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New Boff abillities brainstorming

svimepelsensvimepelsen Member Posts: 28 Arc User
The purpose of this thread is to present any ideas the community might have for new boff abilities that can be implemented in the game. Hopefully you guys have alot of great idees for new boff abilities and maybe someday a developer will read the thread and take some notes.

Please only present 1 boff abillity per post.
I have made a short template for how you can present your ide for a new boff ability so it will be easy and quick for other readers to grasp your ide.
(template is not mandatory, but encuraged)


Template:

Name of abillity / alternative name of abillity

- quick description of what it would do.

- Any technicall spesifications like;

Boff slot: Boff slots that can use this abillity

subsystem: wich subsystem it uses

firing arc: it's firing arc if any

abillity range: the range from target the abillity can be activated if relevant to abillity (like extend shield has 7.5 km range)

damage type: What damage type it does if one

positiv effects: what positiv/desirable effects the abillity gives (like disabling, knockback and increased power levels)

negative effects: what negativ effects the abillity gives (like energy drain (self) and temporerly disable a system/subsystem (self))

shared cooldowns: what it shares a cooldown with

cooldown: How long is the cooldown

Boosting skills/stats: skills that boost the abillity

Reducing skills/stats: skills/stats that reduces the effectivness of the abillity

Other technical details: what I forgot to mention :P

- A list of direct counters to the abillity if any.

- Any reference to it beeing used in the star trek universe (if so where) and or a description of the "physic's" / working of the abillity.

- Anything else you want to share about the abillity
Post edited by svimepelsen on

Comments

  • svimepelsensvimepelsen Member Posts: 28 Arc User
    edited May 2013
    Eject antimatter injector / Eject and detonate antimatter injector

    - Shoots (ejects) a antimatter injector (visual item) from the aft section of the ship. after it travels 3-5 km it detonates creating a powerfull shockwave similar to the
    photonic shockwave. the shockwave blast radius would be about 5 km. It would ahve a friendly fire effect to the player that used it - so one would be at
    high speed (evasive manouvers) or something similar if one is to get clear of the blast radius.

    - technicall spesifications:

    Boff slot; commander engineer only
    subsystem: warpcore / warpengine
    firing arc: N/A
    abillity range: N/A
    Damage type: Kinetic
    positiv effects: pushback, stun (disable), "damages" crew, massive kinetic damage
    negativ effects: Bonuses from warp cores are temporarly negated (disabled) for 10-15 sec, abillity has friendly fire to yourself
    duration: instant
    shared cooldowns: 1 minutt and 30 sec with other "copies" of eject antimatter injector
    Cooldown: 2 minuttes
    Boosting skills/stats: N/A
    Reducing skills/stats: starship inertial dampeners

    - No direct counters

    - It would be similar to what the enterprise does to escape the black hole in JJ Abrams first Star Trek move, but instead of ejecting the warp core
    and all antimatter storage units (described as antimatter injectors for the nx calss starships in the series Enteprise if memory serves me correct) this abillity
    would only eject a single antimatter storage unit and detonating it - creating a weaker explosion than that shown in the movie.
  • svimepelsensvimepelsen Member Posts: 28 Arc User
    edited May 2013
    Deflector beam overload / deflector overload

    - It would create a huge beam from the deflector that would hit a single target. The abillity would look similar to
    the spinal lance of the dreadnougth except that it would only fire once. It would be the most (or among the most) powerfull energy attacks in the game.

    - technicall spesifications:

    Boff slot: commander science only
    subsystem: deflector
    firing arc: 90 degrees
    abillity range: 10 km
    damage type: exotic damage type ( it cannot be a regular energy type damage like phaser or antiproton )
    positiv effects: massive energy damage
    negative effects: drains aux power to 0 for 10-15 sec,drains engine, weapon and shield power by 20 for 10-15 sec,
    deflector and deflector field (whatever subsystem fedback pulse is using these days) subsystem offline for 20-30 sec
    duration: instant
    shared cooldown: 1 minute and 30 sec with other copies of deflector beam overload, 15 sec shared cooldown with deflector and deflector field abillities
    cooldown: 2 minutes
    boosting skills/stats: possibly particle generators and aux power level
    reducing skills/stats: N/A

    -No direct counters - altough the vesta console, rps, fedback pulse and tac team would all be good abilities to have in this instance

    -The abillity would basicly be what the U.S.S. Enterprise does in Star Trek First Contact (if I remember correctly). It is stated that the deflector is the only ship component able
    to handle that amount of power and it must therefore be one of the strongest beam attacks in the game if it is implemented.
  • svimepelsensvimepelsen Member Posts: 28 Arc User
    edited May 2013
    All power to systemX / Reroute power to systemX


    - The abillity would give an increase in power and power reacharge speed of a system while the three reimaining systems
    would get a reducwed power and power recharge speed. In addition power transfer rate would be reduced to 1/3 of value.
    The power to systemx and power recharge speed given to systemX is greater than the induvidual negative effect on the other systems, but
    less than the sum (combined ) of negative effect across systems. (some power is lost in the transfer)
    So for instant using all power to shield would do something like; give shield +20 power level and + 10% power recharge speed. Other systems get - 10 to power level and - 5% power recharge speed and
    power transfer is set to 1/3 of its value.

    -technicall spesifications:

    Boff slot: ensign engineer, lieutenant engineer, lieutenant commander engineer
    subsystem: Starship Electro Plasma system (or a similar subsystem)
    firing arc: N/A
    abillity range: N/A
    damage type: N/A
    positiv effect: system gets increased power and power recharge speed
    negativ effect: other system gets decresed power and power recharge speed - in addition power transfer rate is reduced to 1/3 of value.
    duration: 30 sec
    shared cooldown: shared cooldown with similar abillities (like auxillary to batteries) and 30 sec shared cooldown with other copies of all power to systemX
    cooldown: 30 sec
    boosting skills/stats: Starship Electro Plasma system
    reducing skills/stats: N/A

    -No direct counters - altough three of the ship systems would be more vulnerable to energy drain.

    -Starships in the Star Trek Universe often reroute power from one system to another in order to boost a particular system.
  • svimepelsensvimepelsen Member Posts: 28 Arc User
    edited May 2013
    Overdrive warp core / overdrive warp engine

    - the abillity would increase power levels and power recharge speed across all systems.

    - technicall spesifications:

    boff slot: lieutenant engineer, lieutenant commander engineer, commander engineer
    subsystem: warpcore / warp engine
    firing arc: N/A
    abillity range: N/A
    damage type: N/A
    positiv effect: + all power levels, + power recharge speed
    negativ effect:
    duration: 30 sec
    shared cooldown: 30 sec shared cooldown with other copies of overdrive warp core, and 15 sec for similar abillities.
    cooldown: 1 minute
    boosting skills/stats: Starship warp core potential and starship warp core efficiency
    reducing skills/stats: N/A

    - no direct counters

    -starships in the Star Trek universe draw often more than what a warp core / engine is certified to produce - so like 110% power production or so.
  • svimepelsensvimepelsen Member Posts: 28 Arc User
    edited May 2013
    Analyse fligth path / analyse attack pattern

    - the abillity would cause a defence debuff on selected target

    - technicall spesifications:

    boff slot: lieutenant commander science, commander science
    subsystem: computer
    firing arc: N/A
    abillity range: N/A
    damage type: N/A
    positiv effect: reduced defence to target.
    negativ effect: N/A
    duration: 20 sec
    shared cooldown: 30 sec shared cooldwn with other copies of analyse fligth path, and 20 sec for other similar abillities
    cooldown: 45 sec
    boosting skills/stats: N/A
    reducing skills/stats: starship countermeasure system

    - science team cleares the debuff.

    - Computers are a key component in many star trek systems, and a starship computer core has immens computing power.
  • svimepelsensvimepelsen Member Posts: 28 Arc User
    edited May 2013
    Optimise firing solution

    - the starship computer optimises the ships firing solutions using preemtiv algorithms granting increased accuracy to all weapons

    - technicall spesifications:

    boff slot: lieutenant commander tactical, commander tactical
    subsystem: computer
    firing arc: N/A
    abillity range: N/A
    damage type: N/A
    positiv effects: accuracy bonus
    negativ effect: N/A
    duration: 20 sec
    shared cooldown: 30 sec shared cooldwn with other copies of analyse fligth path, and 20 sec for other similar abillities
    cooldown: 45 sec
    boosting skills/stats: starship targeting system
    reducing skills/stats: N/A

    computers are a key component in many star trek systems, and a starship computer core has immens computing power.
  • svimepelsensvimepelsen Member Posts: 28 Arc User
    edited May 2013
    Merge shield faces

    - the abillity would merge two and two of your ships shield faces - leaving you with only two shield faces for the duration of the effect. Each new shield face
    would cover a 180 degree arc. It would come in two edition. One that merges the shield faces so you would end up with on front and one aft shield face, and one
    that woulg give you one port and one starbord shield face for the duration of the effect. The new shield faces would have larger maximum shield strength - perhaps around
    175% of original value (on a per face basis). The bledtrough would be increased and the regen would be doubled (on a per face basis). Shield "hitpoints" the shield has
    before activating the abillity will be transfered to the new shield faces.

    - technicall spesifications:

    boff slot: lieutenant commander science, commander science
    subsystem: deflector field (or wathever transfer shield strength is using)
    firing arc: N/A
    abillity range: N/A
    positiv effect: You only need to balance to shield faces
    negative effect: total maximum shield strength reduced, increased bleedtrough.
    duration: 20 sec
    shared cooldown: shared cooldown with same abillity (merge shield faces) 40 sec, 15 sec shared cooldown with similar abillities.
    cooldown: 1 minutt
    boosting skills/stats: starship shield emitters and starship shield system
    reducing skills/stats: N/A

    Not shown directly in star trek as far as I know - altough I believe that the technology to do so is present in the Star Trek Universe.
  • drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited May 2013
    Molecular pulse converter

    - the ability would cause a devastating pulse beam overload simper in affect to a spinal lance, but more like CRF.

    - technical specifications:

    boff slot: lieutenant Engineer, commander engineer
    subsystem: warp core potential, weapons performance, weapon targeting
    firing arc: 65 degrees
    abillity range: 10km
    damage type: beam
    positiv effect: inflict massive dmg.
    negativ effect: significant power drain for 10 sec
    duration: 2 sec activation
    shared cooldown: 30 sec shared cooldwn with beam overload
    cooldown: 45 sec
    boosting skills/stats: weapons consoles, EPS - pulse duration determined by power levels.
    reducing skills/stats: Shield Systems, Armour rating and consoles

    - no counter

    - This will lend more offensive power to engineers allowing them to function in the "ship power' field that they are good at.
  • drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited May 2013
    Phased Nanite Cascade

    - the ability would allow for science officers to analysis the resistance of particle beams to solid objects and cause a breakdown of their integrity fields. Basically, the armor rating of the target is reduced over duration.

    - technical specifications:

    boff slot: commander science
    subsystem: subspace decompliler
    firing arc: 90 degrees
    ability range: 10km
    damage type: partical beam
    positiv effect: debuffs/ interferes with firing cycle.
    negativ effect: none
    duration: 2 sec activation
    shared cooldown: 30 sec shared cooldown with Energy Syphon
    cooldown: 45 sec
    boosting skills/stats: aux levels, science related consoles
    reducing skills/stats: Aux to SIF reduces the effects

    - Science Team

    - This will lend more offensive power to science allowing them to function in the "molecular' field that they are good at.
  • drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited May 2013
    Fracture Implosion device

    - the ability would allow for tactical officers to launch a missile that fires towards the target and implodes within 5 kms of the target. Similar to the GW, the targeted ship is dragged towards the implosion, and when the ship is within 3 kms range of the explosion, a devastation fragmentation "fracture" mine detonates against the exposed hull.

    - technical specifications:

    boff slot: Lt. Cmdr Tac
    subsystem: Torp skills and mines, weapons related skills.
    firing arc: 90 degrees
    ability range: 10km
    damage type: kinestic
    positiv effect: dmg
    negativ effect: none
    duration: 2 sec activation
    shared cooldown: 30 sec shared cooldown with HY & TS
    cooldown: 1 min
    boosting skills/stats: mine related consoles/ stealth
    reducing skills/stats: Aux to SIF reduces the effects, EptE

    - Impulse capa., use evasive man.

    - This will allow tacs to function outside of their usual "cannon focus" and use stealth
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