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Klingon's Need Klingon Ships

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    -One- wrote: »
    However, I've seen Star Trek before and something I noticed about Klingons is the fact that they seem to have little interest in fashion, aesthetics, exploration, science, or technology. In fact, they seem to serve little purpose in the Star Trek universe beyond playing the part of one of several antagonists and foils to Starfleet.

    My question to the complainers is this: If you love Klingons & identify with them so deeply, why do you want "more costumes" (when it's quite clear Klingons do not play dress up), "more ships" (when it's quite clear Klingons are too busy drinking bloodwine, carrying out blood oaths, & defending their honor to bother designing more than 10 classes over a 200 year period), and "more PVE content" (when it's quite clear Klingons are not interested in exploring and no self-respecting Klingon would ever engage in espionage or more Diplomacy than is absolutely necessary)?

    If you troll for such "improvements" to the KDF, you clearly do not understand who the Klingons are.

    I would argue you clearly have no understanding of who the Klingons are. If you've seen as much Trek as you claim, yet you failed to see Klingons explore? Huh I'm pretty sure Kruge was exploring the Genesis system. You have failed to see Klingons engage in espionage? Huh I'm pretty sure Arne Darvin was engaged in such espionage. You've yet to see Klingon diplomacy? I wonder why Chang had Gorkon killed then, or why K'mpec turned to Picard as Arbiter of Succession, or why Gowron agreed to let the clone of Kahless take the title of Emperor.

    What we've asked for is more PvE content that is appropriate for Klingons. When we ask for Exploration (which I've actually never seen anyone ask for) it has been for the expansion of the Empire, and Kahless willing it will be driven by a disruptor of the blade of my D'k tahg. If you feel the need to come in here and label us troll at least have a clue about what it is you are talking about, or simply place the mirror in front of yourself.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I would C store a retro LTG D7. Also add the ability to painstick my BOF's when they decloak the ship with their petty remarks.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    wrote:
    I would argue you clearly have no understanding of who the Klingons are. If you've seen as much Trek as you claim, yet you failed to see Klingons explore? Huh I'm pretty sure Kruge was exploring the Genesis system. You have failed to see Klingons engage in espionage? Huh I'm pretty sure Arne Darvin was engaged in such espionage. You've yet to see Klingon diplomacy? I wonder why Chang had Gorkon killed then, or why K'mpec turned to Picard as Arbiter of Succession, or why Gowron agreed to let the clone of Kahless take the title of Emperor.

    What we've asked for is more PvE content that is appropriate for Klingons. When we ask for Exploration (which I've actually never seen anyone ask for) it has been for the expansion of the Empire, and Kahless willing it will be driven by a disruptor of the blade of my D'k tahg. If you feel the need to come in here and label us troll at least have a clue about what it is you are talking about, or simply place the mirror in front of yourself.
    For Klingon exploration, I would also remind you of the examples of Klingon sleeper and generation ships. A sleeper ship in TNG (were we get to meet Worf's son and his old flame) and the generation ship in Voyager (leading us to a very prominent STO mission on the Federation side).

    I think the failure in current "Exploration" content is too much Tribble-hunting and defense of outposts attacked unprovoked by Feds (WTF?) and not enough conquest.

    The problem of course is that the current Genesis system that creates exploration content missions doesn't have templates that support more then the barebones of a story and only one map with mission goals.

    A conquest mission might be an attack with your vessel on some alien ships, beam down to a station or planet, and subjugate the leaderes. That's KDF Exploration & Conquest in one go.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Aoav160 wrote: »
    I would C store a retro LTG D7. Also add the ability to painstick my BOF's when they decloak the ship with their petty remarks.

    This would be so canon.
    Painsticks for every ship.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    The problem of course is that the current Genesis system that creates exploration content missions doesn't have templates that support more then the barebones of a story and only one map with mission goals.

    A conquest mission might be an attack with your vessel on some alien ships, beam down to a station or planet, and subjugate the leaderes. That's KDF Exploration & Conquest in one go.

    This is why I have argued that in place of the Federation Diplomacy missions that they have as an "alternate advancement" system, they should design a KDF conquest system, both utilize the "exploration" boxes and could easily be thrown into the mix when in these areas.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I want a B-10 with stasis field generators, dangit!

    Not many will get that reference...a few, perhaps...

    Bring on F5's and then it's Klingon Knife Fights all day long. I miss wizzing around a speed 32, whittling shields, ready for the heavy hitter to roll in in the fat Fed to finally overload on they're unshielded lumbering carcase.

    Long Sunday's of my youth.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Waiting for an advanced K'tinga... still. A K'tinga suitable for a high ranked officer. With an Aft Torpedo launcher in the 3-D model.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    We need to be tossing theorycrafting around on how we would think these vessels should be set-up for ingame use, not just saying we need new vessels.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    You guys are missing the point ! Cryptic did not do there home work, the Neg'ver is and should be a BATTLESHIP and the Vor'cha should be a HEAVY ATTACK CRUISER! and they are not so where are or Klingon heavy battle cruiser and battleships THE KLINGONS ARE TO STRIKE FEAR INTO ALL we need a tacical heavy battlecruiser and a tac battleship NOW !
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    certo wrote: »
    You guys are missing the point ! Cryptic did not do there home work, the Neg'ver is and should be a BATTLESHIP and the Vor'cha should be a HEAVY ATTACK CRUISER! and they are not so where are or Klingon heavy battle cruiser and battleships THE KLINGONS ARE TO STRIKE FEAR INTO ALL we need a tacical heavy battlecruiser and a tac battleship NOW !
    • Negh'Var heavy battleship refit.
    • Rank: Captain
    • Hull:45,000
    • Standard Shields:5,000
    • Weapons: 4 3
    • Crew:2,500
    • Bridge Officers: E-E/ Lt-S/ Lt-E / Ltc-T / Com-T
    • Device Slots:3
    • Consoles: 3(e) 2(s) 4(t)
    • Turn Rate:6
    • Impulse Modifier:0.15
    • Inertia rating:15
    • Bonus Power: +5 all power levels
    • Cost:350,000
    • Abilities: Battle Cloak
    • Uber-DHC's (think dual spinal lance)
    Big, brutish and full of fear.

    The Devs could make the Tor'Kaht variation slightly more powerful than the Vorcha refit, but to be honest I like the Vorcha refit as it is.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    But evidently too slow to be of use.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Roach wrote: »
    But evidently too slow to be of use.

    Bah...ramming speed!!!!! :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Bah...ramming speed!!!!! :D

    meh, its probalbly good for that too.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Roach wrote: »
    meh, its probalbly good for that too.

    Ye dang skippy...lol
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Okay folks, here's my first proposal for a Gorn ship:

    The Caimanus Pursuit Ship is an escort...sorta.
    The idea behind the name is that she's the kind of vessel the Gorn use to defend their borders against scouts trying to get into Gorn space.
    She's quick and adequately armed.
    However since I'd like to go with the idea that Gorn ships don't use cannons (not sure this would be practical in STO) I'd like to propose to give her a different power allocation.
    The idea is that even though Gorn would not use cannons they'd have a different kind of advantage over the other races: raw available power.
    So the Pursuit Ship has +10 to weapons and +5 to engines, giving her a total of+15 like science ships.
    This allows the ship to actually perform its intended function and catch up with most enemy ships.
    Exact specs I'd like to discuss with you folks.

    http://img291.imageshack.us/img291/1456/gornpursuitship1.jpg
    http://img593.imageshack.us/img593/6884/gornpursuitship2.jpg
    http://img844.imageshack.us/img844/9872/gornpursuitship3.jpg
    http://img522.imageshack.us/img522/4113/gornpursuitship4.jpg
    http://img691.imageshack.us/img691/9821/gornpursuitship5.jpg
    http://img573.imageshack.us/img573/5241/gornpursuitship6.jpg

    p.s.: I'm aware how good the chances are this ship would make it ingame so I'd like to say this is more like an idea to discuss (I'm horrible with pen and paper so I prefer to make such sketches on a computer) and then point at it and say to Cryptic: "can we get something like into the game please?"

    p.p.s.: I apologize for the lack of detail, I've thrown this thing together in about 3 hours and don't have time to make textures
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    mister_dee wrote:
    Okay folks, here's my first proposal for a Gorn ship:

    The Caimanus Pursuit Ship is an escort...sorta.
    The idea behind the name is that she's the kind of vessel the Gorn use to defend their borders against scouts trying to get into Gorn space.
    She's quick and adequately armed.
    However since I'd like to go with the idea that Gorn ships don't use cannons (not sure this would be practical in STO) I'd like to propose to give her a different power allocation.
    The idea is that even though Gorn would not use cannons they'd have a different kind of advantage over the other races: raw available power.
    So the Pursuit Ship has +10 to weapons and +5 to engines, giving her a total of+15 like science ships.
    This allows the ship to actually perform its intended function and catch up with most enemy ships.
    Exact specs I'd like to discuss with you folks.

    http://img291.imageshack.us/img291/1456/gornpursuitship1.jpg
    http://img593.imageshack.us/img593/6884/gornpursuitship2.jpg
    http://img844.imageshack.us/img844/9872/gornpursuitship3.jpg
    http://img522.imageshack.us/img522/4113/gornpursuitship4.jpg
    http://img691.imageshack.us/img691/9821/gornpursuitship5.jpg
    http://img573.imageshack.us/img573/5241/gornpursuitship6.jpg

    p.s.: I'm aware how good the chances are this ship would make it ingame so I'd like to say this is more like an idea to discuss (I'm horrible with pen and paper so I prefer to make such sketches on a computer) and then point at it and say to Cryptic: "can we get something like into the game please?"

    p.p.s.: I apologize for the lack of detail, I've thrown this thing together in about 3 hours and don't have time to make textures

    Sounds cool, I also like the design. Maybe a way to help people to focus more on beam weapons would be some kind of +beam bonus, like +20 to beam weapons.

    I'd also like to add that if the Gorn ever come out with a huge carrier, this design could also fit.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    mister_dee wrote:
    Okay folks, here's my first proposal for a Gorn ship:

    The Caimanus Pursuit Ship is an escort...sorta.
    The idea behind the name is that she's the kind of vessel the Gorn use to defend their borders against scouts trying to get into Gorn space.
    She's quick and adequately armed.
    However since I'd like to go with the idea that Gorn ships don't use cannons (not sure this would be practical in STO) I'd like to propose to give her a different power allocation.
    The idea is that even though Gorn would not use cannons they'd have a different kind of advantage over the other races: raw available power.
    So the Pursuit Ship has +10 to weapons and +5 to engines, giving her a total of+15 like science ships.
    This allows the ship to actually perform its intended function and catch up with most enemy ships.
    Exact specs I'd like to discuss with you folks.

    http://img291.imageshack.us/img291/1456/gornpursuitship1.jpg
    http://img593.imageshack.us/img593/6884/gornpursuitship2.jpg
    http://img844.imageshack.us/img844/9872/gornpursuitship3.jpg
    http://img522.imageshack.us/img522/4113/gornpursuitship4.jpg
    http://img691.imageshack.us/img691/9821/gornpursuitship5.jpg
    http://img573.imageshack.us/img573/5241/gornpursuitship6.jpg

    p.s.: I'm aware how good the chances are this ship would make it ingame so I'd like to say this is more like an idea to discuss (I'm horrible with pen and paper so I prefer to make such sketches on a computer) and then point at it and say to Cryptic: "can we get something like into the game please?"

    p.p.s.: I apologize for the lack of detail, I've thrown this thing together in about 3 hours and don't have time to make textures

    Escort/Science? Escort/Cruiser? Escort/Carrier?
    I like the looks of it and its sounds reasonable but I would add a +5 to weapons to signify its raw power.
    any more ideas on its stats?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Sounds cool, I also like the design. Maybe a way to help people to focus more on beam weapons would be some kind of +beam bonus, like +20 to beam weapons.

    I'd also like to add that if the Gorn ever come out with a huge carrier, this design could also fit.

    Thanks!

    Well, I wasn't sure about a clear-cup bonus to beams because depending on the player's rank it might be too much or too little.
    If it were implemented I guess Cryptic would put it in a T5 and whether you're BG or LtG a fixed bonus might not be exactly what we're looking for.
    So I took the most careful approach with weapons power since it always works no matter what level the player has.
    But you're right such a bonus (why not make it level based instead?) would probably do it too.
    Or we could include (a weaker version of?) "target analysis" from the science ships to boost damage.

    HMM, Gorn Carrier that's an interesting thought.
    I've to admit I'm a big fan of carriers in STO, they don't quite fit in for me but that's something to consider too.
    The Caimanus would probably work as a counterpart to the Bird of Prey.
    Roach wrote: »
    Escort/Science? Escort/Cruiser? Escort/Carrier?
    I like the looks of it and its sounds reasonable but I would add a +5 to weapons to signify its raw power.
    any more ideas on its stats?

    Thanks!

    Well I was thinking Tac and Science since the Caimanus would have to keep track of the enemy and could use science to disrupt his movements.
    My idea was something lighter than the Raptor but still a bit tougher than the Bird of Prey.
    This way it would be like a Gorn BoP with a different mission profile but with typical racial characteristics that empasize toughness and a superior power supply over maneuverability without making the ship useless.
    And with +5 to engines it could also be used as a raider for attacks on enemy holdings so its not a purely defensive ship although the territorial Gorn would probably build the ship to cover that angle first and offensive purpose second.

    Do you mean another +5 to weapons or do you mean divert those +5 from engines to weapons as well?
    Because for that I've got another Gorn Escort in the works, but its shape is a little more complex and I'll see whether I can get that one done in the next couple of days.
    That one will get only bonus power to weapons and will be a bit larger and tougher than the Raptor; closer to a small cruiser actually.
    The Triceratus Border Defense Ship will have an emphasis on Tac and Engineering, possibly it would work as a hybrid.
    The idea is that when a ship enters Gorn space, the Varanus detects it, the Caimanus intercepts it and the Ticeratus crushes it.:D

    Thank you both for your input.
    I hope we can start a new level of theorycrafting with this and I certainly hope we can get all the folks in the KDF forums to come in and help a little and provide their ideas.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Well I was thinking Tac and Science since the Caimanus would have to keep track of the enemy and could use science to disrupt his movements.
    My idea was something lighter than the Raptor but still a bit tougher than the Bird of Prey.
    This way it would be like a Gorn BoP with a different mission profile but with typical racial characteristics that empasize toughness and a superior power supply over maneuverability without making the ship useless.
    And with +5 to engines it could also be used as a raider for attacks on enemy holdings so its not a purely defensive ship although the territorial Gorn would probably build the ship to cover that angle first and offensive purpose second.
    A Dash-like power seems appropiate to a Gorn (reptilian) vessel. At least on the escorts. A minor special ability that would allow a vessel to move quickly over short distances.
    Sort of the evolution of the "pounce" attack done by reptiles when attacking prey by surprise.
    Do you mean another +5 to weapons or do you mean divert those +5 from engines to weapons as well?
    Because for that I've got another Gorn Escort in the works, but its shape is a little more complex and I'll see whether I can get that one done in the next couple of days.
    I meant an additional +5 bonus, but if you have differing ideas towards another escort, then I would not add the extra +5wp.
    That one will get only bonus power to weapons and will be a bit larger and tougher than the Raptor; closer to a small cruiser actually.
    The Triceratus Border Defense Ship will have an emphasis on Tac and Engineering, possibly it would work as a hybrid.
    The idea is that when a ship enters Gorn space, the Varanus detects it, the Caimanus intercepts it and the Ticeratus crushes it.:D
    Wow, You have really thought this out. Cool. I'm interested in seeing which way you are going with this.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Roach wrote: »
    A Dash-like power seems appropiate to a Gorn (reptilian) vessel. At least on the escorts. A minor special ability that would allow a vessel to move quickly over short distances.
    Sort of the evolution of the "pounce" attack done by reptiles when attacking prey by surprise.

    An interesting proposal, I hadn't thought about that.
    I was thinking about some special abilites or special weapons that would slow the enemy down so slower ships could catch up but something to close the gap to the enemy quickly...like a croco is cool indeed.
    My first thought would be that we already have Deuterium Burn, we have Aux to Engines, we have Evasive Maneuvers, Ramming Speed...what don't we have yet?
    The only thing I can think of right now we don't have yet would be something from the TNG Manual: Antimatter can be frozen up and stored in small chips or pellets and it's possible to inject some of them into the impulse reactor at a controlled rate to overcharge your impulse engines even though this is not exactly the healthiest thing you can do to an impulse engine.
    Something like "Direct Antimatter Injection to Engines" would make sense.
    But I guess it should have a drawback so it actually works like a "lunge in space".
    An idea would be that you activate the skill and unlike "Evasive Maneuvers" which allows you to jump across the screen like an angry hornet, you can only fly straight ahead and you turn-rate is greatly reduced so you can only make small adjustments while you dart towards your target.
    This would also require a bit of skill from the player so you have to aim your ship before you lunge.;)
    Roach wrote: »
    I meant an additional +5 bonus, but if you have differing ideas towards another escort, then I would not add the extra +5wp.

    HMM, I was thinking about that a lot myself but I wonder how much extra power we can squeeze into an escort without making it overpowered because we overcompensated for the lack of beams.
    Maybe we would need another +5 to make the worthwile to play, but in that case the Triceratus would probably need an overall +20 to weapons so it can compete as well because it would lack the Caimanus' bonus to engines.;)
    Roach wrote: »
    Wow, You have really thought this out. Cool. I'm interested in seeing which way you are going with this.

    I did exactly what you proposed: I listened to my Inner Lizard and it told me what to do.:)
    Thank you for you confidence; I hope I won't disappoint you.

    One of the special weapons I thought about for the Caimanus was a "Micro Photon Torpedo Gatling Launcher" whose purpose would have been not to do as much damage as a conventional Photon Launcher but to slow the enemy down.
    The idea was that the Micro Torpedoes would be programmed to lock onto the energy emissions of Impulse Engines and Navigational Thrusters and home in on them, disrupting the enemy ship's movements so slower Gorn reinforcements could catch up.
    My idea was to make this an optional weapon that could be installed if the player wishes to do so like the MVAM console on the Prometheus, but not make it a console but a fully fledged weapon.
    So it would operate under the following restrictions:
    Caimanus only, one per ship, forward slot only.
    It would have a normal firing mode like regular torpedo launcher where it fires a magazine of 6 Miro-Torps at the enemy and either a built-in special function where it fires a whole volley of them, either 18 or 24 torpedoes that do damage close to a HY3 and slow the enemy down far more than a normal volley, or the weapon is simply affected by conventional torpedo BO-skills.
    But I realized we already have a weapon with similar capabilities in the game: Chroniton Torpedoes can do the same.

    So why am I writing this down when it's useless?
    Maybe someone else can come up with an idea how a Micro-Torp-Gatling could be made useful.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    mister_dee wrote:
    Something like "Direct Antimatter Injection to Engines" would make sense.
    But I guess it should have a drawback so it actually works like a "lunge in space".
    An idea would be that you activate the skill and unlike "Evasive Maneuvers" which allows you to jump across the screen like an angry hornet, you can only fly straight ahead and you turn-rate is greatly reduced so you can only make small adjustments while you dart towards your target.
    This would also require a bit of skill from the player so you have to aim your ship before you lunge.;)
    Sounds awesome and balanced.


    HMM, I was thinking about that a lot myself but I wonder how much extra power we can squeeze into an escort without making it overpowered because we overcompensated for the lack of beams.
    Maybe we would need another +5 to make the worthwile to play, but in that case the Triceratus would probably need an overall +20 to weapons so it can compete as well because it would lack the Caimanus' bonus to engines.;)
    True an additional +5 to weapons may be too much.

    I did exactly what you proposed: I listened to my Inner Lizard and it told me what to do.:)
    Thank you for you confidence; I hope I won't disappoint you.
    I make no expectations and therefore can not be disapointed. I merely enjoy the debate and theory crafting.:)
    One of the special weapons I thought about for the Caimanus was a "Micro Photon Torpedo Gatling Launcher" whose purpose would have been not to do as much damage as a conventional Photon Launcher but to slow the enemy down.
    The idea was that the Micro Torpedoes would be programmed to lock onto the energy emissions of Impulse Engines and Navigational Thrusters and home in on them, disrupting the enemy ship's movements so slower Gorn reinforcements could catch up.
    My idea was to make this an optional weapon that could be installed if the player wishes to do so like the MVAM console on the Prometheus, but not make it a console but a fully fledged weapon.
    So it would operate under the following restrictions:
    Caimanus only, one per ship, forward slot only.
    It would have a normal firing mode like regular torpedo launcher where it fires a magazine of 6 Miro-Torps at the enemy and either a built-in special function where it fires a whole volley of them, either 18 or 24 torpedoes that do damage close to a HY3 and slow the enemy down far more than a normal volley, or the weapon is simply affected by conventional torpedo BO-skills.
    But I realized we already have a weapon with similar capabilities in the game: Chroniton Torpedoes can do the same.

    So why am I writing this down when it's useless?
    Maybe someone else can come up with an idea how a Micro-Torp-Gatling could be made useful.

    I will think on it, possibly a flack style of use or an abilty that could simulate the thought-evolution of the "lizard losing its tail" to escape.
    How would such a racial trait evolve into an higher thinking society?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Roach wrote: »
    I will think on it, possibly a flack style of use or an abilty that could simulate the thought-evolution of the "lizard losing its tail" to escape.
    How would such a racial trait evolve into an higher thinking society?

    I've been reading on Autotmy and it seems not all lizards have that ability.
    It seems to be limited mostly to the smaller specimens.
    And are Gorn really "lizards" of something else? Noone really knows for sure.:)
    There is also something else to consider:
    Rather highly evolved primates on earth (chimpanzees, gorillas, orangutans) don't have a tail and as far as I understand it human predecessors didn't have one either.
    At least none that was noteworthy.
    Memory Beta does contain a schematic image of a Gorn that shows a small tail

    http://images.wikia.com/startrek/images/0/0e/Homo_lacertae_physiology.jpg

    but the question is whether it's of any worth in their psychology and worth dropping in dangerous situations.
    And I guess if it were in any way included into their ship-design a large spread of mines would work just as well.;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    mister_dee wrote:
    I've been reading on Autotmy and it seems not all lizards have that ability.
    It seems to be limited mostly to the smaller specimens.
    That is true in the RW but as the STO book showed the Gorn engineer/Breed thier castes to specific needs. SO I see no reason why such an evolutionary defense/throwback wouldn't be part of the Gorn design mindset on an Engineering level as a form of "vessel decoy" escape defense.
    And are Gorn really "lizards" of something else? Noone really knows for sure.:)
    More likely they fall into the same as the dinosaurs as somewhat warm blooded reptiles. I use lizard as slang.
    And I guess if it were in any way included into their ship-design a large spread of mines would work just as well.;)
    The application of such a defense could take many forms. The concept of dropping a diversion to keep the enemy focused while you escape is the principle.

    Another idea that crossed my mind Gorn specialswise was the concept of "collateral Poisoning". many Reptiles/Lizards in nature are dangerous due to the nastyness of thier bite inflicting a secondary poison in the wound. Increased bleed through? Usually the reptile in question has had such an ability evolve to help them catch fast prey without having to expend the energy to chase one down.
    Tis just an idea though.
    You are doing far better than me at the theory crafting concerning gorn. Keep it up.:D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Those are some good idaes indeed, I don't think you're doing it any worse than I do, we're just going into different directions.
    And I think that's good otherwise there would be no discussion and the whole business would be rather stale.

    I've got a first version of the Triceratus up, but it's still missing its warp nacelles.
    They will be embedded into the side hulls and only extended during warp.
    In combat they will be as close into the hull as possible so they are protected from enemy fire.

    http://img841.imageshack.us/img841/5607/gornborderdefenseship01.jpg
    http://img7.imageshack.us/img7/8006/gornborderdefenseship02.jpg
    http://img191.imageshack.us/img191/5954/gornborderdefenseship03.jpg
    http://img40.imageshack.us/img40/1069/gornborderdefenseship04.jpg
    http://img696.imageshack.us/img696/6060/gornborderdefenseship05.jpg

    I've got to admit that I'm not really sure about this design, it's rather insane I must say and I wonder whether it has any Gorn-like feel to it.
    It just felt right this way but now that it's (almost) finished I sit back and wonder...
    So the idea is that the central hull contains the bridge and sensitive equipment like the sensors and also the impulse engines.
    The warpcore is in the section that connects the main hull with the lower hull.
    The lower hull contains the torpedo launchers, ammunition and ventral beam weapons.
    The side hulls contain the still missing nacelles and forward, side and rear beam weapons.
    The side and lower hull are also well protected since their purpose is also to shield the central hull from three sides from enemy fire while the bridge and other living sections in the main hull are also armored themseves.
    This results in a very though yet weird-looking ship.
    This thing would be rather unmaneuverable for an escort and be more like an escrot-cruiser hybrid with a Tactical-Engineering focus that gives it a lot of damage control and regenerative power.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I want a B-10 with stasis field generators, dangit!

    Not many will get that reference...a few, perhaps...

    180 Late...MoK Aoav160.

    So right, the ship play in STO is no where near as good as what SFC1/2/OP and KA had to offer. Devs pretty much have said they want to KIS for Stupid.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Okay, here's the updated version with the nacelles installed:

    http://img87.imageshack.us/img87/5602/gornborderdefenseship06.jpg
    http://img607.imageshack.us/img607/6500/gornborderdefenseship07.jpg
    http://img841.imageshack.us/img841/6130/gornborderdefenseship08.jpg

    And this how they'd be positioned with engaged warp drive:

    http://img842.imageshack.us/img842/1467/gornborderdefenseship10.jpg
    http://img815.imageshack.us/img815/6509/gornborderdefenseship11.jpg

    I think this would be within the limits of the current engine/wing folding tech, they'd only have to set up two rotation points and have the engines rotate a little more than the nacelles.

    Any feedback?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    certo wrote: »
    Hey dev's, we need ships like these!/Klingon/3

    or new skins for the klink ships tht make them look like the pictures dude sent
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    mister_dee wrote:
    Okay, here's the updated version with the nacelles installed:

    http://img87.imageshack.us/img87/5602/gornborderdefenseship06.jpg
    http://img607.imageshack.us/img607/6500/gornborderdefenseship07.jpg
    http://img841.imageshack.us/img841/6130/gornborderdefenseship08.jpg

    And this how they'd be positioned with engaged warp drive:

    http://img842.imageshack.us/img842/1467/gornborderdefenseship10.jpg
    http://img815.imageshack.us/img815/6509/gornborderdefenseship11.jpg

    I think this would be within the limits of the current engine/wing folding tech, they'd only have to set up two rotation points and have the engines rotate a little more than the nacelles.

    Any feedback?

    I think Awesome!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Roach wrote: »
    I think Awesome!!

    Thank you.

    I just wish you weren't the only one left who actually responds.
    The amount of views on this thread is rather impressive but there is little actual conversation
    still going on.
    Just like the rest of the "Klingon Gameplay" forum it's too quiet.
    What's up is there some kind of holidays I don't know about, or is the Klingon forum slipping away quietly?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    What about that ship design that was used in several different games. It was in starfleet command III and in the armada series. Fek'lir (I probably didn't spell it right). Paramount signed off on it across several games, it should be easier for Cryptic to get approved in using it in their game. Not everyone might like it, but it was kind of a science ship in armada, it would at least add some variety.
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