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Different BoF and Career powers for KDF

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited February 2011 in Klingon Discussion
I know I play fed most of the time, but I thought I'd get your opinions first. Don't you agree that sharing basically the same skill set as the Federation seems a bit unreaslistic. I would picture that the Empire's approaches to Science, Engineering and Tactics would be in some cases quite different from the Federation. So, how would you change BoF and Career powers to better reflect this?
Post edited by Unknown User on

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I would add a Targ handling skill.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Roach wrote: »
    I would add a Targ handling skill.

    I was going to say this as well.

    Sci:
    Although the two factions might have a different approach to science, in the end, a photon is still a photon, dekyons are still dekyons, and the laws of physics do not change. Now, there would certainly be differences in general methodology, and the use of phasers vs. disruptors reflects this, but for gameplay purposes, things ought to be generally the same.

    Perhaps some of the healing science powers could have some other effects. Like a "berseker rage" type of healing for Klingons - a large healing/damage boost for a short time, but some minor detrimental effects after the duration. Romulans could have their own version, where a player that gets healed is stealthed for a short time - they are healing, but can not attack.

    Eng:
    Again, engineering is engineering. If Klingons got disruptor turrets instead of phaser turrets, that would be pretty cool. Other than that... not sure what could be differentiated. I mean, in reality, the actual construction of things would be different, but the tech would do the same thing (think the dilithium matrix in Star Trek IV). I really don't know what engineers could do that would be that much different.

    Tac:
    Tactical is where some big differences would come into play. Klingons should get bonuses when using a Bat'leth, access to Targs, melee bonuses (which I think they already get). It would be interesting to maybe mix and match tactical abilities - maybe Target Optics, for the Klingons, buffs accuracy rather than crits and debuffs enemies instead of exposing them.

    I'm kind of out of ideas, but I think you get what I'm going for.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Felderburg wrote: »
    I was going to say this as well.

    Sci:
    Although the two factions might have a different approach to science, in the end, a photon is still a photon, dekyons are still dekyons, and the laws of physics do not change. Now, there would certainly be differences in general methodology, and the use of phasers vs. disruptors reflects this, but for gameplay purposes, things ought to be generally the same.

    Perhaps some of the healing science powers could have some other effects. Like a "berseker rage" type of healing for Klingons - a large healing/damage boost for a short time, but some minor detrimental effects after the duration. Romulans could have their own version, where a player that gets healed is stealthed for a short time - they are healing, but can not attack.

    Eng:
    Again, engineering is engineering. If Klingons got disruptor turrets instead of phaser turrets, that would be pretty cool. Other than that... not sure what could be differentiated. I mean, in reality, the actual construction of things would be different, but the tech would do the same thing (think the dilithium matrix in Star Trek IV). I really don't know what engineers could do that would be that much different.

    Tac:
    Tactical is where some big differences would come into play. Klingons should get bonuses when using a Bat'leth, access to Targs, melee bonuses (which I think they already get). It would be interesting to maybe mix and match tactical abilities - maybe Target Optics, for the Klingons, buffs accuracy rather than crits and debuffs enemies instead of exposing them.

    I'm kind of out of ideas, but I think you get what I'm going for.

    Keep this thread going...does any other KDF have other suggestions? An example would be is if a BoF had a deep laceration of some sort...I see a Fed Doctor using a Dermal Regenerator...while a KDF Doctor would cauterize the wound.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    QuanManChu wrote:
    Keep this thread going...does any other KDF have other suggestions? An example would be is if a BoF had a deep laceration of some sort...I see a Fed Doctor using a Dermal Regenerator...while a KDF Doctor would cauterize the wound.

    But how would that work, powers wise? The name would be different, sure, but what about the actual mechanics?

    A dermal regenerator would heal you completely, which is nice, but the pain of cauterizing the wound would probably **** a Klingon off and make them do more damage, but not completely heal them right away. So, gameplay wise, Feds get a full heal, while Klingons get a partial heal and temporary damage boost.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I've got some ideas, but I don't have time to go into detail. The easiest way to implement a difference would be to create new kits that allow for faction (and perhaps even specie) specific skills.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Felderburg wrote: »
    If Klingons got disruptor turrets instead of phaser turrets, that would be pretty cool.

    I have to agree, this is a bit of Fridge Logic here. I never thought of it before, but Klingon crafting has Disruptors instead of Phasers, but their turrets are Phasers. It doesn't really make sense.

    Of course, creating a whole new skill specifically for Klingons would create it's own problems. But it would be nice if the turret summoned depended on the faction that summoned it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Keep it going guys.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Would love to see the disruptor turret for KDF Eng. Offs instead of phaser turrets as well.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    yes disruptor turrets instead of phasers is a must, I do not know why this is not already fixed as romulans drop disruptor turrets
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Yes...at least they could just change the color of the fire from the turret if nothing else for more immersion...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    This was offereed up in another thread. The idea has merit for faction unique BOff abilities.
    Possible Klingon console (and tbh, a skill that the Breen should have had from the start)

    Polaron Torpedo
    Damage - similar to Quantum
    Effect - -50 power to all subsystems for 15s, subsystems with 0 power go offline. Emergency power to X BO skill can clear effect on that subsystem alone.
    Cooldown - 2m 30s (maybe 3 mins)

    Some general consoles I'd like to see made available. ( some will be passive modifiers)

    Discharge Deflector
    Single target, high damage kinetic attack that scales with and then drains 50 power from the Aux subsystem, 3km range, 90 degree forward arc.
    3m Cooldown

    Antimatter Spread
    Confuses sensors, increasing the defense rating of allied ships within the effect and reveals cloaked ships for 15s. 3km PBAoE.
    3m cooldown.

    Heavy Beam arrays
    20% increase in damage on all beam arrays for double the power cost (beam overload only increased by 10% and completely drains weapon power, taking them offline)

    Overcharged Cannons
    10% increase in damage for 1.5 the power cost.

    Reinforced Hull
    Extra hull hp at a cost of turn rate and increased inertia

    Hardened Shields
    Increase shield absorption by 5%

    Efficient Shields
    Increase Regeneration by 10% and reduce bleedthrough by 5%

    as well the suggested power for the Orion escort concept,
    Captain rank.
    Hull: 25,500
    Shields: 3,625
    Weapons Fore: 3
    Weapons Aft: 3
    Crew: 150
    consoles: Tac: 3
    consoles: Eng: 2
    consoles: Sci: 3
    Turn Rate: 17
    Impulse: 0.21
    Inertia: 20

    Slots: Tactical : Commander
    Science: LTC
    Engineer: LT
    Science: LT

    Special: Crew stealing mechanism.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Ye know what?....those ideas really make me hope they adopt something like that for us.
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