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Ideas for a Carrier Refit

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited September 2011 in Klingon Discussion
Since we appear to be in the midst of Klingon refits -- at least according to the forums -- I thought I would make some suggestions/open a thread for carrier refit ideas...

For the Vo'Qov...

1. Slightly better turn radius and a better shield multiplier (make it equivalent to a sci ship -- in other words, return it to what it was....)
2. Give the Vo'Quv the sci ship skill for sensor analysis

Special power (different possiblities listed....the idea would be for just one to be adopted)

1. A mass heal for deployed fighters and BoPs.
2. A "reset" power that instantly recharges torps and cannons on all deployed craft and causes them to fire.
3. A combat analysis computer (onboard) that gives all deployed craft a boost in accuracy and damage.
4. A projected stasis field -- this is a Klingon system...you can read about it in Memory Alpha here:
http://en.memory-alpha.org/wiki/Projected_stasis_field


Just some thoughts.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Interesting... You may want to put this in the carrier thread though.

    still, very interesting.....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    If there's a stasis field projector, it will probably appear in the form of a console on a x.5 ship, and usable in any ship of a particular kind. Probably a D7, given the canon reference.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Munrock wrote:
    If there's a stasis field projector, it will probably appear in the form of a console on a x.5 ship, and usable in any ship of a particular kind. Probably a D7, given the canon reference.

    I wrote a few comments about the Stasis Field and the license problem we face with this thing here:

    http://forums.startrekonline.com/showthread.php?t=232139

    unfortunately we're probably not going to see it on any ship.

    As far as ZTempest's reasoning to put it on the carrier and not on the D7, I might add that this comes from the game that actually had the Stasis Field Generator (SFG) whihc was the Tabletop game "Star Fleet Battles", on which Starfleet Command was based even though several races and (obviously) special systems were omitted.

    "In Star Fleet Batles" based on the appearance in "The Animated Series" and the problems faced there with its power demands and the problem that a ship firing it had to become a sitting duck while using it, the Klingons mounted it on bigger ships (usually dreadnoughts).

    This meant:
    -a bigger power supply to keep it online
    -the reduction in firepower caused by replacing several forward weapon with the SFG was less signifficant compared to the overall amount of weapons on the ship
    -since the ship had to pretty much stop to use it a vessel with the ability to soak more damage was welcome.

    I think that should explain why ZTempest wanted to mount it there, which is ob course a bit odd without background knowlege about "obscure" tabletops.:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    I just want my perma pets back... I miss the days of having all my BOPS out and not having to resummon them a few moments after an enemy is killed, and just before I get to the next. =[

    It makes me cry myself to sleep.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    ZTempest wrote:
    Since we appear to be in the midst of Klingon refits -- at least according to the forums -- I thought I would make some suggestions/open a thread for carrier refit ideas...

    For the Vo'Qov...

    1. Slightly better turn radius and a better shield multiplier (make it equivalent to a sci ship -- in other words, return it to what it was....)
    2. Give the Vo'Quv the sci ship skill for sensor analysis

    Special power (different possiblities listed....the idea would be for just one to be adopted)

    1. A mass heal for deployed fighters and BoPs.
    2. A "reset" power that instantly recharges torps and cannons on all deployed craft and causes them to fire.
    3. A combat analysis computer (onboard) that gives all deployed craft a boost in accuracy and damage.
    4. A projected stasis field -- this is a Klingon system...you can read about it in Memory Alpha here:
    http://en.memory-alpha.org/wiki/Projected_stasis_field


    Just some thoughts.

    I feel basically the same with the turn rate and the low shield hit points it easily loses shields fast. The design needs to be more of a flying fortress if it has a slow turning rate. It needs added survivability and weapons/weapon arcs that support an almost stationary ship. I think the dev team or Heretic in general would be smart to take a look at how the current USA carriers work and adapt some of those ideas into STO carrier design. I know the pets are getting reworked but that is sometime out before we see those changes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    talbg wrote: »
    I think the dev team or Heretic in general would be smart to take a look at how the current USA carriers work and adapt some of those ideas into STO carrier design. I know the pets are getting reworked but that is sometime out before we see those changes.

    You mean they should be unarmed and unarmored?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    mister_dee wrote:
    You mean they should be unarmed and unarmored?


    Look it up! They have cruise missile and defensive weapons to defend vs inbound missile attacks. They focus on fighters to do most of the work for them and they are a command hub of a fleet. As for armor they are armored just as mush as the rest of modern war ships.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    talbg wrote: »
    Look it up! They have cruise missile and defensive weapons to defend vs inbound missile attacks. They focus on fighters to do most of the work them and they are a command hub of a fleet.

    Yup, two of each type, very impressive.
    I think the russian concept is a lot more flexible.
    And given how the Klingon carriers work also a far better analogy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Maybe so but I would just like to see them improve as carriers are about the only thing keeping me playing this game and they are in a bad place right now.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    mister_dee wrote:
    You mean they should be unarmed and unarmored?

    lol...unarmed? hardly.
    Obviously you've never actually been on one, nor even know much about them.
    While a carrier relys on fighters for a lot, they are never "unarmed" outside of the aircraft.
    They actually are extremly well armed, although it's almost all defensive weaponry rather than offensive weapons outside of few missles.
    As far as armor, they are as well armored as any capitol ship, which is still pretty much useless against modern weapons. The best you can hope for is to be armored just enough to give your crew a chance to survive long enough to get off the ship before it sinks.
    They aren't floating cities, they're floating fortresses.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    talbg wrote: »
    Maybe so but I would just like to see them improve as carriers are about the only thing keeping me playing this game and they are in a bad place right now.

    There is nothing wrong with that, no question about it.
    However the direction you're proposing, assuming I am understnag you correctly which is by no means guaranteed I do, is a version that is almost entirely incapable of defending itself but does so for a considerable increase in fighter compliment.

    The question I'd like to ask is whether that will be more enjoyable or whether it will pretty much be like playing the Necromancer in Diablo 2, which just about everyone I know calls the "coffee drinker" meaning you can drink a cup while looking on as you resurrected monsters do stuff.
    And given how much control we can currently have over fighters that analogy sounds distressingly fitting.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    lol...unarmed? hardly.
    Obviously you've never actually been on one, nor even know much about them.
    While a carrier relys on fighters for a lot, they are never "unarmed" outside of the aircraft.
    They actually are extremly well armed, although it's almost all defensive weaponry rather than offensive weapons outside of few missles.
    As far as armor, they are as well armored as any capitol ship, which is still pretty much useless against modern weapons. The best you can hope for is to be armored just enough to give your crew a chance to survive long enough to get off the ship before it sinks.
    They aren't floating cities, they're floating fortresses.

    Well, they've got two defensive missile launchers for RIM-116 missiles and two Sea Sparrow Launchers.
    Given their hughe size that is very litle when you compare that to the armament the KDF carriers have.
    As I pointed out, the Russian concept seems more balanced given the armament relative to their size (which is rather small compared to the Nimitz-class)

    http://en.wikipedia.org/wiki/Russian_carrier_Admiral_Kuznetsov

    as for armor:
    I am aware of the problems of armor given modern weapons.
    Bulge became totally useless once torpedoes were changed so they would detonate under the ship instead of impact on the side near the waterline.
    Which is once again an example why they are no good examples of how a Star Trek ship should be designed, which do seem to have armor.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    I think you took the wrong elements out of what I was wishing to express and I apologize if I did not present it in a correct manner.

    Let me expound on my idea, it is not math hammered out and not taking into balance for pvp.

    A slow ship with a low turning rate that has low shields (the current Vo'quv) has a hard time defending it's self being that it can't out shield one side or even turn to get a new shield facing to defend it's self fast enough. So I believe it needs a better defensive set maybe part active and part passive. Turrets that do cone damage vs killing type of torps maybe. Better shields with a better shield transfer rate.

    An offensive system that does not rely on the very boring beams FAW spam that is super lame. Maybe only 4 weapon systems but they all count as 360? Maybe a torp that can fire up to 15K being your range of your fighters?

    Maybe for command all ally ships in 7k get +5 to all power settings?

    These are all very rough ideas with no math behind them but things I "my opinion" would like to see in a way that the dev team finds balanced and adequate.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    talbg wrote: »
    I think you took the wrong elements out of what I was wishing to express and I apologize if I did not present it in a correct manner.

    Let me expound on my idea, it is not math hammered out and not taking into balance for pvp.

    A slow ship with a low turning rate that has low shields (the current Vo'quv) has a hard time defending it's self being that it can't out shield one side or even turn to get a new shield facing to defend it's self fast enough. So I believe it needs a better defensive set maybe part active and part passive. Turrets that do cone damage vs killing type of torps maybe. Better shields with a better shield transfer rate.

    An offensive system that does not rely on the very boring beams FAW spam that is super lame. Maybe only 4 weapon systems but they all count as 360? Maybe a torp that can fire up to 15K being your range of your fighters?

    Maybe for command all ally ships in 7k get +5 to all power settings?

    These are all very rough ideas with no math behind them but things I "my opinion" would like to see in a way that the dev team finds balanced and adequate.

    No need to apologize, as I said it's not the first time this happened.
    And maybe I just have a subconcious tendency to misread others.
    Command/control is indeed something sorely missing from this game.
    I did indeed design something in this category while ago (even though I intended 1 of my ideas for the KDF and the other for the Feds, ironically for the so-called "anti-carrier, to make it even)

    http://forums.startrekonline.com/showpost.php?p=3681909&postcount=37

    I am aware that I put a comment in there that I doubt the Klingns would put something like this on a large ship but given what you propose (a reduced amount of weapons for such an ability) something like the buffs I proposed for the Federation model might work for a Klingon carrier too.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    There is a carrier refit... its called the Kar'fi :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Zeuxidemus wrote:
    There is a carrier refit... its called the Kar'fi :)

    How is it a refit?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    mister_dee wrote:
    How is it a refit?

    I imagine that the Fek'Ihri sleep in hammocks, so they pulled down all those hammocks and installed shelves for the Klingons to sleep on.

    See it's a refit.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Jizzak wrote:
    I imagine that the Fek'Ihri sleep in hammocks, so they pulled down all those hammocks and installed shelves for the Klingons to sleep on.

    See it's a refit.

    It's more likely the Fek'lhri sleep in fireplaces.
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