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Been using the Dominion faction ship wingman mechanic

asuran14asuran14 Member Posts: 2,237 Arc User
So been using the wingman mechanic on the dominion ships, and quite enjoying the mechanic. Yet using it has me wishing that the federation an KDF had a mechanic as interesting an fun to use as this in some format on their [retty bland ships. It would be nice to see a faction-ship specific mechanic added to the Federation an kdf ships, in the same vain as Romulan singularity cores or the wingman mechanic.

Even if the combat-cloak (the KDF do have a really weak cloak) an singularity core mechanics of the Romulan ships are not that great, it is something that if you use them they can be really fun to use. Same with the wingman mechanic there is alot of interesting an fun uses for it. So it would be interesting to see a faction-ship mechanic added for the Federation an KDF factions, even if it were tied to a equipment slot, or to a the later tier of ship for starters.

A morale system might be interesting like what the command ships had, but instead of spending morale to gain a short term buff, maybe something more like having to maintain morale on your ship to keep a buff. With the different ship types in the KDF faction might have different buffs that if you kept your morale/battle-fervur high, which is gained by attacking/defeating enemies, than that buff would stay active till your morale/battle-fervor dropped from being out of combat or died.

Comments

  • seriousdaveseriousdave Member Posts: 2,591 Arc User
    Maybe we'll get wingmen ship for other factions, maybe not but the thing that would surprise me the least would be a lockbox/R&D ship with wingmen.

    I don't think KDF & FED ships need some even more extra stuff in general. The wingman thing is tied to specifically 4 crossfaction ships, singularity powers may be rom exclusive but for that warbirds also suffer in hull strength, shield strength and power levels. Let the gimmickless ships just be like that, gimmickless.
  • fun4ever#6757 fun4ever Member Posts: 27 Arc User
    Jem'Hadar Wingmen Bugship in R&D promotion...
    Most popular JH ship + 2 loyal Bugship pilot to support u in battle <- will be big moneymaker for Cryptic.
  • seaofsorrowsseaofsorrows Member Posts: 6,422 Arc User
    The Wingman mechanic is fantastic.

    After 8 years of trying, they finally got pets to be worth something. They should build on it.
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.

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  • jaephjaeph Member Posts: 75 Arc User
    T6 vo'quv with b'rel wingmen.
  • bejaymacbejaymac Member Posts: 433 Arc User
    I can see a way for them to implement this with any ship with hanger bays, with single bay ships - slot fighters and you get regular hanger pets, slot frigates and you get a pair of wingmen.
    Similar thing with Carriers, slot fighters and you get regular pets, slot frigates in one bay and you get wingmen, slot fighters or frigates in the second bay and you get regular pets.

    Sure would make things interesting if they did implement it ;) .
  • burstorionburstorion Member Posts: 1,566 Arc User
    jaeph wrote: »
    T6 vo'quv with b'rel wingmen.

    you-i-like-you-meme.jpg
  • schloopdooschloopdoo Member Posts: 355 Arc User
    After 8 years of trying, they finally got pets to be worth something. They should build on it.

  • angrytargangrytarg Member Posts: 9,352 Arc User
    Starfleet ships should in my opinion play much, much more with separation gimmicks. Make the separarion pets useful, controllable, maybe even customizable ("merc" inventory, Diablo 2 reference). The miracle worker ships are two ships fused together, they beg to be separable.
    2r2u1s2.jpg
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
  • seaofsorrowsseaofsorrows Member Posts: 6,422 Arc User
    angrytarg wrote: »
    Starfleet ships should in my opinion play much, much more with separation gimmicks. Make the separarion pets useful, controllable, maybe even customizable ("merc" inventory, Diablo 2 reference). The miracle worker ships are two ships fused together, they beg to be separable.

    Wingman mechanic would be absolutely perfect for Saucer Separation Mechanic.

    It would make it actually worth using for once.
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.

    ncaStLJ.jpg
  • trennantrennan Member Posts: 1,827 Arc User
    angrytarg wrote: »
    Starfleet ships should in my opinion play much, much more with separation gimmicks. Make the separarion pets useful, controllable, maybe even customizable ("merc" inventory, Diablo 2 reference). The miracle worker ships are two ships fused together, they beg to be separable.

    Wingman mechanic would be absolutely perfect for Saucer Separation Mechanic.

    It would make it actually worth using for once.

    How about some content that actually makes it useful to begin with? Right now the game is so easy, that this make it easier mechanic, wasn't even needed.
    Cheating_zps1brwslhb.jpg
  • postagepaidpostagepaid Member Posts: 1,907 Arc User
    I kind of think they should keep the wingman side as the jem hadar faction gimmick rather like the singularity for romulans but adapt the system for use with sep pets like the multivec, saucers etc.

    Having the saucer do strafing runs or multivecs sections acting as a healbot doesn't make as much sense which is why I'm thinking if they adapted it to better suit the various ships it would have a better feel.

    Splitting it from the wingmen also reduces the chance of them breaking something that tends to work well as is so often the case when fixing ai stuff like hangar pets.
  • rattler2rattler2 Member Posts: 44,430 Arc User
    I kind of think they should keep the wingman side as the jem hadar faction gimmick...

    Except it is not a FACTION gimmick. It is a Vanguard Ship gimmick. While yes the Jem'Hadar Vanguard Ships are initially locked to Jem'Hadar... they have that little Tier 6 Mastery level that is an ACCOUNT unlock, allowing all characters who are not Jem'Hadar to have access to said Vanguard Ships. My KDF is already flying around in the Carrier.
    66998372863950ee98cf7da9786e2ea9-db80k0m.png
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
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  • postagepaidpostagepaid Member Posts: 1,907 Arc User
    And at the moment those vanguard ships are jem hadar vessels, regardless of any mastery unlock shananigans to sell more store ships that might otherwise be locked to a faction and to save time making other cross faction or faction specifics for the launch of victory is a loading screen.
  • alcyoneserenealcyoneserene Member Posts: 1,768 Arc User
    OP, Starfleet ships have high subsystem power levels, same as KDF, somewhat higher shield modifiers, and more ships of every kind including carriers and battlecruisers, while KDF have basic built-in cloaks standard or battle cloaks, slightly higher hull and less shields. If Starfleet ships are to be given a fun mechanic, I'm all for it, but then give KDF and Roms something equal too (but different, asymmetrical balance is fun).
    angrytarg wrote: »
    Starfleet ships should in my opinion play much, much more with separation gimmicks. Make the separarion pets useful, controllable, maybe even customizable ("merc" inventory, Diablo 2 reference). The miracle worker ships are two ships fused together, they beg to be separable.

    Hestia/Prometheus with the other sections following along, or an Odyssey that allowed aquarius and chevron separation at the same time, make it so, as it was meant to be all along!
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  • asuran14asuran14 Member Posts: 2,237 Arc User
    OP, Starfleet ships have high subsystem power levels, same as KDF, somewhat higher shield modifiers, and more ships of every kind including carriers and battlecruisers, while KDF have basic built-in cloaks standard or battle cloaks, slightly higher hull and less shields. If Starfleet ships are to be given a fun mechanic, I'm all for it, but then give KDF and Roms something equal too (but different, asymmetrical balance is fun).
    angrytarg wrote: »
    Starfleet ships should in my opinion play much, much more with separation gimmicks. Make the separarion pets useful, controllable, maybe even customizable ("merc" inventory, Diablo 2 reference). The miracle worker ships are two ships fused together, they beg to be separable.

    Hestia/Prometheus with the other sections following along, or an Odyssey that allowed aquarius and chevron separation at the same time, make it so, as it was meant to be all along!

    Having high sub-system power is nice, but in the current game that fact is kinda moot, back when it mattered an using your sub-system power mattered it had a point. If they actually expanded what having high sub-system power did for a ship than it might be potentially interesting, like that having high shield power gave your shields a form of damage reduction that scaled off how much higher it was than a certain number, same with engine an aux power they have good useage reasons, but compared to weapon power they kinda pale in comparison unless you use alot of sci-powers. Or maybe that starfleet ships could switch between different power management modes, which gave the ship different bonuses from having power-levels higher in specific systems, and would make power management a form of starfleet game play almost.

    Cloaking for the KDF is a hard thing to see as a gimmick for them, as really how useful is it? Also battle cloak is quite rare for them to have, if it were more readily available than it would make more sense. Hell I always thought it would be fun if using some of the boff-abilities had different effects, or boosted effects in KDF ships. I always felt for the KDF it would make sense to take the mechanic system from the command-cruisers (morale at least), and implement it onto the KDF with it though being more that you build up the bar vi damage dealt to a foe or their destruction, and when you cap the morale bar your crew/ship enters into a battle-rage/fury mode for a short time (or when your morale bar empties).

    To me it is more they need to boost the potential, and fun of the current singularity core functionality for the romulans, as if they did that using these cores an their mechanic would actually fit well against the other potential mechanics of the other factions. They would have battle cloak and the singularity core mechanic, which if buffed an rewarding enough would give them interesting play style.

    Separation type mechanics are not really a federation style though, they did somewhat develop it first, but not till quite late. Also really not many of their ships actually would fit using separation mechanics as a faction mechanic. I definitely think it would be great to see the wing-man ui an mechanic expanded an used as a basis for a improvement for the hanger/separation pet mechanic system though. Personally though i want to see more so consoles that can be slotted to improve your hanger/separation pets at the cost of some of your primary ship's strength. Though a carrier/hanger ship-exclusive gear item that like the secondary deflector augmented your hanger-commands in some ways would be interesting, or even gave your hanger-pets boosts making them more or less effective. We could use more verity i weapon-load outs on our hanger pets, maybe as purchases in the dil store that you had variants of our pets that use different weapon types (cannons, torps, mines, beams) or more energy types (disruptors, phaser, plasma, trico, photon, and what have you).
  • ruinthefunruinthefun Member Posts: 1,885 Arc User
    The Wingman mechanic really should have been the gimmick for Raiders instead of this seemingly nonsensical "flanking" business.
  • angrytargangrytarg Member Posts: 9,352 Arc User
    > @asuran14 said:
    > Separation type mechanics are not really a federation style though, they did somewhat develop it first, but not till quite late.

    The only ships in Star Trek that separated were Starfleet though
    2r2u1s2.jpg
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
  • asuran14asuran14 Member Posts: 2,237 Arc User
    angrytarg wrote: »
    > @asuran14 said:
    > Separation type mechanics are not really a federation style though, they did somewhat develop it first, but not till quite late.

    The only ships in Star Trek that separated were Starfleet though

    As true as that is. in truth very few of their ships actually used separation mechanics, and now in sto the three factions really have caught up pretty close to federation in such ships. With it being overall the Prometheus an the galaxy class that have used it.
  • peterconnorfirstpeterconnorfirst Member Posts: 4,650 Arc User
    trennan wrote: »
    angrytarg wrote: »
    Starfleet ships should in my opinion play much, much more with separation gimmicks. Make the separarion pets useful, controllable, maybe even customizable ("merc" inventory, Diablo 2 reference). The miracle worker ships are two ships fused together, they beg to be separable.

    Wingman mechanic would be absolutely perfect for Saucer Separation Mechanic.

    It would make it actually worth using for once.

    How about some content that actually makes it useful to begin with? Right now the game is so easy, that this make it easier mechanic, wasn't even needed.

    I disagree! Well not with the part about the game being easy but with the fact that the wingmen aren’t a nice addition or are not useful.

    The provided heals for example is exceptionally good. They helped to make my build(s) yet more offensive and no matter if in HSE or even scrubby ISA pugs the result is a faster conclusion of the tasks at hand.
    animated.gif
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  • trennantrennan Member Posts: 1,827 Arc User
    trennan wrote: »
    angrytarg wrote: »
    Starfleet ships should in my opinion play much, much more with separation gimmicks. Make the separarion pets useful, controllable, maybe even customizable ("merc" inventory, Diablo 2 reference). The miracle worker ships are two ships fused together, they beg to be separable.

    Wingman mechanic would be absolutely perfect for Saucer Separation Mechanic.

    It would make it actually worth using for once.

    How about some content that actually makes it useful to begin with? Right now the game is so easy, that this make it easier mechanic, wasn't even needed.

    I disagree! Well not with the part about the game being easy but with the fact that the wingmen aren’t a nice addition or are not useful.

    The provided heals for example is exceptionally good. They helped to make my build(s) yet more offensive and no matter if in HSE or even scrubby ISA pugs the result is a faster conclusion of the tasks at hand.

    That's what I'm getting at. While it's mechanically nice. Overall, with current content and it's setup, it's just overkill. I understand they were going for the strength in numbers thing of the Jem'hadar.

    As far as making things faster, refer to my making an already easy game, even easier. Which has been the way has been going since the introduction of the fleets. The player should always be stronger than the enemy, instead of vice versa. Where the enemy should be stronger than the player, up to a certain point.


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  • postagepaidpostagepaid Member Posts: 1,907 Arc User
    Main difference between the wingmen and other pets like the seps or hangars is that they are always active whether you're giving them commands.

    Then of course there's minor differences such as they actually keep up with you as you move around a map whereas the summony pets can effectively stay with you throughout a mission because they can be resummoned after a transition where the wingmen magic themselves above the playfield. (sometimes even a semi transition such as the badlands BZ return to home will cause this)

    I do have a theory that the wingmen were added as a crutch because reps and older mission gear was locked until after they'd gone through the new content. Although having played through it with ease on a jem that didn't bother upgrading the mk12 it wasn't really needed.

    Using their abilities is optional (I'll likely rarely use them on console because those controls are faffy enough as it is thanks to the half done auto use setup) but they will always be there which is why I think it should be kept as a jem ship characteristic.
  • madmoparmadmopar Member Posts: 167 Arc User
    I feel like the wingman mechanic should have been used on the flagship cruisers. It makes sense for then to have escorts and this would have been a lot better than the console summon from the t5 ships.
  • mez83mez83 Member Posts: 106 Arc User
    Give me an oddossy cruiser flanked by two defiant escorts and I'll actually start wearing my admiral pips. B)
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