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Hangar bays ideas

fovrelfovrel Member Posts: 1,448 Arc User
Hangar bays break my immersion a lot. You send out ships with a crew and in many cases they go poohf.

You may say, your crew is auto beamed out to your ship. It is a safety system, same as the rocket seat in military aircraft. No matter, how would it feel to be a fighter pilot? The standard combat experience is launch, beam out to your ship, launch, beam out etc. (BTW, I thought you cannot beam in and out when there is combat, when the ship is shielded)

So a normal person don't want to be a fighter pilot and I want to play arround with normal persons. They are not real, I know, but I see to much not so normal in the real world. As a compensation I want normal persons in the computer world.

So hangar bays items are common destructable, hence disposable. I have some ideas. Hangar bays should have unmanned drones that lay mines, place turrets, do poohf and make a plasma cloud, make shield bubbles, force field etc.

Think of the engineer kit but in space. We already have a lot of those stuff, but it is in consoles or projectiles. Would be nice if hangar bays could also be used for these features and not only for launching kamikazes.
Post edited by fovrel on

Comments

  • humblesheephumblesheep Member Posts: 423 Arc User
    edited March 2015
    You mean that those ships have people in them?

    I must have murdered thousands of them!

    The real problem with carriers is that they only have one more hanger than half the other ships in the game. Plenty of threads have covered this already.
  • abystander0abystander0 Member Posts: 648 Arc User
    edited March 2015
    Another "x breaks my immersion, so it needs to be changed" thread?

    No.

    Hangars already got nerfed pretty hard several times. They need to be buffed, and the AI improved.

    I just wish I had a party amplifier hangar that launched 6 party amplifiers that acted as mobile confuse/placate platforms. :D
  • atalossataloss Member Posts: 563 Arc User
    edited March 2015
    1-The real problem is the crew size (it doesn't do anything but waste space, because soon as the first projectile hits, 90% of your crew is dead).

    2- The pet AI (especially for fighters) needs to be re-coded from scratch. It's horrible.

    3- Drones and other universal pets means Crytpic can't milk the cash cow. As you've noticed in this game,..."If it don't make $, then it don't make cents." As a result, they will not put in the effort.

    4- Immersion on this game was broken years ago. I don't think it can ever be repaired.
    One day Cryptic will be free from their Perfect World overlord. Until that day comes, they will continue to pamper the whales of this game, and ignore everyone that isn't a whale.
  • drakethewhitedrakethewhite Member Posts: 1,240 Arc User
    edited March 2015
    Having moved to the TAC Command Cruiser as my main's ship, I've encountered the same WTF reaction OP. Losses of such scale couldn't be borne by a fighter group, heck the space to hold all the fighter I lose would be beyond the pale let alone the lost crews.

    So here are the two ways I deal with it:

    I retcon them into photonic fighters.

    And ones with a very basic (and we're talking really basic) AI. This turns them effectively into ammo (offensively) and forward deployed shields (defensively when they're taking fire that could be targeting me instead), and viewing them that way isn't... inhuman or wasteful.


    Launch them and immediately recall them

    If you have the Flight Officer DOFF that adds Defense when you perform the Recall order, this is actually rather good although it takes a couple of clicks and some time. A purple gives +10 Defense to your ship and I hit +92 Defense with them on my TAC Command Ship. Add in the Reciprocity trait and its pure gold.

    I don't know if this stacks or not as I only have one of those types of Flight Officers, but I intend on finding out.

    How do they boost your defense while hiding in your hanger bay? No clue. Perhaps they are in truth racing around in near orbit stealth mode dropping decoys and hiding behind your ship? Likely not, but at least they are safe and still helping.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited March 2015

    The real problem with carriers is that they only have one more hanger than half the other ships in the game. Plenty of threads have covered this already.
    An Escort - a fully fledged warship - has just one weapon slot more than a science vessel. If you look even more closely, so around 15 % more.

    Maybe Carriers actually need some kind of specialization or at least some BO powers dedicated to them?
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • neoakiraiineoakiraii Member Posts: 7,468 Arc User
    edited March 2015
    No thanks

    I like sending wave after wave of men at stuff.
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  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited March 2015
    neoakiraii wrote: »
    No thanks

    I like sending wave after wave of men at stuff.

    Ahhhh... The Zap Brannigan approach. I LIKE it! </Brannigan>

    But, what if you find an enemy that doesn't have an automatic kill-count shutoff?
  • fovrelfovrel Member Posts: 1,448 Arc User
    edited March 2015
    Another "x breaks my immersion, so it needs to be changed" thread?

    No.

    Hangars already got nerfed pretty hard several times. They need to be buffed, and the AI improved.

    I just wish I had a party amplifier hangar that launched 6 party amplifiers that acted as mobile confuse/placate platforms. :D


    I am not asking for a nerf, I am asking for other new stuff besides what we already have. Why are you so afraid of new stuff?

    For instance I would like to launch drones that are meant for decoy. Everything that is aiming for me will aim the decoy for a short time. So I am asking for hangar bays that go poohf and are supposed to go poohf. That doesn't mean that the stuff that goes poohf, but isn't supposed to go poohf has to go.
  • abystander0abystander0 Member Posts: 648 Arc User
    edited March 2015
    fovrel wrote: »
    I am not asking for a nerf, I am asking for other new stuff besides what we already have. Why are you so afraid of new stuff?

    For instance I would like to launch drones that are meant for decoy. Everything that is aiming for me will aim the decoy for a short time. So I am asking for hangar bays that go poohf and are supposed to go poohf. That doesn't mean that the stuff that goes poohf, but isn't supposed to go poohf has to go.


    You could have simply have asked for a decoy pet drone for a hangar pet, instead of complaining about how hangar pets in general ruin your immersion. Complaints about something usual end in a nerf.


    There is already something that fits this bill. It's called the aceton assimilator. You deploy one and all the npc's nearby want to shoot it. Best of all it doesn't take a hangar slot, and you can deploy it with your other pets. Want to have some fun? Deploy an assimilator, and have your hangar pets 'escort' it.
  • hevachhevach Member Posts: 2,777 Arc User
    edited March 2015
    One of the most popular hangar bays in the game explicitly states they are drones.

    If you stay out of combat so your crew count doesn't tank, you'll notice you don't spend crew to launch hangar pets, but you do using team skills on another ship or launching boarding party shuttles. By mechanical appearances they're already drones.
  • sonnikkusonnikku Member Posts: 77 Arc User
    edited March 2015
    Hell 90% of the crew on my entire ship is dead the moment I'm hit in combat and that's the way it stays for pretty much the whole fleet action. Those poor TRIBBLE. :eek:


    Whole games ridiculous
  • ironcaniacironcaniac Member Posts: 131 Media Corps
    edited March 2015
    Why exactly doesn't the idea of an emergency transporter for fighters work for you, OP? We know that Starfleet has the technology. Beaming through shields also shouldn't be an issue since the destination ship is a willing recipient. The transporter beam could be synchronized with your ship's shield frequency or your ship could even drop shields in a specific section for the split second it takes to complete the transport. Also, there is such a thing as reserve units in combat so a pilot that just had his fighter destroyed wouldn't necessarily have to go right back into battle. If anything, they'd probably be beamed straight to sickbay for treatment and would need to clear a medical/psych eval before they be put back into duty. A fresh pilot would be deployed instead.

    It's plausible that Starfleet actually operates like this in canon. In "Sacrifice of Angels," Sisko had no qualms about sitting back and sending wave after wave of fighters to attack the Cardassian destroyers, which could easily destroy the fighters with a single shot. Assuming Starfleet isn't in the habit of using cannon fodder, I would think (and hope) that those pilots had a carrier ship to beam back to.
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