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?
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.
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.
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.
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.
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.
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
Comments
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.
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.
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.
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.