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If you really need a “technical” argument, a Fleet Operations map is a sector. Of course this seems to be un-Trecky, but for an RTS game you always have to adapt the source material - in this case Star Trek - to fit the requirements of the genre. Experiences from Armada I showed the developers that this solution fits the game the best. Thus, to allow more strategic accented game-play, only impulse speed is available. For a Real Time Strategy game, however, it just doesn't fit. For example, in a game like Starfleet Command, or a first person shooter with a storyline, warp can be very interesting. Warp is a very good aspect if it supports the game. Turrets and defensive structures could also be easily skirted using warp. It likewise removed the need for slower vessels, as well as vessels that had special weapons to lay “traps”.
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Although maps are larger in Armada II than in Armada I, warp-capable ships could reach any point of the map within seconds, leading to Warp-In – shoot – Warp-Out tactics. As a consequence, retreating from torpedoes by warping away will no longer be a major aspect of gameplay, and attacking an opponent's base is composed of clever strategy and intelligent fleet combinations to achieve greater efficiency. The result is that there is no more pointless building in height/depth and flying over defensive structures without harm.įurthermore, the warp capability of all vessels has been removed. This means that all actions are done at one level in height and depth (“zero” level). The Fleet Ops team has removed the 3D space box from the game. A special offer you can witness in Fleet Operations 3.0 is the ability to trade technologies between factions which brings more depth and variety into gameplay.įor more information, visit the Basics section here. Research of technologies is linked with a unique system for each faction as well.
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Similarly, upon game startup, you have the choice to choose between one of two avatars, supporting your preferred tactics. Now, for example, Klingons have three shipyards while the Dominion has just two of them and the Dominion also has to build more expensive prototypes before building the corresponding cheaper "copies". As a consequence the team developed a unique technology tree for each faction, and in addition found a way to balance this in an appropriate way. The developers did not intend to stick with the Armada II layout of three research stations and two types of shipyards for each faction.
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In Armada II all factions had the same fundamental tech tree of stations and ships with very subtle deviation (for example the amount of ships differed in the small shipyards). About Fleet Operations Changes and Additions: The Big Three Individual Technology TreesĮach faction has an individual technology tree.
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