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Red Alert lasts too long

sonulinu2sonulinu2 Member Posts: 0 Arc User
Does anyone else feel this way? After my last shot or hit, it takes about 10 seconds for Red Alert to switch off. This is about 5 seconds too long in my book.

Besides what good does it do besides preventing me from Full Impulse? I suppose it's needed for pvp otherwise you'll have scorts zipping all over the place on FI, but its frustrating for pve and that's where 90% of the game is being played (or so I hear).
Post edited by sonulinu2 on
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Comments

  • palpha2clearancepalpha2clearance Member Posts: 432 Arc User
    edited September 2012
    Red alert should be a toggle for auto and manual, we should be able to turn it on and off at will to use our abilities as we choose.
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  • zerobangzerobang Member Posts: 0 Arc User
    edited September 2012
    yepp i fully agree, red alert takes an eternity and in PvE missions it is just super annoying.

    that is why most of my ships have one engineering ensign with emergency power to engines or engine batteries,
    power up those engine energy levels right before you hit evasive maneuvers, that gets you where you want to go pretty fast, often you arrive before red alert even goes offline.

    or at least you have a good part of the way behind you before you can full impulse...

    it does not help much in combat of course (unless you try to run away from combat, but that's a different topic)
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  • sonulinu2sonulinu2 Member Posts: 0 Arc User
    edited September 2012
    zerobang wrote: »
    yepp i fully agree, red alert takes an eternity and in PvE missions it is just super annoying.

    that is why most of my ships have one engineering ensign with emergency power to engines or engine batteries,
    power up those engine energy levels right before you hit evasive maneuvers, that gets you where you want to go pretty fast, often you arrive before red alert even goes offline.

    or at least you have a good part of the way behind you before you can full impulse...

    it does not help much in combat of course (unless you try to run away from combat, but that's a different topic)

    I was thinking of using an engine battery but didn't know it stacks with evasive maneuvers. Thanks that's good to know! But that doesn't change the fact that Red Alert is still too long. The toggle on and off switch is a good idea too.
  • rickeyredshirtrickeyredshirt Member Posts: 1,059 Arc User
    edited September 2012
    It would be cool if you could set your status and have the ability to distribute your ship's power accordingly. Condition Green - Engines and aux only. Condition Yellow - Shields, Engines, and Auxiliary. Condition Red - Weapons, Shields, Engines, and Auxiliary. They should also make it so your if you are at Condition Green, your weapons and shields energy transfers to aux or is distributable between engines and aux.
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited September 2012
    sonulinu2 wrote: »
    Does anyone else feel this way? After my last shot or hit, it takes about 10 seconds for Red Alert to switch off. This is about 5 seconds too long in my book.

    Besides what good does it do besides preventing me from Full Impulse? I suppose it's needed for pvp otherwise you'll have scorts zipping all over the place on FI, but its frustrating for pve and that's where 90% of the game is being played (or so I hear).
    I especially agree here, as well to the OT.
    A feature to set the Alert status of the ship is long overdue.


    Thank you for reading.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited September 2012
    What ships do you guys fly, that experience lengthy Red Alerts?

    I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • cavaduscavadus Member Posts: 0 Arc User
    edited September 2012
    What ships do you guys fly, that experience lengthy Red Alerts?

    I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.

    I fly a heavy escort carrier though I have't noticed much of a difference between the HEC and the patrol (or is it blockade now?) escort; it's too long on both IMO.
  • sonulinu2sonulinu2 Member Posts: 0 Arc User
    edited September 2012
    What ships do you guys fly, that experience lengthy Red Alerts?

    I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.

    Oddy, patrol escort sovy. But it's not the ships borticus, this has been an issue with me since the game first came out. I don't know if it's ever been adjusted but it seems like the same long 10 seconds from last action to Green since day 1.
  • purplegamerpurplegamer Member Posts: 1,015 Arc User
    edited September 2012
    What ships do you guys fly, that experience lengthy Red Alerts?

    I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.

    I think the spirit of the thread is that red alert lasts too long across the board. As the OP points out, in PvE it's exceptionally annoying to waste so much time sitting behind a red alert that you would, in theory, be able to order down to green or yellow at your command.

    It just feels arbitrary.
  • darkenzedddarkenzedd Member Posts: 881
    edited September 2012
    What ships do you guys fly, that experience lengthy Red Alerts?

    I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.


    Erm all of them, just give us a toggle. Green, Yellow and Red.

    I understand if your are being shot at you should go straight to Red, but any other time we should be able to turn it off ourselves rather than waiting an age for the game to do it...
  • montrocmontroc Member Posts: 0 Arc User
    edited September 2012
    I can only sign this thread. It is already a kind of running gag in our fleet-mumble, that the red alert lasts too long and that it should be a toggle.
    Maybe it could be a toggle you can only use when there is no more enemy ship in range or within 15 km or so. But please, make it a toggle.

    I fly different ships of different classes and it happens with all of them, no matter if it is tactical, engi or science.


    And as a slight hijack: Please remove those annoying nebula missions where you can not use FI between fights ^^
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited September 2012
    sonulinu2 wrote: »
    Does anyone else feel this way? After my last shot or hit, it takes about 10 seconds for Red Alert to switch off. This is about 5 seconds too long in my book.

    I agree. Those extra five seconds suck if you have a regular cloak.
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  • basedelta0basedelta0 Member Posts: 0 Arc User
    edited September 2012
    Red alert should be a toggle for auto and manual, we should be able to turn it on and off at will to use our abilities as we choose.

    That would defeat the entire purpose of 'Red Alert' in this game.

    In this game 'Red Alert' has very little to do with green/yellow/red alert from the Tv series. 'Red Alert' is just a 'you are in combat' flag. Period.

    Every mmo has certain abilities that are ment to be used in combat, and certain abiliites that are more quality of life abilities (full impulse) that are ment to be used sololy outside of combat.
  • hanoverhanover Member Posts: 0 Arc User
    edited September 2012
    Yeah, it's so you can't warp away when you're about to die, and so combat and non-combat cloaks are distinctive. Among other things.

    Which is a bit jarring, because a "tactical withdrawal" from a losing battle is very much an established Starfleet tactic.
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  • captainf00kcaptainf00k Member Posts: 0 Arc User
    edited September 2012
    What ships do you guys fly, that experience lengthy Red Alerts?

    I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.

    I have been flying the Fleet Defiant in PvP and noticed this while playing against Klingon carriers the other day. This could be in the presence of carrier pets as well (the very same ones that see right through my cloak and negate its ability).
    RHINO | SAD PANDAS
  • basedelta0basedelta0 Member Posts: 0 Arc User
    edited September 2012
    hanover2 wrote: »
    Which is a bit jarring, because a "tactical withdrawal" from a losing battle is very much an established Starfleet tactic.

    The in combat flag (red alert) does not prevent tactical withdraw. You simply have to use your in combat (consumable) cooldown escape(s) (engine batteries, evasive maneuvers) first then into full impulse and/or non combat cloak.
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited September 2012
    What ships do you guys fly, that experience lengthy Red Alerts?

    I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.

    As of late, its happened with me on the :

    Regent

    Gal-X

    Armitage

    Nebula

    Exeter

    Excelsior

    I can finish combat, run up stairs to my kitchen, grab a soda , run back down and I can watch the red alert end.
  • hanoverhanover Member Posts: 0 Arc User
    edited September 2012
    basedelta0 wrote: »
    The in combat flag (red alert) does not prevent tactical withdraw. You simply have to use your in combat (consumable) cooldown escape(s) (engine batteries, evasive maneuvers) first then into full impulse and/or non combat cloak.

    Oh, come on now. We've seen ships warp directly out of combat in countless episodes. Not to mention ships traveling at warp while at red alert status.

    Like I said, I understand why they did it this way in the game, but let's not pretend it's due to anything but the limitations of the game mechanics.
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  • basedelta0basedelta0 Member Posts: 0 Arc User
    edited September 2012
    hanover2 wrote: »
    Oh, come on now. We've seen ships warp directly out of combat in countless episodes. Not to mention ships traveling at warp while at red alert status.

    Like I said, I understand why they did it this way in the game, but let's not pretend it's due to anything but the limitations of the game mechanics.

    Again... the Red Alert in this game has little to nothing to do with the green/yellow/red alert from the TV shows. The Red Alert in this game is purely a in combat flag. Because every mmo has certain abilities that are ment to be used in combat, and certain quality of life abililtes (full impulse) that are not ment to be used in combat.

    TV=/= Game. Rarely in the shows did a Federation starship wait until they were already firing or recieving fire to go to Red Alert.

    The in combat flag is not "due to the limitations of game mechanics." It is a deliberately added limiting mechanic.

    For those still stuck on well its canon for a Trek ship to warp out of combat... This is a game. Cryptic decided you can't just drop from combat whenever you like. You have 2 (or 3) abilities with cooldowns you can use to escape in combat. Regardless of the flavor of Red Alert: Full impulse cannot be used in combat. If they did decide to uncouple Red Alert and the in combat flag: Full impulse will still not be usable in combat.
  • calistobradycalistobrady Member Posts: 0 Arc User
    edited September 2012
    I fully agree with this thread. Every other Star Trek ship commanding game out there has had the option of choosing your Alert condition. We need the option of

    Condition Green: Normal operating condition that grants bonus to sensors, aux, engines and other non-offensive systems.

    Yellow Alert: Shields up, power to offensive/defensive aux-based abilities.

    Red Alert: Weapons charged, Shields up, all other abilities ready for action.

    Of course customised power choices would also over-ride these defaults as needed.
  • sonulinu2sonulinu2 Member Posts: 0 Arc User
    edited September 2012
    OK, I agree with my fellow posters. Reducing the Red Alert timer from 10 to 5 seconds isn't the answer. We need a way toggle from Green, Yellow and Red.
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited September 2012
    sonulinu2 wrote: »
    OK, I agree with my fellow posters. Reducing the Red Alert timer from 10 to 5 seconds isn't the answer. We need a way toggle from Green, Yellow and Red.

    Need or want?

    I'm convinced its a game mechanic designed for a purpose that includes more than the arguments presented for its continuance. Don't get me wrong, the suggestion presented here is pretty solid and I'd go for it! One more button on the UI or keyboard to use, but one that may be worth it.
  • hanoverhanover Member Posts: 0 Arc User
    edited September 2012
    basedelta0 wrote: »
    Again... the Red Alert in this game has little to nothing to do with the green/yellow/red alert from the TV shows. The Red Alert in this game is purely a in combat flag.

    I acknowledged that more than once. Don't need it pointed out to me again.
    TV=/= Game.

    Wow, thanks for the hot tip, there. :rolleyes:
    For those still stuck on well its canon for a Trek ship to warp out of combat... This is a game. Cryptic decided you can't just drop from combat whenever you like. You have 2 (or 3) abilities with cooldowns you can use to escape in combat. Regardless of the flavor of Red Alert: Full impulse cannot be used in combat. If they did decide to uncouple Red Alert and the in combat flag: Full impulse will still not be usable in combat.

    The full impulse thing is actually worse than not being able to warp out of combat.
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  • cursixcursix Member Posts: 0
    edited September 2012
    What ships do you guys fly, that experience lengthy Red Alerts?

    I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.

    This actually applies to the ground as well. An example would be my tactical; I'll pop tactical inititive at Starfleet Academy and it will keep me in Red Alert for 10-15 seconds.

    More annoyingly is the STF gear 'team abilities' as well. You can be running to catch up with your group after respawning and you keep bouncing into red alert for about a second every time the team 'stun' shield effect goes off or similar.

    I do understand there has to be a 'in combat' mechanism and being able to toggle into green, yellow and red alert could cause serious issues with how the abilities are used. I would suggest a more simplistic approuch of trying to reduce the time by half in PvE and see how that works.
  • th3xr34p3rth3xr34p3r Member Posts: 0 Arc User
    edited September 2012
    Coming outta Red Alert in PvE feels more like 30s vs 10s, and in STF's for example this can cripple a cruisers ability to be where its needed the most ;granted 9/10 times its available I use evasive + full power to engines, but even then once that buff expires and I'm still not in combat range its taking too long after the fact to get full impulse back.

    The current ships I fly are the Tac Oddy and Command Bortasque
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  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited September 2012
    I fly a Dreadnought, and even though I have it tuned for speed, and posses Aux to dampners, Loads of Aux batteries, making an deceptively manoeuvrable vessel, it can be very hard to get from one freighter to the next in Blockade, or getting from one area of an STF to another. I would very much like anything that would allow me to get where I need to be even slightly faster, and would also help add a bit of a "Trek" feel to the game. :)
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    th3xr34p3r wrote: »
    Coming outta Red Alert in PvE feels more like 30s vs 10s, and in STF's for example this can cripple a cruisers ability to be where its needed the most ;granted 9/10 times its available I use evasive + full power to engines, but even then once that buff expires and I'm still not in combat range its taking too long after the fact to get full impulse back.

    The current ships I fly are the Tac Oddy and Command Bortasque

    Okay. What we need is a difference between environmental damage and enemy damage.

    EV damage shouldn't trigger red alert.

    I'd also argue that EV damage shouldn't be passed along via things like the Mobius Manheim console due to AI limitations. EV damage probably blows my ship up 60% of the time when I use the console.
  • th3xr34p3rth3xr34p3r Member Posts: 0 Arc User
    edited September 2012
    Okay. What we need is a difference between environmental damage and enemy damage.

    EV damage shouldn't trigger red alert.

    I'd also argue that EV damage shouldn't be passed along via things like the Mobius Manheim console due to AI limitations. EV damage probably blows my ship up 60% of the time when I use the console.

    Talking bout EV and Mob damage, I have noticed that your outta Red Alert sooner after a fight vs when maneuvering to get to your next fight due to random unseen "phenomina" making you stay under Red Alert longer. I will need to confirm this once I get back in game.

    Generally, I'll be happy if the timer for coming outta Red Alert is cut in half for PvE.
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  • dariusmajeredariusmajere Member Posts: 0 Arc User
    edited September 2012
    I have had the Extended RA's happen on my Armitage and other carriers. I would love for a Fix for it. Especially After you go pop sitting there 5-10 seconds before you can make your way to the fight again because you are still combat flagged after sploding.
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  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited October 2012
    The long Red Alerts are just deadly (and forever) when doing "Starbase Blockade"
This discussion has been closed.