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.
The Ion storm ability of the Feklhr class generates a nebula storm cloud around the ship damaging enemy vessels and slowing them down.
Damging and slowing down, huh? A bit simple I think... looking at vanilla Sins and taking some references from Star Trek, why not something like this:
Greatly weakens shield effectiveness and prevents enemy fighters from launching. Shield mitigation within the storm is lowered, enemy strike craft are heavily damaged or destroyed, ships with strike craft cannot build any new strike craft for the duration of the ability.
Looking at the Klingon love for risk and danger I would even suggest to make the effect range quite big or the effect itself quite strong at the cost of having friendly vessels suffer the same effects, to a lesser degree.
its a remake of one of the feklhr's abilities in star trek armada 1 and 2 and were staying faithfull to that :)
Sometimes the simple things in life are often the best. If it ain't broke, don't fix it... Having said that, I envisioned all Klingon abilities would be weaponised - like the AoE radiation bomb the TEC dreadnought (forget class name, not the Kol the other one...) has. Generating ion storms is too sciencey for Klingons. =P
Inventing space travel is too sciencey for Klingons. Yet somehow, they made it.
'too sciencey' or not, it's in the Star Trek Armada games, so why take this ability away in this mod?
This man is correct. I approve.