Star Trek: Armada III begins with the first stirrings of the Dominion War and allows players to take command of five unique factions, the United Federation of Planets, the Klingon Empire, the Romulan Star Empire, the Cardassian Union/Dominion Alliance, and the Borg Collective. Explore strange new worlds, seek out new life and new civilizations, and boldly go where no one has gone before.

Report RSS STA3 CTA Dev Diary 3

Today we look at a short feature about our changes to game play dynamics with Range and in addition we explain further below how we've changed capital ship levelling fundamentally...

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Range and Defence:

When changing something as dynamic as Range values in the game one has to go back to the drawing board so the devs gathered around a "virtual" table over Skype and came up with ideas, its safe to say we felt the range triangle had been broken and when we say triangle we mean the following conclusions that Fast Corvettes and Escorts > Artillery , Star bases > Corvettes/Escorts/Cruisers and finally Artillery > Star bases.

Its also true that while some people did build steam runners and other racial variants we felt that more effort was needed in regards to making these ships that exist within the game usable, to do this we had to make artillery viable and that meant looking at defences, what i can tell you now is that every turret for every race will have at least 2 abilities but to find out more about those you will have to wait for a future dev diary, oh and if you think star bases are tough now, wait till you see what's coming up for these as well!... SuperWeapons HO!

But of course if were going to change defences there has to be a counter, sure you can go hard or go home taking out a star base and defensive line with your big supplied out fleet but your going to take crippling losses i.e. Deep Space Nine level chintoka raids! (See below)

to achieve this goal, only for a cunning opponent to counter you but you'll be happy to know that defensive station costs have risen as well as how many can fit around certain planets so you can still sneak attack through a poorly defended system, but if you do have a choke-point needing clearing, then roll out the big guns, the enemy will be forced to bring in carriers or its own fleet to remove the bombarding artillery pieces, this opens up distraction tactics more so than before.

Now you may be thinking well I'm not to worried if i lose one system...well that's where you may be wrong, we've gone and re-enabled a stock sin feature where if you lose a lab environment you will lose unlocked research until you can get the labs back up and running and if artillery can shoot out of your defensive range well your going to need attack ships to deal with that threat so defending those key systems becomes even more vital than before....and of course the harder the planet to colonise... well suddenly remember that class K planet with those infrastructure set up's that took you sometime to get built up, well that's a vital system requiring defence and those pirate raids mean trouble can be around every corner if you lose those labs!

A small video showing ranges is linked below (plus some dominion sneaky pics!

Artillery:


Someone wrote: Artillerymen believe the world consist of two types of people; other Artillerymen and targets.


So we've mentioned artillery being vital for digging out stationary targets, but to further diversify artillery we've split the artillery into two types:

Light~Heavy
Steamrunner~New Orleans
Raptor~T'liss
Chuq'beh~Stalker
Wedge~Harbinger

Light Artillery can out range all other ship types except for heavy artillery and do reasonable damage against all targets for the most part they will out range all static defence turrets with the exception of the longer range star bases and outposts.

Heavy Artillery is the ultimate in long range fire-power however due to the high cost and power requirements the weapons are often fitted to smaller models of cruisers, due to the aforementioned power requirements this often means that shield arrays are not sufficiently powered to sustain long durations of direct combat. These new vessels are capable of targeting most long range targets while keeping at a safe distance from return fire and depriving star bases of the ability to fire back without them you may struggle to clear enemy systems out.

Capital Levelling

We felt capital ship levelling was just plain wrong in 1.0, in reality how does a ship magically gain armour and shields through the crew gaining experience? So that's now been scrapped and switched so they will now gain a higher rate of fire etc as the crew gains experience because they of course become better at their roles as a team allowing a veteran crew to outshine a novice crew out of basic in combat terms.

these new areas of change are of course a major departure from the base 1.0 but i hope you'll welcome them with open arms as we have and be excited by some of the wrongs we have righted in the expansion as well as generally making the game as strategic while still fun as it should be...

and finally ill leave you with this food for thought.....why wouldn't you want a Borg assimilation turret! until next time... this is Bane....Out!

Peace has cost you your strength! Victory has defeated you!

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Roboute-Guilliman
Roboute-Guilliman - - 664 comments

Wow great update looking forward to more :D

On a side note i love your Capital Leveling idea would you mind if i used that for my mod cause i do agree that makes way more sense

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Gul-Dukat(tech) Creator
Gul-Dukat(tech) - - 1,810 comments

Feel free buddy :)

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BobMcBobJr
BobMcBobJr - - 92 comments

I honestly think it was fine but it's your mod. If you think about it ST captains tended to "strap" things to their ship to make them work better ie more hull and shields. Think about Janeway's borg add-ons to voyager

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LiquidatorBrunt
LiquidatorBrunt - - 102 comments

Dropbox.com here is a concept ship I modeled a while ago. I like the design but my modeling skills prohibit me from going any further with it. Maybe you can use it:P

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jonsin1459
jonsin1459 - - 1,009 comments

I don't think rate of fire would be the only thing a more experienced crew would generate. At least better shield and hull regeneration rates too.

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Bane(Dev) Author
Bane(Dev) - - 612 comments

hit it on the head ;)

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TheBleachDoctor
TheBleachDoctor - - 938 comments

Also better speed? You know, better maneuverability. That conn officer is getting a lot of experience.

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dalekKharn
dalekKharn - - 338 comments

Awesome update, should really mix things up in game now. I also like the idea for capship leveling, Increased fire rates would be awesome, but would that also include increased hull repair and shield regen, as crews would also be more experianced at field repairs and rerouting power to shields?

Also DalekKharn highly approves of choice of background music :)

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Bane(Dev) Author
Bane(Dev) - - 612 comments

we have indeed increased those as well i should of put that in the new post my bad!

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BobMcBobJr
BobMcBobJr - - 92 comments

Is this still part of the unreleased expansion?

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Bane(Dev) Author
Bane(Dev) - - 612 comments

yes :)

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Oogoboogo
Oogoboogo - - 2 comments

Is it possible to not have the ships come to a halt in order to turn in their 'dogfighting' mode? always looks a bit weird when they awkwardly move upto each other then stop, twirl and move away.

Looks awesome though, can't wait for this!

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TheBleachDoctor
TheBleachDoctor - - 938 comments

Yes, I also feel like this is a thing we need.

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Oogoboogo
Oogoboogo - - 2 comments

Having read on it appears this is a limitation of SoaSE. A shame, here is hoping SoaSE 2 doesn't have these kinds of obstacles and STA3 devs are around for that! :)

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23-down
23-down - - 3,558 comments

nice dev blog also very lovely to see the Dominion a little in real time graphics. The thought of more strategic battles instead of a slug fest sounds wonderful. great work.

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kleb26
kleb26 - - 236 comments

will there be any change in how Borg ships gain experience ie. will they need more experience to level up?
because they can destroy entire fleets be themselves they level up faster than any other faction making them even stronger which i think causes a sort of exponential power gain for them too early in the game (e.g. high level Locutus or Borg cube early)

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Bane(Dev) Author
Bane(Dev) - - 612 comments

More info on the borg experience is coming soon rest assured its very different but im keeping this one close to my chest!

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Hawawaa
Hawawaa - - 83 comments

This summer lots of XCom EW Long War & STA3 CTA for me! love it! Keep up great work.

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Nanoelite001
Nanoelite001 - - 531 comments

*sees the Dominion absolutely wrecking the fed's *****

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***Geroj***
***Geroj*** - - 2,161 comments

Whats wrong with experienced crew and shields, armor
Veteran tanks crews from WW2 are known to use sandbags to add some protection to tanks, scrap plates, I even saw russian tanks with bars from balconies to neutralize panzerfaust rockets before they touch tank hull

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Napalm_Knight
Napalm_Knight - - 192 comments

I don't remember Sisko strapping sandbags to the outside of the Defiant. :P

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kleb26
kleb26 - - 236 comments

i think regen is better than stat increase (although i will miss my level 9 picard with a ton of health and the corbomite shield) however as counter example: janeway 'strapped' ablative generators to voyager, crusher 'strapped' metaphasic shields on the enterprise (to escape the borg), trip and malcom added phase cannon to the enterprise...

:)

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TheBleachDoctor
TheBleachDoctor - - 938 comments

Starfleet Academy. Improv class is mandatory.

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Guest
Guest - - 690,534 comments

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BobMcBobJr
BobMcBobJr - - 92 comments

I agree but I think they've already made the decision.

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Bane(Dev) Author
Bane(Dev) - - 612 comments

they are some good examples of singular occasions but factors of ten that would be a bit far fetched, you do get after all corbomite ablative armour etc already in the mod but its not a permanent effect, also its realistic to believe these were added by engineering crews yes like refits, you will still get health upgrades etc through research but we felt double bubble was just a bit to much :)

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El-Vi-Riachi
El-Vi-Riachi - - 337 comments

This may be the case in war but how it works in sins is they instantly get a stat boost to hull and shield as soon as they gain experience. Not very realistic.

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ONF
ONF - - 145 comments

Disruptors from dominion ships, they had only torpedoes...

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El-Vi-Riachi
El-Vi-Riachi - - 337 comments

They also had beam weapons

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Guest
Guest - - 690,534 comments

Beam weapons yes, but disruptors?

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El-Vi-Riachi
El-Vi-Riachi - - 337 comments

Once you see it in action yourselves you will believe in the Founders. Besides they may appear like disruptor's but they don't sound like it.

It's easy to judge but best to wait til the final product arrives.

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Poisoner
Poisoner - - 1 comments

The Dominion ships used polaron beams.

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php_bg
php_bg - - 107 comments

My question is with the current firepower of the ships and shields/hulls of the defences, how many Steamrunners will I need to take out a turret in a decent amount of time (hopefully before the defender manages to bring his entire fleet from the other side of the galaxy)?
Or how many New Orleans ships will be needed for a space station (even more so since you said you are making them ... scarier)?

P.S.: My concern here is with firepower; I really like the range changes.

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El-Vi-Riachi
El-Vi-Riachi - - 337 comments

It's still being tested.

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Bane(Dev) Author
Bane(Dev) - - 612 comments

in sins you can set ships to be stronger by use of types so for exmaple we have anti structure as a type for artillery thsi essentially means a set weapon will perform well against structures, we are tweaking this so while steamrunners and new orleans wont be OP against ships (still good though) they will be the right tool for the job for defences in larger groups...

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stofsk
stofsk - - 2 comments

I signed up specifically to give my two-cents on the capship leveling thing. I'm concerned that if you ditch capships getting HP on level up that they might be more vulnerable in battle. This might make it easier to lose them.

I'm confident you guys are aware of this problem but I just wanted to air my concerns. I second the idea others have mentioned that maybe increasing hull repair, shield repair, maybe damage resistance is a good way to go (represents more experienced crews getting more efficient at damage control). I also like the idea of the conn officer getting better at his job making the ship easier to manoeuvre.

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milo209
milo209 - - 1 comments

My friends and I play this mod 3 days a week. We are looking forward to your next release. Do you have any idea when it might come out? June? July?

Thanks for all of your hard work. This mod is great.

-Milo209

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