I guess the biggest tweak I'd like to see is levels for capital ships. There is argument for this, because on several TNG episodes it was mentioned that Geordi LaForge had tinkered to get Enterprise to do things that were above and beyond the original system specs. Likewise, on Voyager, there were plenty other enhancements that went beyond Voyager's system specs, like the command protocol for the doctor, or a number of other items. This could be simulated in a more comprehensive setup for levels for capital ships, as well as a more comprehensive set of abilities for various ships.
That said, I've been tinkering around with the Federation files to give everyone an example of what I mean. (I don't know Klingon ships very well, but I'm sure you guys could figure it out). I changed some supply issues, and corrected prices for these ships to what I thought they should be. (no offense, but they seemed very low!)
Keep in mind, on any mod I've done, I use the retail release entity files as a baseline - a point of reference. For the most part, I think the retail is fairly balanced....anywho...here's what I came up with;
NOTE: YOU HAVE TO SCROLL THIS HORIZONTALLY>>>> SORRY!
Class |
credits |
metal |
crystal |
slotCount |
BuildTime |
MaxHullPoints (start) |
MaxHullPoints(per lvl) |
MaxShieldPoints(start) |
MaxShieldPoints(per lvl) |
HullRestoreRate(start) |
HullRestoreRate(per lvl) |
ShieldRestoreRate(start) |
ShieldRestoreRate(per lvl) |
ArmorPointsFromXP(start) |
ArmorPoints (per lvl) |
MaxMitigation(start) |
MaxMitigation(per lvl) |
MaxAntimatter (start) |
Antimatter (per lvl) |
AntimatterRestore (start) |
AntimatterREstore(per lvl) |
Ambassador |
2000 |
200 |
175 |
25 |
75 |
1900 |
20 |
6000 |
400 |
1 |
0.09 |
1 |
0.1 |
3 |
0.32 |
0.65 |
0.01111 |
235 |
20 |
0.75 |
0.08 |
Nebula |
2500 |
300 |
200 |
30 |
90 |
2000 |
50 |
8000 |
400 |
1 |
0.09 |
2 |
0.15 |
4 |
0.38 |
0.65 |
0.01111 |
270 |
35 |
0.85 |
0.09 |
Galaxy |
2750 |
350 |
225 |
30 |
100 |
2100 |
45 |
10000 |
400 |
1.5 |
0.1 |
3 |
0.18 |
4 |
0.38 |
0.65 |
0.01111 |
280 |
45 |
1 |
0.15 |
Defiant |
3000 |
400 |
250 |
40 |
120 |
1600 |
40 |
9000 |
200 |
1.5 |
0.1 |
2 |
0.2 |
4.5 |
0.4 |
0.65 |
0.01111 |
265 |
30 |
0.9 |
0.1 |
Sovereign |
3500 |
425 |
275 |
50 |
150 |
2000 |
50 |
9500 |
400 |
1.5 |
0.1 |
2 |
0.2 |
4.5 |
0.4 |
0.65 |
0.01111 |
270 |
40 |
0.95 |
0.1 |
As you can see, I've tweaked pretty much everything down the line. Since pretty much every ship is research based (not sure I agree with that decision) I emphasized that the Ambassador class (I think that's mispelled - not sure) is the basic cap ship. Tech wasn't that great, so regen rates, mitigation, etc....they are all very "plain"...aka vanilla, but as you research other ships, they become more resilient, and even have different attributes. For example, the galaxy's shields regenerate faster, has a larger anti-matter pool, and the anti-matter regenerates faster.
Some things I'd like to see for abilities (you could rename them for immersion purposes, but effects would be similar;
- animosity/taunt for sovereign - simulates the fact that most enemiese would "gun for" it, being the premier warship it is - and the biggest threat.
- Shield Regenerate for Sovereign & Galaxy - you could reduce shield restoration and replace that with this ability...same idea (and might put some depth into your cap ships)
- Missile barrage/missile swarm for nebula - this would be feasible...it does seem the nebula loves its missiles!
- Speed boost for defiant - C'mon...it strafes. Speed is pretty important.
Well...that's about all the ideas I have had thus far, but I think they aren't bad ones....but I'd love to see more depth into the cap ships. 