bbpbfb wrote: ↑Sat Apr 17, 2021 1:38 am
I love the mod.
Hi bbpbfb, welcome to the forums! And thanks for your feedback.
I am just a little off-put by the emphasis on balance as opposed to sticking to cannon.
Hehe, yes, that's always a debatable/controversial topic. We must keep in mind that this is a game though, and a game that has multiplayer. For MP to be viable as an option (and actually the most interesting option), the game needs to be balanced.
The game is highly moddable though, so for SP that's something you might want to consider - some of the stuff you mention below can be modded.
Cloaking feels way too nerfed. Is there a way to undo how cloaked ships don't get full shields when they decloak?
Yep, by reverting that change in the code
Seriously though, no, not by modding.
The hull of cloak-capable ships can be increased to compensate/help, but that's not really canon.
But here's what Memory Alpha has to say about cloaking devices:
Most vessels could not use their weapons and deflector shields when cloaked. Ships of the Klingon D12-class, for example, were vulnerable to attack for two seconds when their shields automatically dropped as the cloaking field formed. (TNG: "Face of the Enemy"; Star Trek Generations) Ships like the Scimitar with more advanced cloaking technology however did not have this problem, as it had primary and secondary shields and weapon systems that could remain online while the ship was cloaked. (Star Trek Nemesis)
So, it is canon that ships don't get full shields when cloaked. With very few confirmed exceptions.
Also is there any way to account for the fact the Scimitar can fire while cloaked?
This being the confirmed exception.
But to answer the question, again no, except creating specific exceptions in the code.
We can discuss this again, of course. But cloaking cannot be OP.
One thing we can do is to add a targeting bonus to cloaked ships in the first round of combat, to account for the fact that the targets are not aware of the attack; or not counting the maneuverability of the target when firing, which should be equivalent.
Also many times in the show and history, you'd still see them build older models of ship even with newer available such as the extensive amount of Galaxy class ships, even though the Sovereign class had been created. Any way to allow the building of older model ships even with newer ones available? Thanks in advance for any info you can provide.
Yes, this can be modded. You can edit the file \Resources\Data\TechObjectDatabase.xml and remove the Upgrade and Obsolete paths to tweak the shiplist to your liking. If you need help with this, we're here to help!
Thanks for your input! Keep it coming.