This question has probably been asked before...but are there in game any uncommon, rare, or very rare hangar bays?
I have only ever seen common ones...except for the Scorpion fighters, which are not really bays....
Two questions:
1. If they exist, then where can I find them?
and/or
2. If they do not exist...then why not have "advanced" carrier hangar bays available as emblem rewards? Such bays could maybe cycle faster, or launch more capable fighters or BoPs, or be configured to launch advanced drones (like the scorpion fighter, except they would not be a consumable) or could do other things, like raise the control cap of a carrier by 3 or 4 per bay, etc.
To my knowledge ther is no such thing as commonality (proper term?) difference between bays.
My hope is that one day there will be different types of hangars, but in a different way:
Hangars that exchange launche rate for capacity and vice versa.
That way you could chosse whether you want a ship with many fighters or the ability to deploy them quickly.
Different hangar lavels similar to the difference between MkX and MkXI would probably be nice to make carriers (and their pets) a bit more competitive at all levels.
Something else I'd love would be different types of hangars for differenty types of fighters.
How about some Gorn fighters, or Orion fighters?
Well maybe if and when we get some kind of carrier for the other KDF races (imagine a larger Varanus-style ship, maybe a little wider, with fighter bays) they'll have their own unique bays...
This question has probably been asked before...but are there in game any uncommon, rare, or very rare hangar bays?
I have only ever seen common ones...except for the Scorpion fighters, which are not really bays....
Two questions:
1. If they exist, then where can I find them?
and/or
2. If they do not exist...then why not have "advanced" carrier hangar bays available as emblem rewards? Such bays could maybe cycle faster, or launch more capable fighters or BoPs, or be configured to launch advanced drones (like the scorpion fighter, except they would not be a consumable) or could do other things, like raise the control cap of a carrier by 3 or 4 per bay, etc.
Just wondering...
They do not, and have never existed in the game so far.
As far as why not. It may be difficult to make them exist. I can't assume to know the real reasons so far. And I would also love to see uncommon, rare, or even very rare launchable ships.
I for one would love to see uncommon, rare, very rare pet types. The ability to CRAFT said types would be even better. Maybe I could craft a hegh'ta bop pet for my carrier that has rapid fire 2 and HY2, but has a longer recharge time...I dunno...Would be nice to have options. but on kdf side bums the word.
Would be a simple thing to make the rarer the version the better the Boff skill/amount of units spawned could be. A white fighter hanger could spawn 3 fighters and the very rare version spawn 5-6 fighters. A white bop hanger could use say cannon rapid fire 1 and high yield 1, the very rare could use CRF3 or have an added boff ability.
Would help give carriers more punch without over powering them. Could make 3 diff verions of each rarity, 1 adds to spawn, 1 adds to boff ability levels aka CRF 1-3, and the last could add a extra boff ability but not increase the exsisting ones level.
I could imagine pets with modifiers like [HP], [Dmg], [CritH], [CritD], and possible variations in their damage type (so you can get also BoPs firing polarons and quantums or something like that).
Mustrum Ridcully
*) Ignoring that I don't actually want Carriers at all. Buf If you do them, do them right and not halfway...
I agree with different and craftable launchables but there are more gaps here..
How about control over pets and pet commands?
How about a chain heal for the pets like the the lolbula thingy?
How about formations for the pets with advantages and disantvantages?
HOW ABOUT CRYPTIC FULLY USES THE POTENTIAL OF THIS GAME FFS????
I pretty much agree that carriers could really use more of a variety in hanger / combat ship types per class of carrier.
I know it would prob take a solid amount of work balance wise, but it might be worth it in the long run if we could get gear slots on our hangers / pets.
I am not saying they get the full changeability of player ships, but a toned down version, read below on some thoughts for this.
So for example a BoP type of hanger / pet could have more flexibility within that pet class in terms of weapon loadouts.
For example: the BoP could instead get equipped with a mine launcher instead of a torp bay.
Perhaps as another poster brought up, quant bay instead of a torp bay.
What if we could drop the torp bay entirely and just equip cannons only, or beam banks.
The To' Doj? fighters could get changeable shield loadouts instead of changeable weapons.
For example: We could equip them with regen shields instead of cov shields, or resil shields instead of regen.
I am not saying pet health should be buffed or anything like that, but more of a variety of pets would be really nice, or a way to equip to certain extent the pets we already are allowed to have instead.
Everquest allowed mages to equip their pets and allowed them to also summon gear for their own pets. I think a similar thing could possibly work in STO with obvious changes to maintain balance and replacing of course summoning with craftable hanger gear and etc.
At any rate, I do support the notion of having more of a variety in hanger types / combat pet types than we currently have.
2. If they do not exist...then why not have "advanced" carrier hangar bays available as emblem rewards? Such bays could maybe cycle faster, or launch more capable fighters or BoPs, or be configured to launch advanced drones (like the scorpion fighter, except they would not be a consumable) or could do other things, like raise the control cap of a carrier by 3 or 4 per bay, etc.
Just wondering...
The sad and simple truth is that Carriers are Klingon ships.There are no Fed carriers, so they are Klingon content. And thats why the only development considering carriers is to nerf them to make it easier for fed players that are to lazy to develop strategys to fight carriers and whine (and to develop a good skill-set) instead to shoot them, not ADDING anything usefull...
I mean really.... next time you even ask for an apropriate Klingon haircut or a new uniform... dare you!
I agree fully with the things other people are saying. It seems strange that there is nothing in the game currently to make bays better or more unique. Hopefully one day someone on the development team will decide to take up this issue. The last person to reply hit the nail on the head though, there are way too many fed whiners that already cry foul that Klingons even have a carrier. If the babys stopped crying for awhile perhaps the developers would hear and see the logic in our requests, and heck, if it makes the game a little better is that such a bad thing?
Comments
My hope is that one day there will be different types of hangars, but in a different way:
Hangars that exchange launche rate for capacity and vice versa.
That way you could chosse whether you want a ship with many fighters or the ability to deploy them quickly.
Different hangar lavels similar to the difference between MkX and MkXI would probably be nice to make carriers (and their pets) a bit more competitive at all levels.
Something else I'd love would be different types of hangars for differenty types of fighters.
How about some Gorn fighters, or Orion fighters?
Well maybe if and when we get some kind of carrier for the other KDF races (imagine a larger Varanus-style ship, maybe a little wider, with fighter bays) they'll have their own unique bays...
They do not, and have never existed in the game so far.
As far as why not. It may be difficult to make them exist. I can't assume to know the real reasons so far. And I would also love to see uncommon, rare, or even very rare launchable ships.
Would help give carriers more punch without over powering them. Could make 3 diff verions of each rarity, 1 adds to spawn, 1 adds to boff ability levels aka CRF 1-3, and the last could add a extra boff ability but not increase the exsisting ones level.
I could imagine pets with modifiers like [HP], [Dmg], [CritH], [CritD], and possible variations in their damage type (so you can get also BoPs firing polarons and quantums or something like that).
Mustrum Ridcully
*) Ignoring that I don't actually want Carriers at all. Buf If you do them, do them right and not halfway...
How about control over pets and pet commands?
How about a chain heal for the pets like the the lolbula thingy?
How about formations for the pets with advantages and disantvantages?
HOW ABOUT CRYPTIC FULLY USES THE POTENTIAL OF THIS GAME FFS????
I know it would prob take a solid amount of work balance wise, but it might be worth it in the long run if we could get gear slots on our hangers / pets.
I am not saying they get the full changeability of player ships, but a toned down version, read below on some thoughts for this.
So for example a BoP type of hanger / pet could have more flexibility within that pet class in terms of weapon loadouts.
For example: the BoP could instead get equipped with a mine launcher instead of a torp bay.
Perhaps as another poster brought up, quant bay instead of a torp bay.
What if we could drop the torp bay entirely and just equip cannons only, or beam banks.
The To' Doj? fighters could get changeable shield loadouts instead of changeable weapons.
For example: We could equip them with regen shields instead of cov shields, or resil shields instead of regen.
I am not saying pet health should be buffed or anything like that, but more of a variety of pets would be really nice, or a way to equip to certain extent the pets we already are allowed to have instead.
Everquest allowed mages to equip their pets and allowed them to also summon gear for their own pets. I think a similar thing could possibly work in STO with obvious changes to maintain balance and replacing of course summoning with craftable hanger gear and etc.
At any rate, I do support the notion of having more of a variety in hanger types / combat pet types than we currently have.
Also I agree that we could really use a pet ui.
The sad and simple truth is that Carriers are Klingon ships.There are no Fed carriers, so they are Klingon content. And thats why the only development considering carriers is to nerf them to make it easier for fed players that are to lazy to develop strategys to fight carriers and whine (and to develop a good skill-set) instead to shoot them, not ADDING anything usefull...
I mean really.... next time you even ask for an apropriate Klingon haircut or a new uniform... dare you!