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Armor Slots: a Response to CaptainGeko

mandoknight89mandoknight89 Member Posts: 1,687 Arc User
First, the relevant three tweets from last night. For those who despise Twitter (as well as for the sake of completeness), this is what he said:
"Thinking about a ship armor slot. But it may stack too high with eng res consoles. Armor can do a lot more than consoles."
"How do you feel about gaining Armor, at the expense of converting existing eng res consoles into something else (don't know what yet)?"
"They could convert into an existing console, or something entirely new (just not direct hull damage mitigation)"

My own thoughts:
  • Existing Engineering consoles, other than armor, are fairly weak. I've found myself considering Engineer console slots (other than the 2 for double Neutronium) to be the place to put Universal consoles, particularly since some (the Borg and Romulan consoles) grant similar bonuses to existing Engineering consoles, but with higher returns.
  • I feel that an armor slot would be beneficial, if other universally useful Engineering consoles were created in the stead of the existing armor consoles (this would also help the Operations Odyssey, Fleet Galaxy, War Bortasqu', and Fleet Negh'var by making their 5th Engineering console slot more valuable). Existing Engineering consoles should get a look at, in order to make them more competitive, particularly for Cruisers (as high-Eng Escorts already have a significant advantage when it comes to RCS Accelerators).
  • While it is possible that Cruisers could receive a second armor slot as their "unique benefit" (similar to how Escorts have a higher turn rate and speed than any other ship, as well as being able to wield Dual Heavy Cannons), I feel that the Warp Core should be the Cruiser's signature strength. Heavier armor could come with it, and could help justify the crippled turn rates compared to similarly sized Escorts and Science Vessels (the Armitage and Vesta are bigger than some Cruisers!), however.
  • I think this is worth evaluating, but I think it would be best to implement it alongside the previously-posed Warp Core and Secondary Deflector slots.
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Comments

  • kamiyama317kamiyama317 Member Posts: 1,295 Arc User
    edited March 2013
    I think its a good idea. I also think Cruisers should get access to Cruiser-only Heavy Armor.

    I know some people would complain, but really the only reason to complain about these changes to Armor, is because it's just different. With armor slots in order to gain hull resist, you stick on an armor plate instead of several neutronium consoles. So what? Players can adapt. As long as they change the existing armor consoles into something useful, no one will really lose out.

    However I also think they should make some kind of a trinity for ship-specific gear, maybe like this:

    Escorts get Dual Heavy Cannons
    Cruisers get Heavy Armor
    Science Ships get ??? (I'm thinking Secondary Deflectors, maybe prototype warp cores? I don't know)
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited March 2013
    Science Ships get ??? (I'm thinking Secondary Deflectors, maybe prototype warp cores? I don't know)

    The warp core is something that's the Cruiser's schtick. Most Science ships already have a secondary deflector on the model, and adding that slot for Science ships was given by Geko as a possible Science Vessel bonus in a recent interview.
  • lan451lan451 Member Posts: 3,386 Arc User
    edited March 2013
    I'm all for adding in armor slots. That's pretty much all I use engineering consoles for anyway. Well that and universals. After that do some change ups to the existing eng consoles and I think he would be on to something.
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  • capnmanxcapnmanx Member Posts: 1,452 Arc User
    edited March 2013
    I think I quite like the idea of armour being a distinct ship component; but armour consoles are kind of the only engineering consoles that absolutely everybody can find a use for.

    Unless we either got a whole bunch of new engineering consoles that are equally desirable as armour consoles, or existing engineering consoles were improved to have the same broad appeal of amour consoles, then engineering console slots will just become a dumping ground for universals.

    Not that I wouldn't mind more free space for universal consoles; but devaluing engineering slots would be a pretty unbalanced way to bring that about.
  • bpharmabpharma Member Posts: 2,022
    edited March 2013
    Whoa, hold it up a sec, there are engineering consoles apart from neutronium!?!

    To be honest I would much rather see a slot for different warp cores. You can then make some that will give +15 to all power levels, reduces energy drain from using powers, enhances shield regen ticks or engineering abilities by 5-10%. That's what I can think of in the minute I take to type this, I'm sure there is much more that can be done.

    Armour, well your 3rd neutronium only gives you 5% more resist so really only 2 neutroniums are worth it with the current damage resist mechanics. A special armour slot for cruisers would mean you have to slot less armour consoles but other than universal consoles there would be nothing to put in said engineering slots.

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  • esquire1980esquire1980 Member Posts: 152 Arc User
    edited March 2013
    I'm not totally against an armor slot altho.........., armor values of the slot would have to at least EQUAL the existing armor benefits of what we use now. Anything else would be a NERF and I expect that Cryptic is looking at this to nerf escorts and buff crusiers now. Now later on or even in the same CHANGE, if you want to add BETTER armor or more armor slots for crusiers/science that's a totally different story. Addition balance takes away basicly nothing from anyone. The CHANGE needs to equal what stats everyone has now and then I would doubt you'd hear even a forum squeak about it other than raves.

    I have seen Cryptic change consoles before (such as the shield effectiveness console just before F2P) and mostly what they pick to change it to is almost worthless. This then becomes a NERF, pure and simple. There are some players who have played the Mk XII console lottery to the extent of having all or most of their consoles now at Mk XII purple. I believe you might find the forums blowing up and/or alot less dedicated players if all or some of these consoles are made worthless junk, that is bound, and the only thing you can do with them is sell them to the replicator.
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2013
    I think Geko's running out of ideas, but that the lockbox and c-store model is continually pressuring him to make newer, more enticing ships available. So he's stuck, and has painted himself into a corner since the Excelsior was first released.

    I also think these ideas will only make his job harder since he's not done a great job on ship balance thus far. Giving him more variables to juggle will only magnify the problems.

    Back when the game launched, there was balance. Your admiral ship went one of two directions ... an extra slot in one of the two professions/classes your ship was not classified as. (So cruisers, havin engineering slant, had one choice tactical in the assault cruiser, and one choice science in the star cruiser).

    All the "extras" were just cosmetic. As in ... ship costumes.

    Well here we are, three years later, with Geko having to do something because of all that mudflation he couldn't manage properly since someone at Cryptic felt they'd sell more if they gave "power" along with cosmetics.

    I mean god, it was so stupid. Back then people would have lined up to purchase the SKIN of the Excelsior. Because they were fans of the ship. But nope, Cryptic had to sell power right along with it.

    And now, that we've pretty much reached a glass ceiling on what can be done, but need to keep cramming more items for sale into the model ...

    We have to give the guy who couldn't design the Nebula properly, the chance to expand the system he himself help break?

    Yeah, go for it.
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  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited March 2013
    An armor slot is an interesting idea but I think most people posting are missing what's really wrong here.

    Cruiser pilots aren't upset that their ships aren't tanky enough, they're upset they're so slow and do less damage than escorts. An armor slot would only serve to make a cruiser tankier, even if there was a "light armor" option reducing defenses for extra speed and turning it wouldn't be a total solution.
  • capnmanxcapnmanx Member Posts: 1,452 Arc User
    edited March 2013
    An armor slot is an interesting idea but I think most people posting are missing what's really wrong here.

    Cruiser pilots aren't upset that their ships aren't tanky enough, they're upset they're so slow and do less damage than escorts. An armor slot would only serve to make a cruiser tankier, even if there was a "light armor" option reducing defenses for extra speed and turning it wouldn't be a total solution.

    It's not like he said it would be for cruisers only.

    Besides, if armour consoles were out of the equation, then there's more room for RCS consoles and those plasma manifold things that boost weapon energy; so it would help cruisers a little in those respects (more so than ship types with fewer eng console slots anyway).
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited March 2013
    I think Geko's running out of ideas, but that the lockbox and c-store model is continually pressuring him to make newer, more enticing ships available. So he's stuck, and has painted himself into a corner since the Excelsior was first released.........

    I too think Geko is getting to a point where all future ship will be completely outside the normal ship boundaries. The Kumari is clearly an upgrade to the defiant setup, so I wonder how longutil we see similar "upgrades" to other ships and classes? How odd this all happens when fleets start to get to T5.

    Unfortunately, I think these days Cryptic wouldn't be satisfied with simply selling ship skins. At least not at what we would consider a reasonable price, it'd the EV suit all over again!

    When he talked about the Regent not selling as well as expected... it really shows how metric-centric Cryptic has become. They aren't even considering what the playerbase might think or want and are focusing purely on past behavior. Its obvious to players why it didn't sell as well. Most players that would want one already had an Ody variant they preferred, or are waiting for their fleet to get to T5 or buying it off a T5 fleet. In fact the only reason to get a Regent now is for the 180 Torp! If that torp was a C-store only unlock you'd better believe almost every player that has a cruiser would get it, provided it wasn't a cash gouge like the 180 missiles in the lobi store are. But I guess that's the thing isn't it?

    Perhaps cosmetic "mission pods" and "attack bits" that you could freely add to your ship's model would be a solution, but once again I'd say Cryptic would be unlikely to want to have actual "micro" transactions that weren't key sales.
  • eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    An armor slot is an interesting idea but I think most people posting are missing what's really wrong here.

    Cruiser pilots aren't upset that their ships aren't tanky enough, they're upset they're so slow and do less damage than escorts. An armor slot would only serve to make a cruiser tankier, even if there was a "light armor" option reducing defenses for extra speed and turning it wouldn't be a total solution.

    But think of it like this: if cruisers were to be more naturally tanky (and not because of their abilities) then it would be far easier to build for damage without having to severely compromisetheir durability. That being said, this doesn't solve everything wrong about cruisers. If EPS actually meant a sot regarding weapon power usage or if beam arrays were decent weapons, then it would be a different question altogether.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    How to continue to monetize STO while increasing the level cap and without adding another tier of ships: ship customization.

    Warp Cores, Heavy Armor, Secondary Deflectors, Computer Upgrades, etc, etc, etc.

    Where based on some previous comments, the Warp Cores and Computer Upgrades would be available to all ships - Cruisers(ish) would get Heavy Armor and Science Vessels(ish) would get Secondary Deflectors. Escorts(ish) already having DHCs, would not get a specific alternate upgrade. Of course, it's not that neat since there are hybrid vessels and non-Escorts that can use DHCs.

    Still though, that particular discussion aside - I'm wondering if Geko's been playing EVE, eh?

    Warp Cores and Computer Upgrades? Will we be looking at powergrid and CPU?

    Is it going to be some form of EVElite? One need only take a quick look at the EVE Ship Equipment in the Item Database - to get a gist of where all of this could go, no?

    The STO Hurricane, eh?

    8 High Slots (4 Fore/4 Aft Weapons)
    6 Low/4 Med Slots (10 console slots)
    Powergrid (Warp Core)
    CPU (Computer Upgrade)
    Upgrade Hardpoint (Heavy Armor)

    Looking at redoing some of the STO consoles - all sorts of goodies to go in those Low/Med/High Slots, eh? Don't forget Crafting Rep and all those wondrous blueprints/recipes?

    With it being STO and not EVE...it would have to be more Pakled than spreadsheet... but is that where things are heading, eh?
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited March 2013
    f2pdrakron wrote: »
    No, its not.

    The Defiant have a higher turn rate and far more survivability with the only one you can compare it, the Tactical version, as the others you cannot really compare then since they have different BO layouts.

    The Kumari is no Defiant, handles very differently.

    Also if you want to talk about clear upgrades we already had then with the Vesta being a better Intrepid, not the Kumari/Defiant as the Vesta and Intrepid handle similarly.

    Correct me if I'm mistaken, but the Defiant onlyhas a +1 turn rate. I was looking at it more as a successor as the most glass cannon escort. But you're right, the other variants are far less glass canon.
  • gralerongraleron Member Posts: 221 Arc User
    edited March 2013
    With the proposed "Armour Slot" being an answer, what is the question?

    There have been a lot of discussions on why cruisers are deficient in the balance equation, but there is remarkably little universally agreed on, with turn rate and the weakness of choice in ensign Engineering powers being about it. Other items like relative durability of the types of ships, damage output, power output, and crew mechanics are far more fractiously debated.

    If the demands of some in this thread are listened to, then this change will do nothing to the relative durability of ship types. It won't even change the relative value of Engineering console slots, as the freed up slots apply to everyone and, ironically enough, Escorts get either equal or greater utility than cruisers from the remaining members of the current selection.

    Which leaves ... what?
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  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2013
    Escorts(ish) already having DHCs, would not get a specific alternate upgrade.
    Why would they leave escorts out of the party? The idea is to make money right? Give Escorts something too.
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  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2013
    Unfortunately, I think these days Cryptic wouldn't be satisfied with simply selling ship skins. At least not at what we would consider a reasonable price, it'd the EV suit all over again!

    Absolutely agree. They started down that path of selling ships and each new ship needs something special so there's no real turning back.

    Still back then, back when we were all far more innocent, I bought new uniforms like nobody's business. And new bridge packs. And new ship skins. So I could customize my looks. A lot of folks did that. Heh.
    When he talked about the Regent not selling as well as expected... it really shows how metric-centric Cryptic has become. They aren't even considering what the playerbase might think or want and are focusing purely on past behavior.
    Yeah, they kind of seem to miss the bigger point about the Reagent. The Excelsior already existed. As did a zillion Cruisers (with the Ambassador still on the way). I wouldn't expect a small upgrade to the Assault Cruiser to sell well that long after the Excelsior already made the Assault Cruiser a middle of the road option. People who had the AC might buy it. But by that time so many people already moved past the AC. And those with an Excel wouldn't have needed it at all.


    We're now firmly on this path, and Geko does have to come up with something. Armor slots? It's an idea I guess. But it doesn't really address the overall problem. Just the short term one, which is the one I guess is more important to the company (more sales).
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  • aspartan1aspartan1 Member Posts: 1,054 Arc User
    edited March 2013
    I've been in favor of and sometimes argued for armor slots since beta so I'm all for the addition.

    I can also see cruiser only armor since we get DHC as Tacs and in the same vein of thought I can see a second deflector or even sci only shields.

    Additionally what I would also love to see is a general universal slot that can take any console (eng, sci or tac) added to ships. It would add a another degree of customization to the game for players methinks. It would also give Cryptic more design room for ships in the future much as the universal BO slot does.
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  • kevaldtkevaldt Member Posts: 0 Arc User
    edited March 2013
    I just have to comment to those using double neutronium that you are wasting your potential... get a monotanium and an ablative, takes care of most damage types you will deal with at end game and show better gains.

    For extra rocket sauce go with what I call "The Trinity", neutronum, monotanium and ablative.

    As far as the specializations that are being mentioned, I am not sure whether to like this idea or not... as it stands I am pretty happy with the builds I have now and it seems changing the setups now would make everyone have to rethink their builds.

    Sort of like when they forced the respec at F2P launch and made it so you HAVE to spend ground skillpoints, its kind of a bad idea.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    Why would they leave escorts out of the party? The idea is to make money right? Give Escorts something too.

    That was just based on what he said during the 4 hour interview. Escorts already having something special - DHCs, he was looking at Heavy Armor for Cruisers and a Second Deflector for Science Vessels (even pointing out that he believed the majority of SVs already had the second deflector as far as art was concerned - it just isn't being used).
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2013
    That was just based on what he said during the 4 hour interview. Escorts already having something special - DHCs, he was looking at Heavy Armor for Cruisers and a Second Deflector for Science Vessels (even pointing out that he believed the majority of SVs already had the second deflector as far as art was concerned - it just isn't being used).

    But Battlecruisers, Raptors, Marauders, Siege Destroyers, and the Vesta all equip DHCs as well. That's not really special is it?

    Also what would a second deflector do for science? How is that special?

    (Personally I think they should start adding in AUX based weapons of all types available to science ships, that'd be a big step forward for helping science ships and it wouldn't make the vesta less special because the intrepid can't equip DHCs anyways).
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  • squishkinsquishkin Member Posts: 0 Arc User
    edited March 2013
    The advantage to a secondary deflector is that you'd allow science ships to get another neat little bonus to power levels/science skills/targeting/whatever. Could work out pretty well, especially if there was some kind of synergy involved.

    That said, I think there is a difference between "category of upgrades of which some upgrades are restricted to certain ship classes" and "category of upgrades restricted to certain ship classes".

    So, a DHC is a weapon; it fills a weapons slot, which all ships have. But the DHC in particular is not available to all ships. This, in my mind, is OK; it allows for variability but nobody loses out. In this sense, I would be totally OK with having an "Armor Slot" which has specific types of restricted armor.

    So, for example, you could have armor from Ultra-Light to Ultra-Heavy (Ultra-Light, Light, Medium, Heavy, Ultra-Heavy) where only cruisers and science ships could mount Ultra-Heavy and only escorts and science ships could mount Ultra-Light. (This gives something to everyone: escorts and cruisers get a mutually exclusive set, and science ships get the versatility of both).

    It would, however, in my opinion be a bad idea to do something like "Only cruisers get armor slots, only science ships get secondary deflectors".
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    But Battlecruisers, Raptors, Marauders, Siege Destroyers, and the Vesta all equip DHCs as well. That's not really special is it?

    Yep, been brought up in a few threads. Have to figure whatever they're looking at is at the early whiteboard stage...
    Also what would a second deflector do for science? How is that special?

    Er...boost Science skills.
    (Personally I think they should start adding in AUX based weapons of all types available to science ships, that'd be a big step forward for helping science ships and it wouldn't make the vesta less special because the intrepid can't equip DHCs anyways).

    Nothing like having weapons drain Aux you wanted for your Sci abilities...
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  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited March 2013
    You know, this thread has some pretty good ideas going through it. Here are my 2c worth.

    Currently there are three pieces of equipment that I deem to be necessary to the running of the ship. They are the engine, deflector and shield system. I think there should be more. I think that, aside from sci, tac and eng consoles there should be...

    Engines - This governs top speed and turning.
    Deflector - This can modify top warp speed and provides bonuses to some skills.
    Shields - Obvious.
    Hull - This would be what the ship's outer hull is made of, its armour. A heavy armour class for cruisers is a good idea.
    Computer System - Affects effectiveness of computer based abilities and some would assist resisting the affects of opponent abilities.
    Warp Core - Affects power levels across different systems and has some affect on power transfer rates.

    To help differentiate the classes there would be some items (the best items of their class) that should be limited to certain classes. As a proposed idea...

    Escorts - Access to DCs and DHCs and faster, more maneuverable engines.
    Cruisers - Larger Warp cores and stronger hulls.
    Science - More exotic deflectors and computers, such as the bio-neural based computer on Voyager.

    This system would involve a large commitment on Cryptic's behalf but I feel such a system would benefit the game immensely.

    Thoughts?
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited March 2013
    squishkin wrote: »

    So, a DHC is a weapon; it fills a weapons slot, which all ships have. But the DHC in particular is not available to all ships.


    To be fair, DHCs are available to almost all ships. It'd be more appropriate to say that Fed cruisers and Fed Sci Vessels (as well as most ships copy pasted from them) are the exception in not having DHCs available.

    I'm far more in favor of opening up DHCs to fed cruisers and upping their turning by +1 or +2 than further adding ways to stat customize ships. I want cosmetic customization, not more stats!
  • bareelbareel Member Posts: 3 Arc User
    edited March 2013
    Here is a novel idea.

    Balance what you already have in the game. Maybe if cruiser beams were not so suck tastic for the average player your regent would have sold a bit better. Or if the fleet version wasn't tier 5 SB.

    I mean it really is just a mirror of the KDF Fleet cruiser (tier 2 btw) boff layout and stats minus DHCs. One ship is highly praised the other didn't sell very well.

    Doesn't exactly take a rocket scientist or a doctorate in physiology to figure this one out. But no instead we get the...

    Cruisers are unpopular because their beam damage is low so I know we'll make them even more tanky that'll fix it!

    Bah.

    (PS) Second Sci Deflector is a really good idea tho aside from the obvious double two set piece advantage I doubt they could code around or take into account with balance. Perhaps just let Sci vessels double the bonuses from the deflector would be a better idea.
  • loading159loading159 Member Posts: 184 Arc User
    edited March 2013
    some things I noticed in the first few posts that even though I recognize as being fair I still have trouble being happy with :P.

    Giving cruisers a slot for special armor would be awesome, giving science ships a slot for a secondary deflector or a mission module would be great as well, and while escorts do get DHC's I cannot help but feel they get left out of the upgrade party.

    first, escorts feds side are the only ships capable of equiping DHC's with a few special exceptions.
    while that is a unique ability the escorts do not get a special slot for them.

    second, I think giving cruisers warp core slots and science ships secondary deflector slots would be awesome! but it just would not make any sense to leave those slots off other ships.

    heres what I think

    DHC's already in game, only equiped by escorts
    create heavy armor consoles for cruisers that ONLY cruisers can equip
    create some new heavy science console or weapon even, im no good at science ships so ill leave that to who ever reads this.


    Add three new slots to everyship in the game:

    secondary deflector / mission pod
    warp core
    starship thrusters ( or something more technical )


    secondary deflector / mission pod - has a passive that increases effectivness on sci ships
    these would have stats to support science ships only, and since escorts / cruiser do not have access to alot of science abilities/high end abilities the science ships will benefit the most from them.


    warp core - has a passive that increases effectivness on cruisers
    these would have stats to support cruisers only, same as above - science ships and escorts do not have access to high end engineering abilities so they would naturally help cruisers more.


    starship thrusters - has a passive that increases effectivness on escorts.
    these would have stats to support escorts more, same as above - cruisers and sci ships do not have high end tac abilities so they naturally supprt escorts more.



    each of these items could have stats to support the tac, sci, or eng abilities of each ship. but the point is that none of them would break the ships role ( thats why I included the passive above that increases effectivness on the respective ship )
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  • loading159loading159 Member Posts: 184 Arc User
    edited March 2013
    You know, this thread has some pretty good ideas going through it. Here are my 2c worth.

    Currently there are three pieces of equipment that I deem to be necessary to the running of the ship. They are the engine, deflector and shield system. I think there should be more. I think that, aside from sci, tac and eng consoles there should be...

    Engines - This governs top speed and turning.
    Deflector - This can modify top warp speed and provides bonuses to some skills.
    Shields - Obvious.
    Hull - This would be what the ship's outer hull is made of, its armour. A heavy armour class for cruisers is a good idea.
    Computer System - Affects effectiveness of computer based abilities and some would assist resisting the affects of opponent abilities.
    Warp Core - Affects power levels across different systems and has some affect on power transfer rates.

    To help differentiate the classes there would be some items (the best items of their class) that should be limited to certain classes. As a proposed idea...

    Escorts - Access to DCs and DHCs and faster, more maneuverable engines.
    Cruisers - Larger Warp cores and stronger hulls.
    Science - More exotic deflectors and computers, such as the bio-neural based computer on Voyager.

    This system would involve a large commitment on Cryptic's behalf but I feel such a system would benefit the game immensely.

    Thoughts?

    I also like this suggestion. I made my suggestion above real fast and did not read this first. but hey it looks like we are on the same page woot!
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  • kevaldtkevaldt Member Posts: 0 Arc User
    edited March 2013
    You know, this thread has some pretty good ideas going through it. Here are my 2c worth.

    Currently there are three pieces of equipment that I deem to be necessary to the running of the ship. They are the engine, deflector and shield system. I think there should be more. I think that, aside from sci, tac and eng consoles there should be...

    Engines - This governs top speed and turning.
    Deflector - This can modify top warp speed and provides bonuses to some skills.
    Shields - Obvious.
    Hull - This would be what the ship's outer hull is made of, its armour. A heavy armour class for cruisers is a good idea.
    Computer System - Affects effectiveness of computer based abilities and some would assist resisting the affects of opponent abilities.
    Warp Core - Affects power levels across different systems and has some affect on power transfer rates.

    To help differentiate the classes there would be some items (the best items of their class) that should be limited to certain classes. As a proposed idea...

    Escorts - Access to DCs and DHCs and faster, more maneuverable engines.
    Cruisers - Larger Warp cores and stronger hulls.
    Science - More exotic deflectors and computers, such as the bio-neural based computer on Voyager.

    This system would involve a large commitment on Cryptic's behalf but I feel such a system would benefit the game immensely.

    Thoughts?


    I kinda dig this idea, but I doubt they would go for it, it would possibly force another look at the skill tree, and a complete revamp of the equipment system as we know it.

    Would like to see some of these ideas in game though.
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