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Fleetyard R&D: Carriers

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Heretic, you mention carriers being able to control (at least to a limited extent) their pets, which I think is awesome and can't wait for that, but question:

    Will non-carrier ships (both KDF and Fed) be able to control their spawn (like the Scorpion Fighters)?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Heretic, you mention carriers being able to control (at least to a limited extent) their pets, which I think is awesome and can't wait for that, but question:

    Will non-carrier ships (both KDF and Fed) be able to control their spawn (like the Scorpion Fighters)?

    Good timing; I was just talking with Geko about this earlier this morning.

    Right now we can set it by ship type. For example, we could say the Prometheus or a KDF carrier could be set to see the control interface and utilize it. What we can't do right now is set it by something that just happens to be in your inventory, i.e., Scorpions.

    So, for other ships that have pets, including things like saucer separation, yes, the current expectation is that they will have this. For ships that have pets due to something in their inventory...maybe.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Heretic wrote:
    Good timing; I was just talking with Geko about this earlier this morning.

    Right now we can set it by ship type. For example, we could say the Prometheus or a KDF carrier could be set to see the control interface and utilize it. What we can't do right now is set it by something that just happens to be in your inventory, i.e., Scorpions.

    So, for other ships that have pets, including things like saucer separation, yes, the current expectation is that they will have this. For ships that have pets due to something in their inventory...maybe.

    Failing the the scorpions could, in lieu of having the new interface, default to the pet logic used by saucers and MVAM's. IE engage selected target, change targets when you do, follow you and defend when nothing is selected.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Heretic wrote:
    Good timing; I was just talking with Geko about this earlier this morning.

    Right now we can set it by ship type. For example, we could say the Prometheus or a KDF carrier could be set to see the control interface and utilize it. What we can't do right now is set it by something that just happens to be in your inventory, i.e., Scorpions.

    So, for other ships that have pets, including things like saucer separation, yes, the current expectation is that they will have this. For ships that have pets due to something in their inventory...maybe.
    Thanks for the answer, Sir.

    Ok, so, carriers and ships that separate (MVAM, Gal-R), then the tech is there so probably yes. Inventory pets, not now, perhaps down the line when the tech is made. That's fine.

    What about ships like the Varanus and D'kyr with their support craft? I'd like to assume they would get the existing tech as the carriers and separators (please? :D).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Heretic wrote:
    Good timing; I was just talking with Geko about this earlier this morning.

    Right now we can set it by ship type. For example, we could say the Prometheus or a KDF carrier could be set to see the control interface and utilize it. What we can't do right now is set it by something that just happens to be in your inventory, i.e., Scorpions.

    So, for other ships that have pets, including things like saucer separation, yes, the current expectation is that they will have this. For ships that have pets due to something in their inventory...maybe.

    Bonus points if you guys can give us control over how they act when attacking...circling and strafing as settings come to mind.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Heretic wrote:
    We've already talked about a number of things under review in the KDF's fleet - the Kar'fi, Varanus, Vo'quv, UI controls for fighters, B'rel, and the Guramba. There are, as well, additional ships being planned for both the Federation and the KDF. As well, we are reviewing damage types, mines and skills as well.

    But no, not every ship is going to be touched, but many are and will be.

    While you're at it, can we get a hanger bay for the Marauder's Interceptors? Not a must, but, would be cool.

    Edit: The D'kyr does need some love though, the support craft isn't very good.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Heretic wrote:
    Good timing; I was just talking with Geko about this earlier this morning.

    Right now we can set it by ship type. For example, we could say the Prometheus or a KDF carrier could be set to see the control interface and utilize it. What we can't do right now is set it by something that just happens to be in your inventory, i.e., Scorpions.

    So, for other ships that have pets, including things like saucer separation, yes, the current expectation is that they will have this. For ships that have pets due to something in their inventory...maybe.

    Nice so I'm guessing both the Prometheus and the Advanced Escort will get that enabled since Advanced Escort can use the MVAM Console as a Hephaestus with MVAM is a beautiful sight, and very fun.

    And ya I second the D'kyr's shuttle getting some attention as that thing is useless... I think my regen rates unaffected by skill powers exceed its contribution during a fight. But the Lt Com Engineer slot for a Sci ship is handy Warp Core Plasma + Gravity Well is fun and just popping DEM can be handy at other times. But the loss of the 2nd Lt Com Sci ability is noticed sometimes, at least the D'Kyr shares skill allocation with the DSSV so I can swap between the two ships without having to retrait.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Heretic wrote:
    Good timing; I was just talking with Geko about this earlier this morning.

    Right now we can set it by ship type. For example, we could say the Prometheus or a KDF carrier could be set to see the control interface and utilize it. What we can't do right now is set it by something that just happens to be in your inventory, i.e., Scorpions.

    So, for other ships that have pets, including things like saucer separation, yes, the current expectation is that they will have this. For ships that have pets due to something in their inventory...maybe.

    Well, the MVAM is a console on my ship, not a hard wired ability. What makes this different from the Scorpion Fighters? Would it be possible to make a Scorpion fighter tactical console instead of a device and give it a set amount of uses before it needs to be re-acquired/recharged by repeating the mission?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Powerhelm wrote: »
    Well, the MVAM is a console on my ship, not a hard wired ability. What makes this different from the Scorpion Fighters? Would it be possible to make a Scorpion fighter tactical console instead of a device and give it a set amount of uses before it needs to be re-acquired/recharged by repeating the mission?

    The console simply unlocks an innate ability they rigged the ship with. From a tech perspective, every Prometheus has MVAM but is just disabled without the console.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    But they had to rig the Advanced Escort after the fact, why not rig everyship with control?

    Especially say the Marauder for the Klingons, it gets a wing of Interceptors that'd be nice to control.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Had an odd thought regarding the spam situation...

    Remember how upthread Heretic mentioned about maybe cloaking mines and fighters outside of 10km or so to reduce spam?

    What if instead of making them invisible, you simply make them unforgettable outside 10km? Ditto to PC generated frigates.
    I can see several benefits to this approach.

    1) At 10km you can't hit them anyway, so there's no worry on that front. However you could still see them coming and prep a Cannon Scatter Volley or BFAW or whatever your preferred fighter remedy is before they actually arrive.

    2) You could not accidentally click fighters or mines engaged in a different batte. I know some folks like to say this wouldn't help because a lot of combat is fairly close - but in my experience, at least in PUG vs PUG combat, in both Arenas and Cap and Hold maps, often times there are people fighting within the 12-15km range as well as within 10km of me, and mines particularly wind up *everywhere* on the map so long as there's been a fight in that general area.

    This combined with the reduced quantity of deployables could I think result in much less annoyance.

    A tertiary possibility, though I have no idea if this is even possible:

    What about making fighters not tab-targetable at all? Or only tab-targetable if there are no PCs in range?

    I mean in my experience Fed side*, you very rarely *want* to target an individual fighter or frigate - you generally use an anti-small craft ability to kill them en-masse, and at least from what I've seen, most folks target Cannon Scatter Volley and Grav Well directly on the carrier to prevent additional spawns - especially since usually the fighters will fly between you and the carrier and get caught anyway.

    And if you really NEED to target a fighter, you can click one.

    Good idea? Bad idea? Not-possible due to tech reasons?

    *And I will say up front that I don't PVP fed side all that much. So maybe I'm off base here, but I don't think I am. I know I've pretty much never intentionally targeted a fighter - I hit BFAW and let that handle them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    While you're at it, can we get a hanger bay for the Marauder's Interceptors? Not a must, but, would be cool.

    Edit: The D'kyr does need some love though, the support craft isn't very good.

    That is under consideration for the Marauder, actually.

    I would actually be interested in specific feedback for the D'kyr - I haven't heard many details.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Heretic wrote:
    A Kar'fi currently with one hanger bay can have out three frigates after a fairly long period of time. With the current proposal, a Kar'fi with two hanger bays both with frigates could have four frigates out, and faster than the existing version could have its three.

    The ships are called "Frigates". Are they actually as strong as NPC Frigates? (One of the big problems with some of these "pet" abilities is that there are no stats available for the pets anywhere.)

    From a PvE perspective: Having a Kar'Fi and 4 Frigates fighting in a typical PvE encounter against 3 Frigates, 1 Cruiser or 1 Battlesip - do you think it is balanced? Is that the type of power differential we expect between player and NPC vessels?
    As a PvP that does the occassional PvE, I know how much we overpower NPC ships. So having the firepower of at least 5 NPC ship in one player ship could be fine. I wouldn't want to make any conclusions about the balance for PvP for this. Still, it might make more understandable why PvE is so easy - and for people that have issues in PvE, and don't know how to use all the powers at their disposal, a Kar'Fi might feel very strong...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    The ships are called "Frigates". Are they actually as strong as NPC Frigates? (One of the big problems with some of these "pet" abilities is that there are no stats available for the pets anywhere.)

    NPC Frigates and player pet frigates do not, in fact, use the same stat tables.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    :mad:I would have loved to see the NPC Gorn and Naussican ships in game.
    Due to CapnLogan's said I doubt that any new KDF ships will happen in the near future. Seems he is the only one at Cryptic who realy understands the KDF misery.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Heretic wrote:
    That is under consideration for the Marauder, actually.

    I would actually be interested in specific feedback for the D'kyr - I haven't heard many details.

    Adding a hangar bay means they get at least one new item to put there. Couple this with rarity for hanger items etc. and it means more stuff to chase when upgrading your ship. This is a good thing!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Hawks wrote: »
    :mad:I would have loved to see the NPC Gorn and Naussican ships in game.
    Due to CapnLogan's said I doubt that any new KDF ships will happen in the near future. Seems he is the only one at Cryptic who realy understands the KDF misery.

    I have actually been working on new Klingon - and allied - ships for a while now, and will be continuing to do so for at least another week or two. The exact timing on their release is still to be determined however.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Sorry if my feelings got out of hand slightly and apologies if I said somebody wrong here :(.
    I just read from the main forun is "We get that awesome Fed ship and this awesome ship" while other KDF stuff is pushed back. It's annoying me that time again KDF stuff is pushed back in favour of Fed stuff, which already have tons of ships.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    @topic: Just remebered to one of my B5 ACTA games and got an idea for carriers.
    Why not divide carriers into the sections:
    Battlecarrier
    Fleet carrier and so forth`. So the Boff layout could be adjusted to fit a specific fleet role.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Heretic wrote:
    That is under consideration for the Marauder, actually.

    I would actually be interested in specific feedback for the D'kyr - I haven't heard many details.

    All it has is Extend Shields I, the cooldown is unknown and dies quickly. It's also very slow and can't keep up when I hit full impulse.

    I would liked that since it is a T5 ship that you may consider improving its skills. A D'kyr can already heal its own shields, TTS I is worthless while solo. Also when on teams they can effectively heal their own shields better than that thing. It's only got one plasma turret, which I don't really see as an issue since its a support ship. But, another turret and maybe dropping one plasma mine (on a cooldown) wouldn't hurt the ship. Also it would be nice if our skills improved its powers. I mean its only one pet, it needs a buff IMO.

    List of Skills and Powers I'd enjoy seeing.: (Captains skill level affects following)

    2x Plasma Turret
    Single Plasma Mine Launcher
    Hazard Team II
    Transfer Shields II

    I wouldn't mind more, but, that would be skating on too much IMO. I'd like your thoughts on this Heretic.

    Edit: Forgot to mention w00t for Marauder, I love mine :D
    Edit 2: Correction Needed
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Heretic wrote:
    I have actually been working on new Klingon - and allied - ships for a while now, and will be continuing to do so for at least another week or two. The exact timing on their release is still to be determined however.

    hi heretic

    do you have any news regarding the possibility of federation carriers?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Intrepidox wrote: »
    hi heretic

    do you have any news regarding the possibility of federation carriers?

    Really? Seriously? Even here? In the Klingon Fleetyards?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Intrepidox wrote: »
    hi heretic

    do you have any news regarding the possibility of federation carriers?

    They already said No in several threads, why don't we give KDF a ship overall first okay?

    Feds don't need a Carrier atm, let's let them fix broken stuff first.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Could we maybe just not engage on the whole Fed Carrier thing? I mean seriously, it's not something that needs to be discussed at the moment, and this entire thread could (and probably will) turn into a ridiculous flamewar if we go down that route. I really don't want to see that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Intrepidox wrote: »
    hi heretic
    do you have any news regarding the possibility of federation carriers?
    move along peeps nothing new to see here
    ROFL, +500 for must persistent/annoying request ever
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    All it has is Transfer Shield Strength I, the cooldown is unknown and dies quickly. It's also very slow and can't keep up when I hit full impulse.
    I thought it was Extend Shields, and neither skil lis useless if you fly solo, as the Auxillary Craft can cast it on _you_. That means free resistance and healing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    I thought it was Extend Shields, and neither skil lis useless if you fly solo, as the Auxillary Craft can cast it on _you_. That means free resistance and healing.

    You are correct in my error there, however it doesn't help much in solo for me. I guess it could come in handy for some people, but, really? If your D'Kyr is in great need of this power to stay alive, you really need to rework your character. I mean its a science ship right, bonus to shields and all. :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    You are correct in my error there, however it doesn't help much in solo for me. I guess it could come in handy for some people, but, really? If your D'Kyr is in great need of this power to stay alive, you really need to rework your character. I mean its a science ship right, bonus to shields and all. :rolleyes:
    What do you want? More firepower? That won't change the trivial nature of PvE either. :p

    The Extend Shields benefit at least fits thematically for a Science/Cruiser hybrid.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    What do you want? More firepower? That won't change the trivial nature of PvE either. :p

    The Extend Shields benefit at least fits thematically for a Science/Cruiser hybrid.

    This response is baseless, this post was about the use and need of extend shields. Yes, it does fit thematically, this was never in question or opposed. My stance is simple, this "support" ship does very little to actually support. How many people with D'kyr's honestly "need" this support ships single power to stay alive? :confused:

    I simply posted my ideas as to what I feel will make this ship worth 1200 C points.

    We've also hijacked the threads purpose, lets just wait to see Heretics reply.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Heretic wrote:
    NPC Frigates and player pet frigates do not, in fact, use the same stat tables.

    If permitted, can we get a break down as to what our Frigate and Fighter stats are for the carrier? If not can you let us know if there are player skills that mod this stats? And if so what those might be? This would be much appreciated.:D
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