Some parts for some reason I just can't get right and so for the time being I have decided to leave them and forget about them. This will unfortunately push back the beta release until such time as I can figure out why they aren't mapping right. I really wish there was a program that would map models right and not made me do all the hard work to avoid texture stretch. Mapping a station usually takes me longer than making and texturing the darn thing.

So until I get back to that, I will have to work on something else.
 

Cborg1700

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It's usually a good Idea to take a couple of steps back. Even if it means working on something else. I do that all the time. Usually when yo u get back to a project your mind is fresh and able to function clearly allowing you to complete it, even sometimes coming up with new ideas of doing stuff. No worries :)
 

Majestic

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It's usually a good Idea to take a couple of steps back. Even if it means working on something else. I do that all the time. Usually when yo u get back to a project your mind is fresh and able to function clearly allowing you to complete it, even sometimes coming up with new ideas of doing stuff. No worries :)

Thanks mate, it's exactly what I did. :thumbsup:

Hear me warriors, it's a glorious day for the Klingon Empire, today with the help of our new Federation allies the shipyards at Qo'Nos are once again in production and we have produced our first combat cruiser since that dreadful day when Praxis exploded. Today marks a new day for the Empire where we once again show our enemies we will not cower from combat, we will not silent fall into the dark, we are Klingon and we will face any who dare challenge us. Qa'Pla'.

That's right I have started worth on the Empire and today I have completed the first Klingon vessel. I present you the mainstream Klingon heavy cruiser, the K't'inga class. It's around 99% complete at least, might do some more work on the bridges and nacelles not sure yet, but it's complete enough for me to post it here on MSFC.

Ktinga.jpg

And some in-game shots via the map editor.

FOScreenShot_140401_223119.png FOScreenShot_140401_223109.png FOScreenShot_140401_223128.png FOScreenShot_140401_223139.png FOScreenShot_140401_223154.png FOScreenShot_140401_223218.png FOScreenShot_140401_223228.png FOScreenShot_140401_223246.png

The model is about 30% mine. I got permission from WickedZombie to use this and several other designs model by him, thus saving myself a lot of time with modeling and some cases mapping. I rebuilt part of the neck, totally rebuild the nacelles and rebuilt the pod side parts on the top of the ship. I'll be doing more Klingon ships over the next couple of weeks before the MSFC revamp.
 

Jetfreak

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"Guess who's coming to dinner."

Sorry I had to say that LOL, but dang, that is a pleasant surprise Majestic. I'm guessing we'll be seeing more of the Klingon fleet soon. :thumbsup:
 

Rifraf

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Awesome work. Love it. "We're bound to run into the Klingons. And they don't exactly like you."
 

kjc733

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That is one very nice battlecruiser :thumbsup:
 

Majestic

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Originally the texturing on this was a bit different. It had a more grey hull and the green patterns weren't there it was all red and brown but I decided it was too much and so I added the green to break it up a bit.

This one took me more time, simply because it was the first ship for the faction, they always take longer (as much as 3 to 4 times) as I have no templates and have to build the textures from scratch.

Also I would like some input here. Looking through the various sources on the internet I have found no solid proof either way to say weather the K't'inga is a refit of the D7 or a new class. In fact I have found articles and discussions that basically have these three options:

  1. The K't'inga is a refit of the D7 (Klolode) much like the Constitution Refit was a refit of the Constitution
  2. The K't'inga is just the D7 with a make over for TMP movie and they are the exact same class and ship
  3. The K't'inga is a entirely new class (D8) and just uses the same configuration as the D7.


I have always assumed that the K't'tinga was a refit but this information has me wondering. What do you all think?


"Guess who's coming to dinner."

Sorry I had to say that LOL, but dang, that is a pleasant surprise Majestic. I'm guessing we'll be seeing more of the Klingon fleet soon. :thumbsup:

I was actually going to name the Klingon release that, just such an awesome quote thank you Commander Chekov. :lol2:

Yes I plan on doing some more Klingon ships over the next couple of weeks. I have quite a few models that just need some mesh tweaks and then texturing. They are after all my favourite TMP canon faction, so I have for quite sometime had a drive to work on them. I haven't forgotten about those Fed stations, just taking a break. I'll probably get back to them in May. :thumbsup:

Awesome work. Love it. "We're bound to run into the Klingons. And they don't exactly like you."

That is one very nice battlecruiser :thumbsup:

Thanks guys, she is the mainline Klingon heavy cruiser, equal to the Constitution, well more offensive but the Constitution has the better shields. When I post images of these (Klingon ships) I think I will do a compassion shot with the Federation equivalent. Just for scale and so you can see where in the fleet the ship belongs.
 

CABAL

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I'm not sure what I think of the red windows, but other than that the ship is fantastic. A darker shade of red for the windows might be good; the current ones are brighter than what I associate with Klingon ships, which all seem dimly lit.
 

Majestic

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I'm not sure what I think of the red windows, but other than that the ship is fantastic. A darker shade of red for the windows might be good; the current ones are brighter than what I associate with Klingon ships, which all seem dimly lit.

Thanks Cabal I might tone down the windows in brightness, looking at them now they are a tad bright I think.

I did red as Klingon interiors are red and so the glow out of the windows would be the same colour, plus it adds something distinctive and unique to them which I like.
 

CABAL

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I figured that was probably what you were going for. To me, the problem is that you used a bright red, like your username, while Klingon ships are usually lit in a darker red, like burgundy.
 

Majestic

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I figured that was probably what you were going for. To me, the problem is that you used a bright red, like your username, while Klingon ships are usually lit in a darker red, like burgundy.

I did a quick 5 min adjustment. Is it still too bright?

FOScreenShot_140402_173656.png
 

Knight

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Im a little late to the party. Im blaming having had to replace my laptop. And then finally getting into STO.
that said, these are looking great Maj. Klingons are always fun. And personally I always thought the k'tinga was a refit as well
 

Jetfreak

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The new windows look a whole lot better now. I was also a bit surprised by them initially. I personally would have made them yellow/white but the red color just gives off something sinister you know? I like it!

Also, I always believed that the K'tinga was a refit of the old D7. It always seemed like a no-brainer to me. The other theories, while interesting are fundamentally fanbait drivel. :p
 

Terradyhne

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nice K'tinga Maj only thing that i don't like is the glow to the back of the nacelle, looks more like a TOS feature than a TMP-era one but thats only my opinion. I like the K'tinga as a D-8, as the Klolode is the D-7 :angel:
 

CABAL

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I like that version more. Good work.:thumbsup:
 

kjc733

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I think I preferred the first one, guess you can't please everyone all the time :lol2: (You need a shrugging smilie)

And the refit story gets my vote. It's also what was stated in the book Rules of Engagement - which I know doesn't mean anything in the grand scheme of things but it's one of my old favourite Trek stories.
 

Atlantis

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It's non-canon, admittedly, but the 'The Motion Picture' novel depicts the K'tinga as being a brand new class. Following the same lines as the D7 (why move away from what you know works?), but allowing for improvements in technology across the board, more than a refit would practicably allow.

Sure, the Feds refitted the Enterprise, but it took 2 years. The Klingons could've (IMO) built a K'tinga in less time than that, and still had the D7 around too.

Oh, and ps: Looking good, Maj! I like it.
I always saw the lighting as having a [bslight[/b] brown tint to it, and less saturation, maybe.
 

Majestic

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The new windows look a whole lot better now. I was also a bit surprised by them initially. I personally would have made them yellow/white but the red color just gives off something sinister you know? I like it!

Also, I always believed that the K'tinga was a refit of the old D7. It always seemed like a no-brainer to me. The other theories, while interesting are fundamentally fanbait drivel. :p

Thanks mate, Sinister is the look I am after. While there is a peace treaty by the time Yesteryears starts, it's fragile and many Federation officers still look at the Klingons as the bad guys. I wanted to invoke this feeling through the Klingon models, we all know the Klingons aren't bad, just having different values to the Federation but the peace is fragile and could break at any moment.

nice K'tinga Maj only thing that i don't like is the glow to the back of the nacelle, looks more like a TOS feature than a TMP-era one but thats only my opinion. I like the K'tinga as a D-8, as the Klolode is the D-7 :angel:

I wanted to be different, something I have always aimed to do with my work, hence the warp end glows. I think it adds something different to the Klingons (along with the lights). Like how I had the different deflectors and unique nacelles for each hull size for the Federation.

I'm also leaning towards calling it the D8 myself.

I like that version more. Good work.:thumbsup:

Thank you for the help, I always like to get my first ship right as it saves time. Easier to adjust the first than to go through the entire fleet afterwards adjusting lights etc. I had to do that with the Federation ships as I made the windows too big initially. :lol:

I think I preferred the first one, guess you can't please everyone all the time :lol2: (You need a shrugging smilie)

And the refit story gets my vote. It's also what was stated in the book Rules of Engagement - which I know doesn't mean anything in the grand scheme of things but it's one of my old favourite Trek stories.

No one can never make everyone happy. I could always at a later date do a texture option to allow people to pick and choose what they prefer. :D

It's non-canon, admittedly, but the 'The Motion Picture' novel depicts the K'tinga as being a brand new class. Following the same lines as the D7 (why move away from what you know works?), but allowing for improvements in technology across the board, more than a refit would practicably allow.

Sure, the Feds refitted the Enterprise, but it took 2 years. The Klingons could've (IMO) built a K'tinga in less time than that, and still had the D7 around too.

Oh, and ps: Looking good, Maj! I like it.
I always saw the lighting as having a [bslight[/b] brown tint to it, and less saturation, maybe.

Yes it makes more sense as while the Empire does refit their ships way beyond the hull life expectancy, it's usually interior/technology/weapon upgrades and never usually anything visual.

Either way I wouldn't be including the Klolode (D7) if I go the D8 route. I have the fleet listing mostly sorted. So while I do prefer the idea of it being a D8, it would then leave the D7 out while having a D6/D4 design and that really doesn't make sense. So I might just end up going the D7 refit route just for consistency. But keep the opinions and suggestions coming, I haven't made any decisions yet in that regard.

I will probably mess around with the windows a little more and see what I can do. Though I think they are pretty close atm, but it never hurts to fiddle with them a little more and see what I can come up with.

Hopefully today I can get the build sections done on the ship I am working on and then be able to start the texturing process. Would love for the K'tinga to have company. :lol:
 

kjc733

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Of course there's always the route that says both. There are some trains of thought that say that after the original Constitutions were refit they built new batches to the "refit" standard. So you could say that the suitable D7s were refit (as some wouldn't be worth doing) and seeing as how good the design was the klinks built a whole new batch of them. It may even allow you to have a D7 (refit) and D8 (new build) that way.

For a real world equivalent look at the RAF Chinook fleet (Mk1 -> Mk2 -> Mk4) or the US AH-64 fleet (AH-64A -> AH-64D Block I -> Block II -> Block III), in both cases you have a platform that's stripped down and rebuilt to a new standard (and with the US Apaches some new Block IIs and Block IIIs as well, whilst the new build RAF Chinooks are Mk6s).
 

CABAL

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Another fictional example would be Halo's Spartan-IV super soldiers. Surviving Is, IIs, and IIIs were 'upgraded' to IVs and all new Spartans are IVs to begin with.
 

Majestic

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Thanks guys, I guess I have sometime before I have to worry about it. I'll certainly come up with some excuse of why I choose a over b when the Klingons are released. Either way "It will be glorious!" :lol2:

Well no new ship just yet. If I am lucky I should have one in the next couple of days at most. I am kind of working on a few things at once atm, I have one ship about 60% done in texturing, I am partially rebuilding another and got 2 designs that I am modeling. So plenty to do atm for the Klingons. My aim is to work on them up until the revamp later this month and then after I work on the revamp I'll return to finishing up the Federation stations and get a release for them up on MSFC. So expect a beta for the Federation sometime around June or there abouts.

I am also thinking of changing the Command Cruiser classification to tactical cruiser. Basically the command cruiser was/is a large cruiser that fits in between the heavy cruisers and battlecruiser that is more of a support role than a full on combat ship (if you want a full on combat ship there are other alternatives). However if one was to command a fleet, a battlecruiser, dreadnaught or battleship would be what an Admiral would most likely choose. The command cruiser is closer to a heavy cruiser in power.

Also looking at the Klingons and support isn't so much their style and so a command cruiser for them (which is one of the models I am rebuilding) doesn't quite feel right. I have also considered beefing them up as why pump huge resources (more than a heavy cruiser) into a large support cruiser? The smaller cruisers already fill this role to a certain extend (certainly the Miranda sub-classes do) and so I was thinking of making the command/tactical cruiser a sort of hybrid. They would have a special feature (hopefully automatic) that would aid the fleet but also be strong enough in combat to be useful as a combat ship and able to hold their own.

For the Excalibur I was thinking something like repair shuttles (basically fighters with no weapons but repair beams) who would fly around and heal all the allies in need of repair. The Excalibur after all has that huge hangar deck at the back of the ship. The shuttles would be slow to repair so not to trip the balance of power into the Federation's favour. For the Klingon I was thinking of some sort of AOE torpedo improvement (weather this is possible in FO or not I am not sure) that basically decreases reload times or something for all allies within a certain radius. Failing that a torpedo barrage, lots of torpedoes for so many seconds that would be good for taking out those pesky turrets. That feature would be button so players can time when they want to reign destruction down upon their enemies.

Ideas, thoughts and suggestions most welcome. :D
 

kjc733

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If only I had time to think about this right now!!!
(Just thinking out loud here - sorry if I'm stating the obvious)

A Command Ship has specialised functionality that provides superior command and control abilities to the guy (or gal) in charge. These facilities can take up a significant amount of room and resources, which in turn can have an adverse impact on the capabilities of the host vessel (especially if it is a retrofitted capability). This means that the Command Ship either has to be bigger (to include the specialist features as well as normal features) or a trade of is imposed and the ship is actually less capable than its comparable sister classes.

So a dedicated Command Cruiser could be less capable (offensively anyway) than a normal cruiser, think of it as a science ship in some respects. A Command Cruiser should have good defensive capability and should have enough features to make it something to defend and useful, for example a superior sensor range than may be expected.

I'd also suggest (if things like this were possible) actual command based "specials", e.g. telling all ships to "Fire Now," or "Fire on my target" or "Pick random targets" or "Formate on Me" - actually making the Command Ship part of the command interface (and thus really giving incentive to protect it!). I'm not brilliantly familiar with FlOps capabilities... guess I'll have to install it and give it another whirl at some point.

Now as for changing the role to something else... I've forgotten what the classes and roles are, can you (re)post them please so I can get a wider appreciation for how a new cruiser type could fit? (Or point at the relevant post.)
I do like the idea of the repair shuttles though.
 

Majestic

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If only I had time to think about this right now!!!
(Just thinking out loud here - sorry if I'm stating the obvious)

A Command Ship has specialised functionality that provides superior command and control abilities to the guy (or gal) in charge. These facilities can take up a significant amount of room and resources, which in turn can have an adverse impact on the capabilities of the host vessel (especially if it is a retrofitted capability). This means that the Command Ship either has to be bigger (to include the specialist features as well as normal features) or a trade of is imposed and the ship is actually less capable than its comparable sister classes.

So a dedicated Command Cruiser could be less capable (offensively anyway) than a normal cruiser, think of it as a science ship in some respects. A Command Cruiser should have good defensive capability and should have enough features to make it something to defend and useful, for example a superior sensor range than may be expected.

I'd also suggest (if things like this were possible) actual command based "specials", e.g. telling all ships to "Fire Now," or "Fire on my target" or "Pick random targets" or "Formate on Me" - actually making the Command Ship part of the command interface (and thus really giving incentive to protect it!). I'm not brilliantly familiar with FlOps capabilities... guess I'll have to install it and give it another whirl at some point.

Unfortunately I don't think many of those ideas are possible in fleet ops. It does just work on an dll expanded version of the A2 engine. They have only been able to do what they have done thanks to exploits in the original Armada 2 engine and exe.

Still I have thought of such ideas as sensor blocking (originally in the A2-YY it was to be a simple sensor jammer ship) and a beefed up version of the stock frigate.

Now as for changing the role to something else... I've forgotten what the classes and roles are, can you (re)post them please so I can get a wider appreciation for how a new cruiser type could fit? (Or point at the relevant post.)
I do like the idea of the repair shuttles though.

Sure mate, here is a list and description of the fleet set-up.

[fieldset=Fleet listing]
(SC) Scout
Basic long-range scouting vessel. Used to explore unexplored space and observe enemy actions. Only equipped with basic shielding and energy weapons. Scouts have long range sensors, allowing for extended line of sight. Often scouts are re-purposed science ships or destroyers/frigates.

(FF) Frigate
Basic starting unit combat ship. Only combat ship buildable at the start of the game. Frigates are small ships built on a destroyer frame but not as capable as destroyer. They are often either a old destroyer or a purposely build unit such as a prototype destroyer class that has been supplanted by more capable designs. Best utilised in early game as a spam unit for early raiding.

(DD) Destroyer
Destroyers come in various configurations, most factions utilise at least 3 destroyer class vessels. Designed as early front line combat ships and later support/escort vessels for cruisers. Specialised destroyers are also present within particular faction fleets. Included are heavy destroyers that focus on damage and AWAC destroyers designed for extended sensor range for example.

(CL) Cruiser
Medium sized vessels, the cruisers have multiple purposed depending on faction and design, larger and more capable than destroyers, Some destroyers have multiple variants designed for different duties. Included is an AWAC's cruiser to supplant the destroyer of a similar purpose, combat cruiser, troop vessel, assault craft (such as fighter carrier). Most cruisers fill in the support role often supporting the larger heavy cruisers.

(CA) Heavy Cruiser
Main fighting vessel in late game. The heavy cruisers make up the bulk of a players fleet. Usually quite well at offense and defense, depending on the faction.

(CC) Command Cruiser
Support cruiser, the command cruiser is usually an experimental design, often build for fleet support and give a bonus to nearby ally units. Different factions have different uses for the command cruiser. Depending on a factions ideals, it could be a passive repair ability, an increase in offensive capabilities or a full support role and not ideally suited for combat. Often considered to the battlecruiser what the support cruisers are to the heavy cruisers.

(BC) Battlecruiser
An unscaled heavy cruiser, the battlecruiser is stronger than any heavy cruiser. More expensive too.

(DN) Dreadnaught
Designed as a weapon of war, best way to describe a dreadnaught is a starbase killer. Dreadnaughts are purely designed to inflect damage. While slow and powerful they are not as durable as a battleship. Often best used in siege groups.

(BB) Battleship
Well rounded heavy combat unit. While the dreadnaught focuses on plain damage even at it's own expense, the battleship is more equal in it's offensive and defensive values. Considered a flagship of any taskforce, the battleship is almost as strong as a starbase and many have called them starbase with nacelles. Very few are in operation by any government due to how expensive they cost to build and operate.[/fieldset]
 
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