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Perhaps there could be more System Targeting powers..

webdeathwebdeath Member Posts: 1,570 Arc User
edited February 2013 in PvP Gameplay
While I was making a reply to another topic.. I suddenly got the Idea that maybe we need a few more targeting based powers for things that just Targeting Engines, Aux, Shields, and Weapons won't necessarily cover.

Maybe we need a new set of Targeting System attacks:

Sensor Array: Gives a targeting subsystem skill Debuff and gives a Sensor Skill Debuff
Stabilizers: Gives a Starship Maneuvers Debuff (Yeah Technically Target engines can cover this, but it could be more about reducing the maneuverability over just trying to disable or reduce engine power. How ever even if some one Engine Batteried and Evasive, they would still have that debuff hurting their Turn rate, speed and defense)
Integerity Field: Debuffs Hull resistance and gives a Structural integrity Debuff (Reducing Max hull Points for a short time)
Deflectors: Debuffs any Deflector based skill possibly Disabling it completely similar to a target Aux How ever since this won't actually disable Aux, it allows for some powers to still be used.
Warp core: Debuffs any skill concerning Warp Core. (Although perhaps an Overkill secondary, perhaps it could even trigger major damage, possibly a "Warp Core Breach" but may be too powerful of an effect to be viable for the game. Especially in PVP.)

This could help PVP in giving more ways to use Tactical Powers and even giving more options that might actually become viable.. That Tactical Escort being a pain, use Target Sensor Array or Stabilizers to make him less maneuverable.

Of course Engineering Team would still clear these effects, but it would still be different kinds of debuffs beyond just reducing power levels. What do the PVPers think? To radical? To well covered by the current Target Subsystem powers?
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
[SIGPIC][/SIGPIC]
Post edited by webdeath on

Comments

  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2013
    Hrmmm... a few things first:

    1) Science Vessels shouldn't have Subsystem Targeting. It's obviously an Operations/Tactical thing...not a Science thing.

    2) They're called shots - they should have reduced accuracy to score that particular hit.

    3) Somewhat related, I'm not sure why they made all phasers fire with the chance to proc a covariant phaser pulse - it's something that might have made more sense to tie the various targeting abilities into requiring phasers rather than having some random proc. But meh, whatever...

    Okay then, in regard to how subsystem targeting is handled with the four subsystems - have to figure that Cryptic did take the somewhat "less complex" approach of having them cover the majority of what one might see as individual targeting (along the lines of what you laid out and said about them doing such).

    To an extent, I could see them adding additional targeting options with a rework of how Beam Target X would work. Each shouldn't be a separate ability, imho - there should be a single ability where the Tac could select the specific system they plan on targeting.

    As it stands now, there would be a single Beam Target X System ability. There should be a selection option, dropdown, etc, etc, etc (even possibly cluttering up P with the four options) allowing the Tac BOFF with TXS to select what they'll be targeting for that, rather than having to have four separate abilities.

    From there, one could see where they could go the more "complex" route and allow additional targeting options. It's something that might even be tied into the rank of the TXS ability. TXS1 would provide the standard options, TXS2 would present additional items (while also reducing the accuracy penalty on the base), and TXS3 would provide all the options from TXS1 and TXS2 while better offsetting the penalty for the TXS1 options while also offsetting that penalty from TXS2 options.
  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited February 2013
    More cheese more cheese
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2013
    More cheese more cheese

    Hrmmmm, how so?
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited February 2013
    Another thought was that instead of adding more targeting, all energy weapons could have a chance to produce that sort of a debuff with a low percent chance on a Critical Hit.
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • ocp001ocp001 Member Posts: 0 Arc User
    edited February 2013
    webdeath wrote: »
    Another thought was that instead of adding more targeting, all energy weapons could have a chance to produce that sort of a debuff with a low percent chance on a Critical Hit.

    I always thought it would be cool to have "Target life support."
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited February 2013
    webdeath wrote: »
    Another thought was that instead of adding more targeting, all energy weapons could have a chance to produce that sort of a debuff with a low percent chance on a Critical Hit.
    ocp001 wrote: »
    I always thought it would be cool to have "Target life support."

    Target Life Support: Causes a crew DoT effect, which in turn reduces passive healing and Subsystem Repair.

    Target Insulators: Reduces Power Insulators skill.

    Target Sensors: Reduces Sensor skill.

    Target Dampners: Reduces Inertial Dampner skill.

    [EDIT]

    It makes a hair more sense than stealing tactical skills, but this is probably still a bad way to go.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2013
    webdeath wrote: »
    Another thought was that instead of adding more targeting, all energy weapons could have a chance to produce that sort of a debuff with a low percent chance on a Critical Hit.

    But that's the thing... even Phasers shouldn't be able to do it like they do.

    The Covariant Phaser Pulse was a special attack Tuvok did. It was a more advanced Beam: Target Weapon Subsystems attack... not some willy nilly random proc on all Phaser weapons.

    Phasers should have a DEM proc - doing additional hull damage - something that's logically possible based on Phasers having standard variable frequencies because of fighting the Borg and random shots piercing shields to do more damage. A random proc to disable a subsystem...? Silly, imho...
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