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Official Warp Core Feedback Thread

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    raptor63549raptor63549 Member Posts: 642 Arc User
    edited April 2013
    That is the truth, there should be ship class-specific or ship-specific Warp Cores. Because you're not going to put a Galaxy Warp Core inside a Defiant. And some ships like the Intrepid actually have a secondary Warp Core.

    Be nice if Cryptic reflected this.

    It's a game, there's going to be some abstraction. The type of core using in the Galaxy is different from the one in a Soverign and thats as close to the same size as you are going to get. I don't really see what use different sizes of core will be in the game. If we want to get into those sort of specifics we wouldn't be abelt to change most things at all, and a Defiant would only get its quad cannons and some torpedo launchers on the front an a phaser array on the back.

    As for the secondary core in the intrepid, that's just spare parts; it's not actually active and producing power, so it's not like the upper secondary deflector.
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    raptor63549raptor63549 Member Posts: 642 Arc User
    edited April 2013
    amosov78 wrote: »
    I spent aaaaaages killing stuff to finally see one drop. Problem was, that one happened to be a singularity core, which I can't equip. :rolleyes:

    Yeah we need to be able to obtain all sorts of cores much more easily so we can properly test them.


    On a side note, are ultra rare cores going to be added to the fleet store?
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    mike1705nccmike1705ncc Member Posts: 6 Arc User
    edited April 2013
    First, let me say I have not played on Tribble yet (Shard currently locked), so from a game-mechanics view, I have nothing to offer.

    The ?warp core? (slang for matter/antimatter reaction chamber, or M/ARC) is the primary energy source for a ship. In Star trek II, they used the term Main Energizer. A power plant produces energy. How that energy is used is another matter. You can rev a car engine to red line (or a nuclear reactor to 100%) but still not propel the vehicle if the transmission is not engaged.

    The M/ARC is the ship?s main energy source, and only source of energy for warp speed capability. It might be likened to a piston engine or nuclear reactor on a military naval vessel.

    The warp engines (i.e., the warp field nacelles) could be liked to transmission for high speed travelling, which, in this game, disables combat capability (i.e., warp speed equals no combat). The warp engines produce zero energy; they use energy from the M/ARC to propel the ship.

    The impulse propulsion system (IPS) produces its own energy for 1) sublight propulsion and 2) auxiliary use. On the Enterprise-E this was two sets of fusion powered engines; one set in the primary hull, the other in the secondary. Liken the IPS to both a transmission for low speed travelling, which, in this game enables combat capabilities (no warp speed equals combat) AND an auxiliary energy source. Note that for brevity my description of this system is greatly simplified.

    Hypothetically, ships in the game could have three components which affect energy and speed:

    Warp Core (M/ARC) ? Produces energy which can affect interstellar speed and ship?s systems (the four categories we are familiar with: Weapons, Shields, Engines and Auxiliary).

    Warp Field Coils (nacelles) ? These determine (along with the amount of energy coming from the M/ARC) what interstellar speeds the ship is capable of. Going back to the car analogy, a big engine with a poorly designed drive train does not equal fast speeds, and vice versa.

    Impulse Engine ? Mandates the ships sublight speed and maneuverability, as well as adding some power to the ships systems.

    If you split hairs, you could add a fourth component, the Impulse Reactors, and make them the energy producers, making the ?Impulse Engines? solely for propulsion, just as the Warp Field Coils are solely for propulsion.

    I am guessing that the STO developers/planners considered all this, and to keep things simple, decided that the Warp Core would comprise the M/ARC and warp coils, and the Impulse Engines would comprise the impulse engines and impulse reactors.

    In any event, both components (Warp Core and Impulse Engines) should affect 1) the amount of energy produced, 2) the speeds (warp and sublight) and 3) the maneuverability of the ship (warp and sublight). Warp Cores should have a MAJOR effect on ship power levels.

    So if any of the STO devs/designers are bothering to read this, here?s my two cents worth: Add a few more components to the mix to keep things accurate and ?real??

    Warp Core ? Primary Power and Interstellar Speed/Maneuverability
    Warp Coils - Interstellar Speed/maneuverability
    Impulse Reactors - Secondary Power and Sublight Speed/Maneuverability
    Impulse Engines - Sublight Speed/Maneuverability

    Variants of all four of these components could exist, just as variants of the current Impulse Engines exist, providing boosts for different systems.

    My source for this info was the ST:TNG Technical Manual

    Regards,

    Mike
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    squishkinsquishkin Member Posts: 0 Arc User
    edited April 2013
    Too much effort, I think. I could see going to Warp Core, Warp Engines, and Impulse Engines, though.

    The problem as I see it is this. "warp engines" don't do anything in the game. Turn rate, slipstream, transwarp, and warp speed in sector space? Sure, great. Except those aren't really a major component of the game. They're sort of trivial.

    Impulse engines have a clear purpose and effect on in-system movement, for combat and everything else.

    The Warp core, as the primary power system, has a clear purpose and effect. That's great.

    I just don't know where to put those "warp engine" elements. They should be in the game. But where? They don't really belong in the warp core and they don't belong in the impulse engines.

    The other thing is that a lot of those features are part of a set, and therefore attached to "set" engines, like the Borg/Omega/Whatever impulse engines. I can see why you'd want this- to add a set bonus- but it seems unhelpful in the grand scheme of things.

    So here's a couple of options I might suggest.

    1. Add a "Warp engines" component and slot in those effects. You'd probably need to think of other sector space effects that would make this worthwhile. Recharge rate on transwarp? Different visual effects at warp? Cool warp trail colors? Increased turn in sector space? You get the idea.

    2. Rename the "warp core" to "Warp system" or something like that, and move all the warp effects there.

    3. Remove the warp effects entirely from components and make them inherent in the ship itself. Transwarp coils and whatnot can be devices or consoles. Newer, higher tier ships would be faster than lower tier ships, and certain ships like the Vesta or the Odyssey could have inherent abilities with respect to their drives.
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    mimey2mimey2 Member Posts: 0 Arc User
    edited April 2013
    Honestly...I like em.

    I feel they are going to add an interesting depth to builds. Though I don't feel that they have to be made into sets, because that'll put us back right where we were with people running two piece Borg and two piece MACO again. Or two possibly three piece Borg (engines, warp core [if added], and deflector with MACO or Elite fleet shields)

    Though it'll be interesting to see what happens with any possible Fleet Warp Cores if they add them.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
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    jer5488jer5488 Member Posts: 506 Arc User
    edited April 2013
    At the moment Borg and M.A.C.O. impulse engines still push you into warp 20+range, and it's in the new scale. An Odyssey at slipstream with maco impulse engines and a blue dilithium store warp core can cross the Eta Eridani sector block in about 12 seconds. It's actually really fun, but I don't see it staying that way sadly.

    So far the warp core thing is interesting, though I've only played with the dilithium store variants.
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    azurianstarazurianstar Member Posts: 6,985 Arc User
    edited April 2013
    amosov78 wrote: »
    It's also sort of implicit in the IP itself; Voyager's class 9 warp core allowed it to achieve great speeds and efficient power distribution. No idea about the Defiant's class 7 warp core, but I'd imagine based off O'Brien's comment about it being extremely powerful for a ship of its size, and the fact the phaser cannons siphon energy from it, I'd say weapons power is the main focus of it.

    Exactly my point, that warp cores need to be more specific in function and more or less tailored for certain ships as well. Like a Galaxy Warp Core is going to give far more power than any other warp core. and it only works in a Galaxy-class. Which could mean ship-specific Warp Cores, could be Very Rare since they would yield the best performance for your ship.
    It's a game, there's going to be some abstraction. The type of core using in the Galaxy is different from the one in a Soverign and thats as close to the same size as you are going to get. I don't really see what use different sizes of core will be in the game. If we want to get into those sort of specifics we wouldn't be abelt to change most things at all, and a Defiant would only get its quad cannons and some torpedo launchers on the front an a phaser array on the back.

    My point is to give more of a variety and give more reason for there to be more ship-specific parts than Cryptics "once size fits all" approach and flood the exchange with worthless junk.
    As for the secondary core in the intrepid, that's just spare parts; it's not actually active and producing power, so it's not like the upper secondary deflector.

    More like Steanbach making up excuses for not using it. If there were second warp cores, then every ship flying would have two "for spare parts". Bet Riker would've loved having a second in Insurrection. :P
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    hroothvitnirhroothvitnir Member Posts: 322
    edited April 2013
    Is the simple flat +5 to power suppose to be there and working? Its not giving any bonus, however the +% to secondary stat is working as said earlier. The singularity cores look really interesting get us some warbirds to play around with those at some point.
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    azurianstarazurianstar Member Posts: 6,985 Arc User
    edited April 2013
    Is the simple flat +5 to power suppose to be there and working? Its not giving any bonus, however the +% to secondary stat is working as said earlier. The singularity cores look really interesting get us some warbirds to play around with those at some point.

    We mentioned this earlier, its not increasing your power level but increasing the maximum potential. Meaning instead of 125 its 130 for that system.

    So they need to explain Warp Cores better, especially in the tool tips.
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    deusemperordeusemperor Member Posts: 136 Arc User
    edited April 2013
    The warp cores are interesting, and remind of that one thread long ago where this guy had suggested warp cores, and different ships having two of deflectors or shields or engines based on what ship it was. For the life of me I can't remember where it is on the forums if it survived the forum migration. But it looks like you actually listened to his idea. ^_^

    I'm was hoping with warp cores when they were added to the game would give us options for weapon slots. Since the energy comes from the warp core I figured if it was a big enough core could it power 5 weapons fore and 5 weapons aft be cruisers only probably since it would take a big warp core. Maybe you guys plan to add more to the cores later or make an upgrade package for ships. I'd love to have 5 fore and 3/4 aft weapons on my Jem'Hadar Heavy Escort Carrier.

    I'm very excited and happy about the warp cores, and the extra customizing potential the cores add to builds. Keep up the good work!
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    tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2013
    The warp cores are interesting, and remind of that one thread long ago where this guy had suggested warp cores, and different ships having two of deflectors or shields or engines based on what ship it was. For the life of me I can't remember where it is on the forums if it survived the forum migration. But it looks like you actually listened to his idea. ^_^

    I'm was hoping with warp cores when they were added to the game would give us options for weapon slots. Since the energy comes from the warp core I figured if it was a big enough core could it power 5 weapons fore and 5 weapons aft be cruisers only probably since it would take a big warp core. Maybe you guys plan to add more to the cores later or make an upgrade package for ships. I'd love to have 5 fore and 3/4 aft weapons on my Jem'Hadar Heavy Escort Carrier.

    I'm very excited and happy about the warp cores, and the extra customizing potential the cores add to builds. Keep up the good work!

    Sounds awesome.... can I has 5 fore weapon slots on my fleet patrol escort? Please? I would sacrifice a rear slot for it.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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    amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited April 2013
    I just want to say that I like the idea of the new system. Its great. But I will also say that all the ship sets (MACO, KHG, Aegis, AdaptedMACO/KHG, Assimilated Borg, etc.) need to get a warp core as well, making them all 4 piece sets.

    Also you call them Matter/Antimatter Warp Cores... this is redundant... Call them either "Warp Cores" or "Matter/Antimatter Reactors".

    Even more preferable would be this: Matter/Antimatter Reaction Assembly
    7NGGeUP.png

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    diogene0diogene0 Member Posts: 0 Arc User
    edited April 2013
    I know it won't be a popular idea but i'd like warp cores to remain a loot-only item, so that we have a reason to play content and get some epic loots worth some ECs, instead of making the warp core vendor trash like engines, shields or deflector, because set parts or fleet store stuff are better. :rolleyes:
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
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    amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited April 2013
    diogene0 wrote: »
    I know it won't be a popular idea but i'd like warp cores to remain a loot-only item, so that we have a reason to play content and get some epic loots worth some ECs, instead of making the warp core vendor trash like engines, shields or deflector, because set parts or fleet store stuff are better. :rolleyes:

    Yea... that would require them to not be rare loot... and for Mk XII purples to drop regularly (and Mk XII purples should drop regularly regardless, but thats and issue with the loot system being just plain bad). I dont think thats a much better situation. And quite frankly sets/fleet stuff should be better, given the work/time/extraordinary amount of resources needed to get them.

    I'm already OCD about the fact that everything on my ship isnt purple rarity (seriously, why isnt the tacheyokinetic converter purple?), or doesnt show the XII badge... adding non-set warp cores and making them loot drops (forcing me to grind content to make my ship have all purple items) would probably drive me nuts.
    7NGGeUP.png

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    captaind3captaind3 Member Posts: 2,449 Arc User
    edited April 2013
    On the subject of different sized or powered cores, I posted this in another thread.
    yreodred wrote: »
    I haven't read all 20 pages, but i hope Escorts/Science/Cruisers will get differently powerful Warp cores.

    Or Escorts/Science/Cruisers should get different Power modifiers (similar to shield Modifiers).
    Like Escorts 0.75/ Science 1.25/ Cruisers 1.9.
    dalnar83 wrote: »
    How dare you propose something that would be weaker for escorts ! Heresy!

    Not so fast. While his proposal is imminently logical, it is not necessarily canon.

    There should be exceptions with drawbacks.

    Keep in mind that when first introduced the Defiant's problems that had plagued it since construction was that it had an extremely overpowered warp core. Part of the ship's charm, but it did effect the operation of the cloaking device. Before Sisko and O'Brien took the safeties off, the ship was always in danger of shaking itself apart at anything above..what? Warp six was it?

    So in keeping with canon and logic, you should be allowed to install a warp core of high power into an escort, but it should cause a drawback. Weakens the cloak, or structural integrity at high engine powers like a damage resist debuff. Maybe something that could be negated by the appropriate engine. Not something that would break it, but rather something that would make you think about your equipment.

    That said, Starfleet has also had almost fifty years to correct such design flaws, but it's something to think about.

    And just something for you devs to think about before you put in the warp core icons. Warp cores weren't designated by mark, but by class. The Galaxy class has a class 6 warp core, the Defiant Class 7, the Intrepid class a class 9 warp drive. I want to say that the Sovereign class has a class 8. I always say my Noble has a class XII (haven't seen a warp core on Tribble above Mk10 though :() I know you guys have your own thoughts on this and keeping the game streamlined, but something to think about, for flavor.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
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    brigadooombrigadooom Member Posts: 0 Arc User
    edited April 2013
    diogene0 wrote: »
    I know it won't be a popular idea but i'd like warp cores to remain a loot-only item, so that we have a reason to play content and get some epic loots worth some ECs, instead of making the warp core vendor trash like engines, shields or deflector, because set parts or fleet store stuff are better. :rolleyes:

    SB24, king once again.
    ----
    [SIGPIC][/SIGPIC]
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    tsurutafan01tsurutafan01 Member Posts: 0 Arc User
    edited April 2013
    I'd go the other way. Cores shouldn't be lootable at all. Frankly they are a chance to try and salvage something from the crafting system.


    "We are smart." - Grebnedlog

    Member of Alliance Central Command/boq botlhra'ghom
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    captaind3captaind3 Member Posts: 2,449 Arc User
    edited April 2013
    I'd go the other way. Cores shouldn't be lootable at all. Frankly they are a chance to try and salvage something from the crafting system.

    That would be nice.

    And perhaps upgrades at that, having one warp core as a prerequisite crafting material for a more advanced one. And please drop the MkXI maximum at least on this item. It just makes sense to be able to build an advanced core.

    And should fleet ships come with more advanced cores. If not a Fleet Core at least a MkXII.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
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    scrimpinionscrimpinion Member Posts: 76 Arc User
    edited April 2013
    I know this is a selfish request, but I can't be the ONLY person who has found themselves wishing they could lower power to a subsytem below 25, and I'm a bit concerned that the warp cores may make that wish a bit more common.

    I ended up spending a respec token to lower a couple of skills because my build & gear choices had me using a combat impulse engine, but I couldn't get my enngine power level below 52 or so, which meant i suffered a (granted, pretty minor) hit to efficiency.

    I actually spent a couple of months with with an unrepaired engine damage effect purposefully left on to correct the issue, heh.

    I can totally understand not wanting to give players the ability to USE more than the...150 (right?) points to allocate to each system, but even if I could drop a subsystem to 20 and not get those last 5 points to use elsewhere, I can see a few situations where somebody would like that.

    For one, it means that I don't need to have a specific build in mind when deciding which +power to subsystem skills to invest in 6 months before I could equip them.
    [SIGPIC][/SIGPIC]
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    rakija879rakija879 Member Posts: 646 Arc User
    edited April 2013
    So will we have the ability to eject the warp core, and then detonate it with lets say a beam attack? :D
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    jimtkirkjimtkirk Member Posts: 0
    edited April 2013
    Warp Cores. Aside from the poor graphics (showing engines as warp cores) WHAT GIVES??? We work our butts off to earn Mk XII equipment and weapons and now you (Cryptic) diminish that by slapping on cheap Mk X warp cores... something added as an afterthought? It's one thing to do that on Tribble where people can get free weapons, shields, etc but entirely another when it comes to Holodeck. At least have the decency to match the ship's equipment and weapons level on Holodeck. Sure, I can understand making it a common item, but at least make it a XII when a ship is already at MK XII's.
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    jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2013
    jimtkirk wrote: »
    Warp Cores. Aside from the poor graphics (showing engines as warp cores) WHAT GIVES??? We work our butts off to earn Mk XII equipment and weapons and now you (Cryptic) diminish that by slapping on cheap Mk X warp cores... something added as an afterthought? It's one thing to do that on Tribble where people can get free weapons, shields, etc but entirely another when it comes to Holodeck. At least have the decency to match the ship's equipment and weapons level on Holodeck. Sure, I can understand making it a common item, but at least make it a XII when a ship is already at MK XII's.

    They've already said the "showing engines as warp cores" is a placeholder until they get the proper graphics in. As to "slapping on cheap Mk X warp cores," you haven't earned a Mk XII warp core yet, why should they just give it to you? You've payed for/earned the equipment you now have, not for it and any additional equipment Cryptic decides to add later, especially when that new equipment doesn't take anything away from your existing equipment.

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
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    jimtkirkjimtkirk Member Posts: 0
    edited April 2013
    "They've already said the "showing engines as warp cores" is a placeholder until they get the proper graphics in. As to "slapping on cheap Mk X warp cores," you haven't earned a Mk XII warp core yet, why should they just give it to you? You've payed for/earned the equipment you now have, not for it and any additional equipment Cryptic decides to add later, especially when that new equipment doesn't take anything away from your existing equipment."

    Because this is not an optional piece of equipment, nor was it on the ships when they were earned, and in some cases PURCHASED. Maxing out a ship is no different from leveling my character to a level 50. Yes I paid for and earned a two maxed out ships. They diminish that accomplishment by forcing common Mk X equipment on to them.
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    diogene0diogene0 Member Posts: 0 Arc User
    edited April 2013
    Yea... that would require them to not be rare loot... and for Mk XII purples to drop regularly (and Mk XII purples should drop regularly regardless, but thats and issue with the loot system being just plain bad). I dont think thats a much better situation. And quite frankly sets/fleet stuff should be better, given the work/time/extraordinary amount of resources needed to get them.

    I'm already OCD about the fact that everything on my ship isnt purple rarity (seriously, why isnt the tacheyokinetic converter purple?), or doesnt show the XII badge... adding non-set warp cores and making them loot drops (forcing me to grind content to make my ship have all purple items) would probably drive me nuts.

    But making trade relevant is also a good option. Currently there's nothing but lockbox stuff trades. Having warp cores loot only with a rare chance would be an interesting change. Looting vendor trash is just frustrating, and that's what 95% of loots are.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
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    scrimpinionscrimpinion Member Posts: 76 Arc User
    edited April 2013
    jimtkirk wrote: »
    Because this is not an optional piece of equipment, nor was it on the ships when they were earned, and in some cases PURCHASED. Maxing out a ship is no different from leveling my character to a level 50. Yes I paid for and earned a two maxed out ships. They diminish that accomplishment by forcing common Mk X equipment on to them.

    dude, if you can't bear the thought of having a lower-mk core given to you:

    1) start saving up your ec right now. Make sure you have many tens of millions.

    2) wait for the new expansion to come out on May 21st.

    3) wait 4 hours...that should be enough time.

    4) log in, hit the exchange, and buy the super-coolest uber core your heart desires. I PROMISE you somebody will be selling one by then.

    5) Throw your bourgeoisie freebie low-mark trash core in the bin.

    BOOM - you have what you want and didn't even need to leave space dock.
    [SIGPIC][/SIGPIC]
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    amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited April 2013
    diogene0 wrote: »
    But making trade relevant is also a good option. Currently there's nothing but lockbox stuff trades. Having warp cores loot only with a rare chance would be an interesting change. Looting vendor trash is just frustrating, and that's what 95% of loots are.

    Trading is just as frustrating. More so in fact, because people constantly inflate what they want in return. And then there not having what that person wants. At least with vendor trash I get energy credits to fund my reputation grinds. And again 95% of loots are vendor trash because Mk XII purple tactical consoles, and other items only drop once in a blue moon, so the rate needs to be upped.

    But no.. I dont think lootable cores only is a particularly good idea. They should be added to every ship set in the game.
    7NGGeUP.png

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    pwedisplaynamepwedisplayname Member Posts: 0 Arc User
    edited April 2013
    That's intentional for the time being. We felt that offering a +Max Weapon Power base warp core would make the types a non-choice - everyone would choose and slot that, and the other three types would be ignored. However, Shields, Aux, and Engines all felt like they could be viable choices for particular builds or particular situations.

    Who boosts Engines? What we have now is a non-choice for engineering and tactical captains - they'll pick Shields.
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    captaind3captaind3 Member Posts: 2,449 Arc User
    edited April 2013
    Who boosts Engines? What we have now is a non-choice for engineering and tactical captains - they'll pick Shields.

    Boosting engines may be viable for a cruiser captain that may want a faster turn rate to make a torpedo build possible...maybe. Perhaps more relevantly, to make Dual beam Banks easier to use. Or to just keep a target in full broadside. Or to make Hyper Impulse engines easier to use.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
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    bareelbareel Member Posts: 3 Arc User
    edited April 2013
    captaind3 wrote: »
    Boosting engines may be viable for a cruiser captain that may want a faster turn rate to make a torpedo build possible...maybe. Perhaps more relevantly, to make Dual beam Banks easier to use. Or to just keep a target in full broadside. Or to make Hyper Impulse engines easier to use.

    I can see it now.

    'If you just ran 130 engine power your whale has a great turn rate!"
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    sudoku7sudoku7 Member Posts: 2 Arc User
    edited April 2013
    bareel wrote: »
    I can see it now.

    'If you just ran 130 engine power your whale has a great turn rate!"

    Run 130 engine power w/ a tachyo maybe.

    That said, it's possibly viable. I'm personally looking at a shield boosting core w/ S->W though. The surplus bonus to Weapons should be helpful in keeping power up for 6/7 beam broadsides [especially if the BFAW energy rate is accurate].
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