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Warp Speed and Warp Cores

perrinbcperrinbc Member Posts: 17 Arc User
I have a problem. I would love to be able to use the various space sets out there on my ship - Reman, Romulan, Jem'Hadar, etc. But I want the extra speed in sector space that's only offered by the MACO, Borg, or Fleet impulse engines. So this leaves me wondering - why don't the warp cores offer the speed boost? I figure that Cryptic didn't want to upset players running the aforementioned impulse engines, but I think there's an easy compromise - leave the speed boosts on those engines, but add speed boosts to the warp cores, and then just use the greater of the two. Easy, right?

The way I figure it, starting at the Mk X engines you can have the base speed match the Mk of the core. So a Mk X would be warp 10, Mk XI's can go warp 11, and Mk XII's can go warp 12. Then you can add a modifier based on rarity - say, .25 warp for each rarity level. It'd go something like this:

Mark Rarity Speed
10 Common 10
10 Uncommon 10.25
10 Rare 10.50
10 Very Rare 10.75
10 Ultra Rare 11

11 Common 11
11 Uncommon 11.25
11 Rare 11.50
11 Very Rare 11.75
11 Ultra Rare 12

12 Common 12
12 Uncommon 12.25
12 Rare 12.50
12 Very Rare 12.75
12 Ultra Rare 13

That way the marks are more differentiated, the special engines still get a boost, there's another small benefit for everyone becoming Vice Admiral, and people get more options with the space sets.

So, what's everyone think?
Post edited by perrinbc on

Comments

  • assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    edited July 2013
    I couldn't agree more. I had hoped that the fleet warp cores at least would make the sets without special engines more viable but I was disappointed. It's a shame that my Romulan is the only one of my faction mains that has to limp around sector space (she uses Adapted MACO Engine and Shields and Assimilated Deflector for the boosts to subsystem power.)
    FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
    Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
  • havokreignhavokreign Member Posts: 0 Arc User
    edited July 2013
    I would say that engines are for propulsion, while the actual warp core itself is like the power plant for the entire ship.
    The distinction between warp and impulse engines is not made, and so for all intents and purposes, 'engine' may as well one and the same.

    But I do agree with the idea that as warp theory progresses, better engines can go faster, and the scales you present seem appropriate.

    When often encountered in the series, the basis for 'maximum' propulsion always seemed primarily limited by structural integrity, not output or power consumption.

    That said, imo sector space maneuvering is irrelevant, and i don't bother to carry the extra engine at all, plus everybody gets slipstream at 50.
  • assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    edited July 2013
    havokreign wrote: »
    I would say that engines are for propulsion, while the actual warp core itself is like the power plant for the entire ship.
    The distinction between warp and impulse engines is not made, and so for all intents and purposes, 'engine' may as well one and the same.

    But I do agree with the idea that as warp theory progresses, better engines can go faster, and the scales you present seem appropriate.

    When often encountered in the series, the basis for 'maximum' propulsion always seemed primarily limited by structural integrity, not output or power consumption.

    That said, imo sector space maneuvering is irrelevant, and i don't bother to carry the extra engine at all, plus everybody gets slipstream at 50.

    In Star Trek impulse engines are responsible for sub-warp speeds and partly for powering the ship (can keep most vital systems running even if the warp core is deactivated). The warp drive is the warp core and the warp nacelles.
    FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
    Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
  • kamenriderzero1kamenriderzero1 Member Posts: 906 Arc User
    edited July 2013
    the warp reactor's primary output is plasma to the drive system. the EPS power supply systems tap off it, but resonably speaking the energy requirments outside of propulson can't be much higher than a very large building/ complex of buildings.

    The mechanics of the game would need to be complelty re-written to shift the speed boosts the borg based gear gives, which would be unfair to anyone who bustted their rears getting it.


    The game has aleady granted you a speed boost. The warp scale was re-claibrated with the launch of LoR. What was warp 7 is now warp 5.
    Everywhere I look, people are screaming about how bad Cryptic is.
    What's my position?
    That people should know what they're screaming about!
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  • assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    edited July 2013
    The mechanics of the game would need to be complelty re-written to shift the speed boosts the borg based gear gives, which would be unfair to anyone who bustted their rears getting it.

    No one asked for that. Only for warp cores also allowing transwarp (like the ones from the Tal Shiar vessel already do) and applying the higher speed. So no one loses, everybody wins.
    FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
    Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
  • havokreignhavokreign Member Posts: 0 Arc User
    edited July 2013
    In Star Trek impulse engines are responsible for sub-warp speeds and partly for powering the ship (can keep most vital systems running even if the warp core is deactivated). The warp drive is the warp core and the warp nacelles.

    You are quite right, I was implying there is no difference in regards to impulse engines already governing that mechanic.

    Path of least resistance then to apply the additional scaling to the already existing engines, or forget that altogether and tag the Transwarp mod onto existing Mk XI or XII warp cores, a great suggestion.

    In defense of my other remark, a combustion engine doesn't make a car go, the drive-train does. But without the engine supplying the power, it can't, well...go. ;)
  • kamenriderzero1kamenriderzero1 Member Posts: 906 Arc User
    edited July 2013
    No one asked for that. Only for warp cores also allowing transwarp (like the ones from the Tal Shiar vessel already do) and applying the higher speed. So no one loses, everybody wins.


    I spent time and energy getting the sub-transwarp drive. If the dev's follow through with the OP's suggestion. then he'll be going just as fast without having to do the work involved. How in God's name is that fair?

    What's next, a core that matches Advanced Slipstream?
    Everywhere I look, people are screaming about how bad Cryptic is.
    What's my position?
    That people should know what they're screaming about!
    (paraphrased from "The Newsroom)
  • assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    edited July 2013
    havokreign wrote: »
    You are quite right, I was implying there is no difference in regards to impulse engines already governing that mechanic.

    Path of least resistance then to apply the additional scaling to the already existing engines, or forget that altogether and tag the Transwarp mod onto existing Mk XI or XII warp cores, a great suggestion.

    In defense of my other remark, a combustion engine doesn't make a car go, the drive-train does. But without the engine supplying the power, it can't, well...go. ;)

    Hehe, true.
    I spent time and energy getting the sub-transwarp drive. If the dev's follow through with the OP's suggestion. then he'll be going just as fast without having to do the work involved. How in God's name is that fair?

    What's next, a core that matches Advanced Slipstream?

    When the Galaxy-X dreadnought was released it was a reward for bringing five new players into the game. Some people actually bought 5 extra copies of the game and payed for a month on each of them to get the ship. Then it was released in the C-Store. How is that fair? I bought my lifetime membership during open beta and had to wait for my Veteran rewards, now everyone who does gets the veteran rewards instantly, how is that fair? Before the reputation system some people had to grind of their butts in those horrible elite ground STFs to get the Mk XII ground sets, now they can farm marks in space and get it, how is that fair? I grinded my butt off for a MACO engine for my main Fed, an assimilated engine for my main KDF and a Adapted MACO for my main Romulan, yet the main Romulan is a snail in sector space when not using slipstream, how is that fair? Also fun fact: With the proposal of the OP he would still go slower than your assimilated subtranswarp engine.
    FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
    Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
  • raslekx626raslekx626 Member Posts: 28 Arc User
    edited July 2013
    perrinbc wrote: »
    I have a problem. I would love to be able to use the various space sets out there on my ship - Reman, Romulan, Jem'Hadar, etc. But I want the extra speed in sector space that's only offered by the MACO, Borg, or Fleet impulse engines. So this leaves me wondering - why don't the warp cores offer the speed boost? I figure that Cryptic didn't want to upset players running the aforementioned impulse engines, but I think there's an easy compromise - leave the speed boosts on those engines, but add speed boosts to the warp cores, and then just use the greater of the two. Easy, right?

    The way I figure it, starting at the Mk X engines you can have the base speed match the Mk of the core. So a Mk X would be warp 10, Mk XI's can go warp 11, and Mk XII's can go warp 12. Then you can add a modifier based on rarity - say, .25 warp for each rarity level. It'd go something like this:

    Mark Rarity Speed
    10 Common 10
    10 Uncommon 10.25
    10 Rare 10.50
    10 Very Rare 10.75
    10 Ultra Rare 11

    11 Common 11
    11 Uncommon 11.25
    11 Rare 11.50
    11 Very Rare 11.75
    11 Ultra Rare 12

    12 Common 12
    12 Uncommon 12.25
    12 Rare 12.50
    12 Very Rare 12.75
    12 Ultra Rare 13

    That way the marks are more differentiated, the special engines still get a boost, there's another small benefit for everyone becoming Vice Admiral, and people get more options with the space sets.

    So, what's everyone think?

    i get what your saying but with the .25 boost for rarity dosent work the rest of the game is set up that the ultra rare mk11 is the same as the super rare XII if it where to happen i think you shouldent have the boost till super rare so there more wanted as they should be.

    you also have the ones you get from specifigue ships like the adapted borg one. as we all know borg are FAST so should that one go 15-16 when the ultra rares go 13-14?
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  • kamenriderzero1kamenriderzero1 Member Posts: 906 Arc User
    edited July 2013
    When the Galaxy-X dreadnought was released it was a reward for bringing five new players into the game. Some people actually bought 5 extra copies of the game and payed for a month on each of them to get the ship. Then it was released in the C-Store. How is that fair?

    Ship cost me more than the game, which I did, infact, purchase a hard copy of.
    I bought my lifetime membership during open beta and had to wait for my Veteran rewards, now everyone who does gets the veteran rewards instantly, how is that fair?

    You paid less than many of them did, that's your problem.

    Before the reputation system some people had to grind of their butts in those horrible elite ground STFs to get the Mk XII ground sets, now they can farm marks in space and get it, how is that fair? I grinded my butt off for a MACO engine for my main Fed, an assimilated engine for my main KDF and a Adapted MACO for my main Romulan, yet the main Romulan is a snail in sector space when not using slipstream, how is that fair?

    With the rep system you now have to work you TRIBBLE$ off to be eligale to buy them in the first place. Pre Rep system, you got to 50 and could dive into ESTFs right away to start working on those items. Now, you have to spend a month at the least just to be eligalbe to buy those items, reguardless of how often you do STFs. It didn't use to cost ECs, D and expertise to get them.
    Everywhere I look, people are screaming about how bad Cryptic is.
    What's my position?
    That people should know what they're screaming about!
    (paraphrased from "The Newsroom)
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited July 2013
    perrinbc wrote: »
    I have a problem. I would love to be able to use the various space sets out there on my ship - Reman, Romulan, Jem'Hadar, etc. But I want the extra speed in sector space that's only offered by the MACO, Borg, or Fleet impulse engines. So this leaves me wondering - why don't the warp cores offer the speed boost? I figure that Cryptic didn't want to upset players running the aforementioned impulse engines, but I think there's an easy compromise - leave the speed boosts on those engines, but add speed boosts to the warp cores, and then just use the greater of the two. Easy, right?

    The way I figure it, starting at the Mk X engines you can have the base speed match the Mk of the core. So a Mk X would be warp 10, Mk XI's can go warp 11, and Mk XII's can go warp 12. Then you can add a modifier based on rarity - say, .25 warp for each rarity level. It'd go something like this:

    Mark Rarity Speed
    10 Common 10
    10 Uncommon 10.25
    10 Rare 10.50
    10 Very Rare 10.75
    10 Ultra Rare 11

    11 Common 11
    11 Uncommon 11.25
    11 Rare 11.50
    11 Very Rare 11.75
    11 Ultra Rare 12

    12 Common 12
    12 Uncommon 12.25
    12 Rare 12.50
    12 Very Rare 12.75
    12 Ultra Rare 13

    That way the marks are more differentiated, the special engines still get a boost, there's another small benefit for everyone becoming Vice Admiral, and people get more options with the space sets.

    So, what's everyone think?

    First off it's the engine that has the most effect on sector space, and not the core which has very little.
    Also the speeds you are proposing are not much of an improvement over the current system except those pushing past the 10 mark, but that would only benefit you if you are not using a transwarp capable engine atm.
    If they would add transwarp capability to all 3pc. and fleet engines, now that would help!!!
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • perrinbcperrinbc Member Posts: 17 Arc User
    edited July 2013
    First off it's the engine that has the most effect on sector space, and not the core which has very little.
    Also the speeds you are proposing are not much of an improvement over the current system except those pushing past the 10 mark, but that would only benefit you if you are not using a transwarp capable engine atm.
    If they would add transwarp capability to all 3pc. and fleet engines, now that would help!!!

    Impulse engines are for impulse (i.e., sub-warp) speeds, and warp cores provide warp speeds. Impulse engines aren't used at warp speeds. Now, if they wanted to give transwarp speeds to all set engines that would satisfy my main complaint of not really being able to use any engines other than fleet, Borg, and MACO, but I think it would make more sense to add the advanced warp speeds to the advanced warp engines.
  • earlnyghthawkearlnyghthawk Member Posts: 0 Arc User
    edited July 2013
    Actually, what I'd like to see, is a slight revamping of some (or all) of these sets, or new sets made, that would have special warp/sing cores as part of them, in the same vein that some of them have impulse drives as part of a set.
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  • jetwtfjetwtf Member Posts: 1,207
    edited July 2013
    Something like this should be added to fleet warpcores and rep cores when they get made and released as another boost to warp speed ontop of what the impulse engines give.

    But impulse engines had the boost to warp speed added when they didnt have warp cores so now that we have them the boost to speed should be on warp cores and not impulse engines. fair or unfair that does not matter, what matters is the boost belongs on warp cores and not impulse engines. The boost on impulse engines can be changed into an in combat boost to performance that adds more speed and less of a hit on turn rates at faster speeds. That would be far far more benificial than sector speed which is useless for anything but tour the galaxy.
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  • aarons9aarons9 Member Posts: 961
    edited July 2013
    would have been a good idea but they didnt think of it.. so we have what we have.

    just keep a borg engine in your inventory and swap it out when you want to go fast.
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  • dracounguisdracounguis Member Posts: 5,358 Arc User
    edited July 2013
    Now that we actually have warp cores it only makes sense that the warp/trans-warp speed bonuses should be moved from the impulse engines to the warp cores. Impulse engines helping your warp speed never made much sense.

    Sure, there'd be whining, but hell, Cryptic already screwed over our mailboxes without notice and didn't give a flip so why would they care about this?

    Just go ahead and make up Rep warp cores and move the sector speed bonus there.
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