I will periodically add to this list (assuming I don't forget) tell me your opinions on the impact it would have on gameplay.
GENERAL:
- Defense rating/bonus is not modified by current speed (but is still determined whether you are moving or not) but is determined by current engine power.
STARSHIP SUBSYSTEMS:
- Weapon Power Level affects Damage AND provides a corresponding bonus to starship weapon accuracy
- Shield Power Level affects Regeneration AND provides a corresponding bonus to shield damage resistances
- Engine Power Level affects Flight Speed AND provides a bonus to starship defense and turn rate
- Auxiliary Power Level affects certain boff powers, starship stealth and enemy detection
So now ship power does a little bit more for your ship. NOTE: the difference between "AFFECTS" and "PROVIDES BONUS." The base power level for "affects" is 50. Weapon Power, Shield Regen, Flight Speed and Aux power will SUFFER below 50 and IMPROVE above 50 like normal. BONUSES have a baseline of 25, meaning that any extra power you put into a certain subsystem will grant a minor bonus to that extra effect. Basically, starship accuracy will not suffer at low power, but it will still get a minor bonus with more power into that subsystem.
FLEET SHIPS:
Now, I have a few ideas regarding the Fleet ships system. One is to mirror a pattern for the different ships available across all ship subtypes.
For example, let's say this is the standard T51 Boff Layout:
"Major" stands for the most prominent type of profession for that ship type. Major would be Engineers for Cruisers, Science Officers for Science Vessels, and so on. "Specialty" indicates a bonus strength in one of the other two professions. Take the Assault Cruiser: it has a Tactical Specialty for obvious reasons. And then of course "Minor" which is the final professions left. With this layout, the Boff layout design of the T5 Fleet Science Vessels, T5 Fleet Cruisers and T5 Fleet Escorts will be similar and neat, but still diverse and different.
Shield Modifier: 1.1 (matches Fleet Assault and Star Cruisers)
Weapons: 4 Fore, 4 Aft
Consoles: 3 Tac, 4 Eng, 3 Sci
Devices: 4
Crew: 400
Turn Rate: 9
Boff Slots:
Commander Eng
Lieutenant Eng
Ensign Eng
Lieutenant Cmdr. Sci
Lieutenant Tac
PLEASE CBS PLEASE
- Fleet Research Science Vessel (and corresponding Regular variant) get buffed:
Hull: 29,700 (from 28,050)
Shield Modifier: 1.43 (matches Fleet LRSV and Fleet Deep Space)
- Fleet Heavy Cruiser Retrofit
BOFF POWERS:
- Mask Energy Signature Self/AoE Stealth Ability + Max Duration: 30 seconds (After 30 seconds, it will automatically drop)
+ Now affects self and nearby allies
+ User can activate mid-combat (as long as not being currently fired on) and buff/healing powers on self and allies while active - Cooldown (After deactivated): 60+ seconds
- Cannot attack/use debuffs while this power is active. Allies being masked will drop it automatically after attacking.
*Higher levels of this skill will modify buffs coming out of stealth, stealth range and stealth strength.
*Disabled by Charged Particle Burst and other stealth debuffs/perception buffs
Fleet Tactical Escort should receive its 10% shield bonus, according to stowiki this is still broken. Haven't got the opportunity to check this for myself, so correct me if I'm wrong.
Fleet Long Range Science Vessel should be better then a temporal ship. Now there is no reason to buy that ship. Better as in, better hull + shields and maybe even match the boff layout of the temporal ship.
I mean the ship is T5 and is worse then a Ferengi snail steak..
It's just that I like the Intrepid looks better then any other sci ship, including the Wells. The problem with it is you can't make an Intrepid work unless you go Cygone or Pyro. Going canon will get you killed lots of times.
While lets say making a Defiant canon is pretty easy and works too!
I like how the sci vessels are scaled right now (except for the fact they all need just a teensy bit more hull)
Do you not like the Temporal for some reason?
Isn't the problem that they are scaled? At Vice Admiral I expect all the Fleet ships to be pretty much equal with each other (maybe even all other T5 ships for that matter) with some small differences, like Boff layout, console setup, turn rate, etc. Give or take a few here and there, but right now, the Fleet Science Vessel Retrofit is pretty pathetic (as is the Fleet Escort Retro) compared to even the Fleet Recon and the Fleet LRSV Retrofit.
I propose these changes. All the Fleet ships should have the same shield modifier as their subtype, and (as example), my changes to the Fleet Science Retrofit mean it has an ever-so-slightly better turn rate and a little extra tactical boff options at a cost of 1,200 hit points.
Likewise, as of right now, there is literally no reason to take the Fleet Escort Retrofit over the Fleet Patrol Escort. These changes fix that (somewhat at least).
- Weapon Power Level affects Damage AND provides a corresponding bonus to starship weapon accuracy
- Shield Power Level affects Regeneration AND provides a corresponding bonus to shield damage resistances
- Engine Power Level affects Flight Speed AND provides a bonus to starship defense and turn rate
- Auxiliary Power Level adds a bonus to certain boff powers, starship stealth and enemy detection
I don't know if I am reading this right, but if that's your wishlist... yeeeeah...
Shield power level does that already. Engine power does that already. Aux power does that already. The only thing is that weapon power doesn't affect accuracy. But for everything else you posted up there, it does that already...
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
+ Now lasts full duration no matter how much damage is dealt - Now only lasts 8/12/16 seconds respectively
- Can be removed with Science Team (and/or other powers)
No, just no. It would break PvP even more.
In another game I will not mention here is a ship type named Falcon with an integrated jamming bonus, that could jam multiple ships so they were unable to target anything. What happened came down to how many Falcons each side would bring. In many cases one group refused to engage because the other had more Falcons and if they fought it often turned into very one-sided battles in which one side kept the other perma-jammed and picking them off, one by one.
"Because of Falcon" became even a common meme ingame for reasons not to fight.
In another game I will not mention here is a ship type named Falcon with an integrated jamming bonus, that could jam multiple ships so they were unable to target anything. What happened came down to how many Falcons each side would bring. In many cases one group refused to engage because the other had more Falcons and if they fought it often turned into very one-sided battles in which one side kept the other perma-jammed and picking them off, one by one.
"Because of Falcon" became even a common meme ingame for reasons not to fight.
Comments
Fleet Long Range Science Vessel should be better then a temporal ship. Now there is no reason to buy that ship. Better as in, better hull + shields and maybe even match the boff layout of the temporal ship.
I mean the ship is T5 and is worse then a Ferengi snail steak..
using that logic, no one would have fleet.. anything, in lieu of jemhadar ship
Edit:
(to the original post)
Pretty sure there will be no connie fleet retrofit, CBS says no etc
Do you not like the Temporal for some reason?
While lets say making a Defiant canon is pretty easy and works too!
Isn't the problem that they are scaled? At Vice Admiral I expect all the Fleet ships to be pretty much equal with each other (maybe even all other T5 ships for that matter) with some small differences, like Boff layout, console setup, turn rate, etc. Give or take a few here and there, but right now, the Fleet Science Vessel Retrofit is pretty pathetic (as is the Fleet Escort Retro) compared to even the Fleet Recon and the Fleet LRSV Retrofit.
I propose these changes. All the Fleet ships should have the same shield modifier as their subtype, and (as example), my changes to the Fleet Science Retrofit mean it has an ever-so-slightly better turn rate and a little extra tactical boff options at a cost of 1,200 hit points.
Likewise, as of right now, there is literally no reason to take the Fleet Escort Retrofit over the Fleet Patrol Escort. These changes fix that (somewhat at least).
it was worth a try, at least. I'll remove it from the list.
I don't know if I am reading this right, but if that's your wishlist... yeeeeah...
Shield power level does that already. Engine power does that already. Aux power does that already. The only thing is that weapon power doesn't affect accuracy. But for everything else you posted up there, it does that already...
you dont have to remove it O.o!!, was just a jokey comment, sorry ^^'
No, just no. It would break PvP even more.
In another game I will not mention here is a ship type named Falcon with an integrated jamming bonus, that could jam multiple ships so they were unable to target anything. What happened came down to how many Falcons each side would bring. In many cases one group refused to engage because the other had more Falcons and if they fought it often turned into very one-sided battles in which one side kept the other perma-jammed and picking them off, one by one.
"Because of Falcon" became even a common meme ingame for reasons not to fight.
Noted and changed.