That's kind of a vague question... would you like to elaborate a little?
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I think they are fine as they are and don't need revising. I also think after you visit this thread http://sto-forum.perfectworld.com/showthread.php?t=427091 and improve your builds some you will be better prepared to offer your opinion on how STO should be improved instead of trying to change sto because your current builds aren't performing well.
I am trying to see if everyone is ok with the current subsystem mechanics, or if they feel
like some are not vaiable.
Personally, I think we should see more dodge/Speed/Turn rates out of max speed.
And a little more power out of Aux (Damage) so that they are competitive to
Dmg/tank
I love the idea of tactical ships playing a sort of evasion tank.
I'd like to encourage less "full power" Builds, and more "mix power" Builds.
like the science ship typically uses as much power to def/aux as possible, so
i'd like to see similar effects with the others.
The subsystems seem fine to me, and if they need to be changed they don't need any changes from you, uhmari. Your past 'revision' threads have shown that it would not make sense. I'm not being mean, just truthful.
You know what lets all support his ideas and watch STO die, who knows, he might learn to learn to play the game rather than WITH the game and thereby break it to the point that it dies which is what he is suggesting across multiple threads.
Also, I am sad that his weapons thread was deleted , it was my entertainment while it was up
Hrmm...subsystems, subsystems, subsystems. Where to begin? Heck, I'll tackle them in relative order and then take it from there, eh?
Weapon Power
It would be nifty to get a decisive response from the devs on where overcapping Weapon Power to provide a weapon drain buffer to main higher DPS is working as intended or not. If it is working as intended, then as part of the new GUI we've got - it would be nifty were it to show the actual overcap numbers rather than just displaying the 125/x.
Drain mechanics need a look at in regard to the 2/3 of DHCs, 4/3 of Cannons, and 4/5 of Beams.
Should affect the damage of Torpedoes as well - increased force - increased energy - more kinetic damage...as well as faster travel times.
Shield Power
While this already affects regen and damage reduction, I believe it should also affect strength.
Engine Power
Using an ability that temporarily boosts speed/turn (outside of EPtE) should result in a period of drain to Engine Power after the ability expires or is terminated. Engine Power would then recover over a short duration.
Auxiliary Power
Much like AtB eats Aux (much like Weapons drain power, etc), Aux based abilities should drain Aux. Of course, said abilities would have to be adjusted because of incurring the Aux drain on use.
Additionally
I would create an Emergency Power Subsystem. This Subsystem would be drained on the use of EPtX abilities. Each ship would start off with a set amount of Emergency Power based on ship class, etc - but players would be able to utilize regular Subsystem Power to increase that amount...each point of regular Subsystem Power would give a larger amount of Emergency Power Subsystem (it wouldn't be the standard 1:1 ratio).
I would make it more difficult to take Subsystems offline...but also make it more difficult to bring Subsystems back online after they've been taken offline.
I believe Energy Drain mechanics need to be looked at, but that goes beyond the scope of this quick little post...
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like some are not vaiable.
Personally, I think we should see more dodge/Speed/Turn rates out of max speed.
And a little more power out of Aux (Damage) so that they are competitive to
Dmg/tank
I love the idea of tactical ships playing a sort of evasion tank.
I'd like to encourage less "full power" Builds, and more "mix power" Builds.
like the science ship typically uses as much power to def/aux as possible, so
i'd like to see similar effects with the others.
Cruiser : Primary Shields, Secondary weapons
Tactical: Primary Weapons, Secondary Speed
Science: Primary Auxiliary, Secondary Shields
Carrier: Primary Shields, Secondary Auxillary
Battleship: Equal All.
no one wants any of your changes, nor will they ever happen.
you are NOT a dev, not even a moderator. You do not get to decide what is changed in the game.
Quoted for Truth!!!
Words cannot describe my dismay.
what are you facepalming (which btw should been Picard)? Me, or uhmari having delusions of grandeur?
I was gonna use a picard double, but it just didnt seem epic enough.
Let's go for a classic.
You know what lets all support his ideas and watch STO die, who knows, he might learn to learn to play the game rather than WITH the game and thereby break it to the point that it dies which is what he is suggesting across multiple threads.
Also, I am sad that his weapons thread was deleted , it was my entertainment while it was up
Weapon Power
It would be nifty to get a decisive response from the devs on where overcapping Weapon Power to provide a weapon drain buffer to main higher DPS is working as intended or not. If it is working as intended, then as part of the new GUI we've got - it would be nifty were it to show the actual overcap numbers rather than just displaying the 125/x.
Drain mechanics need a look at in regard to the 2/3 of DHCs, 4/3 of Cannons, and 4/5 of Beams.
Should affect the damage of Torpedoes as well - increased force - increased energy - more kinetic damage...as well as faster travel times.
Shield Power
While this already affects regen and damage reduction, I believe it should also affect strength.
Engine Power
Using an ability that temporarily boosts speed/turn (outside of EPtE) should result in a period of drain to Engine Power after the ability expires or is terminated. Engine Power would then recover over a short duration.
Auxiliary Power
Much like AtB eats Aux (much like Weapons drain power, etc), Aux based abilities should drain Aux. Of course, said abilities would have to be adjusted because of incurring the Aux drain on use.
Additionally
I would create an Emergency Power Subsystem. This Subsystem would be drained on the use of EPtX abilities. Each ship would start off with a set amount of Emergency Power based on ship class, etc - but players would be able to utilize regular Subsystem Power to increase that amount...each point of regular Subsystem Power would give a larger amount of Emergency Power Subsystem (it wouldn't be the standard 1:1 ratio).
I would make it more difficult to take Subsystems offline...but also make it more difficult to bring Subsystems back online after they've been taken offline.
I believe Energy Drain mechanics need to be looked at, but that goes beyond the scope of this quick little post...