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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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I have a few more ideas. But I must say lets keep this discussion to Star Trek Armada II modding please. |
Re: Some of my Armada II mod ideas. Enjoy!! I have some more ideas, I cooked them all up this morning in every bit of ten minutes :P Undercover mode: This button when pressed then an enemy ship clicked on will allow your ship to change in aperence of that enemy ship, and the enemy fleet will see it as one of their own, but you still control it. I got this insperation from the Star Trek Enterprise episode where ther was a romulan ship that could look like Archer's Enterprise. Grey mode: A ship's systems can be powered down and hide in a nebula or near an asteroid belt. While the enemy skims by. When this button is pushed the the ships sensor footprint is zero. This can be a modification of the cloak odf, the ship looks pretty much the same but doesn't use the translucent effect. Power deversion: In countless episodes of Star Trek, the line "divert power from so and so to the such and such systems". In this mod, you have the option to divert power from say weapons to engines and get a big impulse boost. This can be a modification of the Vulcan research station files. When power is diverted from say engines to weapons, the scale for weapons goes to zero and the weapons blink to show it has more power. Lets get out of here: When you set your ship to self destruct, enemy ships that are near your unit sit there and fry. This is a mod to the computer AI so that when you set your ship to blow its lid, the enemy ships in range will stop what their doing and get away from your about to explode to a certain preset distance. Debris: When a ship or station explodes, debris is left behind. This debris might be salvagable by the Borg for their use in their recycle station. Overwarp: A ship can be made to travel faster then what it was designed. At a cost to the damage scale. So you need to get away fast or get somewhere and help your buddies, you hit this button and you get a sharp increase in speed, but your hull and engines take a 20% hit. I got insperation gor this mod from Sulu in The final frontier saying "fly her apart then!!!" Do this too many times and the engine scale will drop to zero and blow up, this I was inspired by the Enterprise episode where Tucker is asked how long they have to maintain max warp, he says: "As long as the captain wants it. Or until we blow up — whichever comes first". Borgified!: If your ship is taken over by an enemy borg ship and it is borgified, it turns green and has techno crap all over its hull. In this mod, if you retake your asimilated ship and recrew it with your guys, it doesn't magically go back to sweet clean Starfleet white or klingon red or whatever. It stays borgified, green and covered in borg shit. Just like the Enterprise in First Contact. In order to turn it back to its former state, it must be brought to a shipyard and a new button pressed to remove the borg junk, put a new coat of paint on and change all the light bulbs from green to white. You may or may not gain a borg special weapon after retaking one of your borgified ships. In Voyager, Seven of Nine and the borg covered USS Voyager in Borg tech. After the episode was done the crew decided to keep some of the borg parts intergrated into the engines or whatever because they worked better then the original starfleet ones. Relays or conduits or something. Combination code: In the Wrath of Khan, Kirk was able to forse Khan's shields on his ship to drop because Khan was on a Star fleet ship. In the game if any other race takes over your ship when you are playing the Starfleet race, you can fly up and hit this button that allows you to drop their shields. The catch is that this sometimes doesn't work, and works at random. This simulates the notion that the enemy changed the combination code like Spock said. I hope you like them! |
Re: Some of my Armada II mod ideas. Enjoy!! I recommend all these ideas you have that you send them to the FO team, with the programmers on their time they could make a lot of this a reality where in stock A2 some of these ideas just wouldn't work out. |
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