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.
A battlechant is sent out through the comm channels boosting klingon morale increasing damage output of all surrounding friendly ships.
I hope activating the ability will play a nice soundfile fitting to the ability. Not for the duration of the ability, but something short and intimidating to notify your enemy of his soon to be defeat.
You won't be dissapointed
Battle Karoake!
If I could put that in, Dammit I would!
If it were up to me, I would put that as a passive ability instead of an active one.
I don't know about you, but if I were battle-chanting all day, I'd get a sore throat. We're limited by the amount of abilities we're allowed to put on each ship type, and with the cloak ability that already takes one slot up. As a result we're loath to place any permanent passive abilities on vessels without a really compelling reason.
Coupled with the fact that having it as an active ability means that when it's set off, both the player, and any human enemies they're facing in MP will literally hear the Klingon battle song. Awesome. And scary :D
Well, if you actually HEAR them chanting, then yes, putting as a passive ability wouldn't be a bright idea, would it? But in original SoaSE:R Advent Halcyon Class Carrier has two passive abilities, Adept Drone Anima and Energy Weapon Cooldown, so it wouldn't be impossible to put two passives onto one ship. And every Titan has abilities that increase their health, shields and antimatter which don't appear on it's power bar.
oh its possible and other ships do have passive abilities however this ability is active for a reason :)
Understandable, isn't it?