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Some of my Armada II mod ideas. Enjoy!! I cooked up these ideas myself. I don't know how to mod, I just came up with these ideas myself, leaving it to the people who know HOW to mod. Bording party: This button would be next to the attack button. Attack makes the ship fire weapons until the ship or station blows up. "Bording party" makes a ship attack, then the instant the ship or station's shields are down ALL firing on the ship HALTS (including your other buddies near you, they stop firing too, and they could turn to other enemy ships in the mean time) . The shields go down and then crew members are beamed over to the attacked ship to take it over. Using the old attack button then stopping when the shields are down to transport also allows the ship and your other buddies flying near to (without user intervention) resume firing while transporting and thus destroy he ship and making the process useless. Transporter realism: In Star Trek movies/TV series, a ship needs to drop shields before they can transport. This mod could be a button that disables shields. The transport button would be grayed out before the shields button is pressed. The range must be extended greatly too. Self destruct: ALL ships/stations in the game have the self destruct option added. And a ship/station can be made to self destruct even if there is zero crew alive on board. Like Khan's ship blowing up after he was dead. The destruction radius should be doubled. The time should be added 1.5x original and more powerful, its antimatter exploding after all! And the fire ball could be made deep red. The audio clip could be a mechanical countdown. 3-2-1 BOOOOOOM!!!! Better disassemble: When a ship is set to disassemble, it just falls apart and disappears in space. Where did all that material go? And who disassembled it? This mod could be like a reverse of building with the construction ship. The construction ship would have a "disassemble station" button and when pressed and then the station is clicked on, the ship fly up and the worker bees fly around the station and the normal disassemble process is completed. Tractor beam: All ships have the tractor beam. AND the tractor beam can grab ships with engines intact, AND enemy ships. Star base: Can make the little Venture Class ship. Venture Class: should be beefed up with better shields, but to make it no more powerful then the Defient class ship. Galaxy/Nebula: Both the Galaxy and Nebula class ships should be given the Corbamite weapon. Sovereign: Sovereign class ships should be changed, to be the same strength and weapons as the Enterprise Hero ship. It is after all the same star ship class for gods sake! Stock audio effect are not changed. Warp construction ships: All constructions ships should beable to go to warp speed. They have warp nacells on them, god! Farengi: They are changed in the files to be enemy to all species regardless of the mission or multiplayer. Allows live ships in range to automatically fight back when these greedy little bastards sneak in and steal a disabled ship. If none of their Starfleet buddies are in range to fight these assholes then they get to keep their prize. Warp core damage: In Star Trek, in battle; when a ship gets hit and their warp drive is "hit" and damaged badly, the ship can explode even with all other systems somewhat intact. So in the game when the "engines" meter drops to 0% the ship blows up. Wearing out: In the game if the ship is able to limp back to space dock it can be fixed to brand new shape. Again and again and again. This is unrealistic. Any mechanical thing like a tool, car, aircraft, or whatever, can only be used, abused, fixed and used again only so many times. In The Search for Spock, it is implied that Enterprise was too old, saw too much battle action was repaired and rebuilt too many times, it was time to scrap it and build something new. So a ship or station can only have so many "repair chances", until it can't be brought back to optimum. In the game if a ship is repaired totally at a space dock five times, whatever shape it leaves in is the best its going to be. After that units sixth return to the dock all beaten up, all the dock can do is recrew it, and that’s it. It no longer self-heals or can be fixed with the dock. If its sensors are shot to shit, that’s how it stays. All the hull damage remains after the sixth time. It must be decommissioned and a new ship built. |
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All hero ships are tougher than the normal ones, mostly because keeping them alive is an objective in every mission they are in, and having them die easily would just be annoying. But yes, it's doable. Quote:
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On the other hand, a 15 minute old Sovereign that's seen a few battles is a bit of a different matter as it's a production design, and they probably have spare parts lying around. The clincher is really that this can't be done in the game though. =p |
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Re: Some of my Armada II mod ideas. Enjoy!! It doesn't, and the engines would need to be offline. That said, if your going tractoring around an enemy ship then your going to want the weapons off-line as well. Even if he doesn't now, he will after he'd tried it the first time. Even if your towing an insignificant little ship like a destroyer with functional weapons then the damage adds up very quickly. What can I say, back in the day when A2 was played online lots some maps required you to pass close to black holes, where the engine disabler suddenly became a highly lethal weapon against anything, even a TFC with shield remodulation. If you got your timing right. When you got it slightly wrong and only get most of a fleet and needed to do a clean sweep against remaining things like the Romulan Shadow class ships then marine ships with relatively acceptable shields and a tractor beam become pretty deadly, especially as all you need to do is sit at the edge of the tractor range, hit the tractor beam for that initial grab and pull towards the ship and then turn it off as the ship goes sailing into the gravity well to outraged shrieks. But yes, you'd need a separate weapon to take care of weapons in the first place, so you could create a special that disables the engines and weapons if nothing else. |
Re: Some of my Armada II mod ideas. Enjoy!! There was a special weapon I encountered somewhere a while back which tractored any ship you wanted. But it was held in place because the beam was a modified Borg holding beam. As Freyr points out, even with that beam if you don't disable the systems and take out the crew it's just not going to work. And I love that trick. Steamrunners in the right place at the right time FTW. |
Re: Some of my Armada II mod ideas. Enjoy!! You do realize that modified blackholes can be used to simulate the surface of planets and asteroides and lots of other things you don't want to crash into or lose engines around. |
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Re: Some of my Armada II mod ideas. Enjoy!! I'll say what many hate to hear, perhaps Fleet Ops might end up coding it in the future. I have only recently seriously looked into the mod myself as a modding platform and it's worth it. While I am not a fan of the base mod and it;s game-play I like it's potential as a modding platform and I wouldn't be surprised down the road that some like what is quoted above could make an appearance in their mod. |
Re: Some of my Armada II mod ideas. Enjoy!! In FO it would be possible to code it, but it would need a lot of work... A way would be to attach the repair order to a replaceweapon. Once the repair is complete, the ship ODF would be replaced with a new one which contains lower HP for the ship and the subsystems. But for that you would need a lot of ship ODF. You still can't replace ODF values and keeping the ODF at the same time. |
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