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A simple suggestion to make space combat to have more star trek feel

bubbleburstsbubblebursts Member Posts: 4 Arc User
a simple addition; escape pod. When a ship die in combat, be it allies, enemies or player, lengthen the death animation to show that escape pods being launch out to indicate that not all crew have died in the explosion. Also if we are to expand on this idea, we could have the option of just disabling the ship rather than complete destruction(i.e. the combat exercise ship in the starbase patrol mission in Tau Dawa). The escape pod idea can further expanded to having a chance to capture one or more escape pods which could provide a chance to obtain prisoner to be use in Doff mission. So what do you guys think?
Post edited by bubblebursts on

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  • shar487ashar487a Member Posts: 1,292 Arc User
    edited July 2013
    a simple addition; escape pod. When a ship die in combat, be it allies, enemies or player, lengthen the death animation to show that escape pods being launch out to indicate that not all crew have died in the explosion. Also if we are to expand on this idea, we could have the option of just disabling the ship rather than complete destruction(i.e. the combat exercise ship in the starbase patrol mission in Tau Dawa). The escape pod idea can further expanded to having a chance to capture one or more escape pods which could provide a chance to obtain prisoner to be use in Doff mission. So what do you guys think?

    The potential of permanently losing a 50mil+ EC value DOFF probably won't sit well with many uber-geared players. If the loss were confined to common DOFF's, then this mechanic could be worth while.
  • packer3434packer3434 Member Posts: 0 Arc User
    edited July 2013
    Sounds very Eve-ish...
    Well I can't forget a face but I won't remember y'all.
    Bleed Green and Gold
  • johnny111971johnny111971 Member Posts: 1,300 Arc User
    edited July 2013
    i can kinda see it from NPC's, but not on a player controlled vessel.

    Why, because we don't die. We are diabled, knowcked out, or what ever... Personally, I would prefer that the animation be changed to our ship just listing and drifiting in space trailing warp plasma with a small "repairing" bar above that alsts for the current respawn times (15 seconds on first kill), and then your ship respawns.

    For that matter, we should be able to revive a disabled ship in space (similar to on ground) that would eliminate the death timer. Call it send emergency repair team (Revives Disabled Friendly Ship within 5KM, x sec activate (cancelled by activating other systems/powers), 1 sec cd).

    Star Trek Online, Now with out the Trek....
  • makburemakbure Member Posts: 422 Arc User
    edited July 2013
    I've been asking for something like this, no perma-death though. Upon zero hull/shield, your ship is 'offline' and a mini game starts to bring up the systems and bring the ship's hull/shields back to full as you drift away from the fight.
    -Makbure
  • skanvakskanvak Member Posts: 16 Arc User
    edited July 2013
    Ah we are back to the make the ship disable before making it blow. I am for.

    I think too it will be nice to make boarding action against player to capture the ship. This could give a reward and some prisonner (note : you don't actually lose your ship, you get it back after the battle end).

    Now about the prisonners, the OP and I does not say that this will make lose your Doff (you don't lose anything) just that if the ennemy capture something he will get random prisonner of your faction. Which is very different.

    Though it is true that the present system is bit strange. But the system should not prevent the ship from exploding from massive damage (this is very much in ST:TNG) or from a critical damage that goes awfully wrong (your mini-game should make the ship explode on failure).

    Though for that to be implemented the combat speed should be lowered. I think that ST combat are a bit less confuse because you need more time to recharge or close in (may be the fighting distance are wrong as 10klick seem very short for torpedoes that have range of 300 000 km in other game about ST).
  • bubbleburstsbubblebursts Member Posts: 4 Arc User
    edited July 2013
    makbure wrote: »
    I've been asking for something like this, no perma-death though. Upon zero hull/shield, your ship is 'offline' and a mini game starts to bring up the systems and bring the ship's hull/shields back to full as you drift away from the fight.

    I actually really like this idea, a mini game to bring the systems online, it would be more immensive than just looking at the respawn timer every time we die
  • o1derfull1o1derfull1 Member Posts: 294
    edited July 2013
    *we could have the option of just disabling the ship rather than complete destruction

    *the animation be changed to our ship just listing and drifiting in space trailing warp plasma with a small "repairing" bar above that alsts for the current respawn times

    *we should be able to revive a disabled ship in space

    *a mini game starts to bring up the systems and bring the ship's hull/shields back to full as you drift away from the fight.

    Awesome ideas all. Make it so!
    _________________________________________________

    ::WARNING:: This game is not intended for use as a source of self-esteem.
  • lykumlykum Member Posts: 382
    edited July 2013
    have to re-do PvP ground entirely to make 'losing' your ship practical.
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
  • johnny111971johnny111971 Member Posts: 1,300 Arc User
    edited July 2013
    Send Emergency Repair Teams

    Send emergency repair reams to a disabled friendly ship. Activating weapons, or taking damage while attempting to assist your disabled ally, will interrupt your repair endeavors and cause the repairs to fail.

    Send Emergency Repair Trams revives your closest disabled ally (if none is targeted).

    Effects Disabled Friend (1 Max). 3.7 KM Range, 3 Sec Charge, .075 sec Activate.

    Target: Repair disabled ally with 25% Shields, and 25% Hull. Immunity to ALL Damage for 3 Seconds, Disabled for 3 Seconds.

    Star Trek Online, Now with out the Trek....
  • tekehdtekehd Member Posts: 2,032 Arc User
    edited July 2013
    a simple addition; escape pod. When a ship die in combat, be it allies, enemies or player, lengthen the death animation to show that escape pods being launch out to indicate that not all crew have died in the explosion. Also if we are to expand on this idea, we could have the option of just disabling the ship rather than complete destruction(i.e. the combat exercise ship in the starbase patrol mission in Tau Dawa). The escape pod idea can further expanded to having a chance to capture one or more escape pods which could provide a chance to obtain prisoner to be use in Doff mission. So what do you guys think?

    Let me get this right.... we're in a game flying around at warp speeds with crews compossed of multiple factions lobbing imaginary particle discharges at one another in ships that move more like aircraft than spaceships, and hearing other vessels explode, cloak or decloak... and your concern is over "Realism"?
  • o1derfull1o1derfull1 Member Posts: 294
    edited July 2013
    and your concern is over "Realism"?

    Perhaps a more technically accurate term is 'plausibility' or even 'adherence to cannon' but yes, realism makes the point, in a pinch, because, what's he's referring to is realism, within the strictures of the game world. It has to abide by it's own internal logic and rules that establish its parameters.

    So, yes, it would be realistic, for a space game to provide space players with space escape pods for their space crew upon a space explosion of a space ship. Even though those things dont exist here, they exist there.

    Of course, you knew all that, and felt like trolling. I hope you're less hungry now that I've fed you, maybe you'll get sleepy and go take a nap under your bridge now.
    _________________________________________________

    ::WARNING:: This game is not intended for use as a source of self-esteem.
  • dahminusdahminus Member Posts: 0 Arc User
    edited July 2013
    The idea has been asked for since launch.

    My favorite was the warp away to repair spiel, therefore the only change necessary is to change the exploding animation to a warp away one.
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • erei1erei1 Member Posts: 4,081 Arc User
    edited July 2013
    You have the escape pods if you use the "abandon ship" skill (core skill, lvl 32).
    If you doesn't, it mean you just let your crew die instead of trying to save them. Shame on you. Don't blame Cryptic for it ^^
    [SIGPIC][/SIGPIC]
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited July 2013
    Aye aye aye, when your ship reaches 0% you go BOOM just like in the films. Ships do explode you know, if you want to become worthless than it should be at 1-25% range.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • skanvakskanvak Member Posts: 16 Arc User
    edited July 2013
    This is true that ship does explode from massive damage. But this can be from damage over 100%. Let say if you take between 100% and 125% of your live point you are disable with some damage. If the damage goes over 125 % your life you explode. Ennemy ship can still fire at you while you are disabled of course.

    Concerning realism I suggest you read what Tolkien say about it in a faerie tale. He consider that coherency is fundamental. The world should appear realist once you have accept the initail paradigm (like we fly starship that goes at warp speed). In RPG they speak of "verisimilitude". The idea is to have a setting that does not make us disbelieve and say "yeah, it is like this because it is a game". We should say "Ah it is like this because that how it should be in thies universe".
  • platewearingbirdplatewearingbird Member Posts: 455 Arc User
    edited July 2013
    tekehd wrote: »
    Let me get this right.... we're in a game flying around at warp speeds with crews compossed of multiple factions lobbing imaginary particle discharges at one another in ships that move more like aircraft than spaceships, and hearing other vessels explode, cloak or decloak... and your concern is over "Realism"?

    Escorts and shuttles may move like aircraft (b-52s and F-15s respectively) but cruisers move like naval vessels, they take forever to turn.

    Neither would simulate real space motion anyway. For that you'd have to look at something like S.P.A.Z.

    You have the escape pods if you use the "abandon ship" skill (core skill, lvl 32).
    If you doesn't, it mean you just let your crew die instead of trying to save them. Shame on you. Don't blame Cryptic for it ^^

    The problem is its both an abandon ship AND a self-destruct. You blow up soon after.

    I'd like a skill like this that you pull a stunt like Kirk's dad or Janeway when she cough that one time ship, where everyone leaves but the captain. Hull repair shuts down and all bridge/duty officer powers stop, but you become invulnerable for a few seconds and gain a speed boost. No weapons can be fired. Your only hope is to ram the target. Deals more damage the closer you are to death.

    Think abandon ship, go down fighting, and ramming speed combined, cept you don't self destruct and the resultant damage depends on life left, but you're much more of a sitting duck if you fail.
  • fredscarranfredscarran Member Posts: 222 Arc User
    edited July 2013
    Space combat should have more of a capital ship feel.

    I'd say the inter-war period between WW1 and WW2 where battleships and cruisers were king and aircraft carriers were still a bit "meh", but the carriers still had their tactical niches like recon for the battleships and cruisers.
  • platewearingbirdplatewearingbird Member Posts: 455 Arc User
    edited July 2013
    Space combat should have more of a capital ship feel.

    I'd say the inter-war period between WW1 and WW2 where battleships and cruisers were king and aircraft carriers were still a bit "meh", but the carriers still had their tactical niches like recon for the battleships and cruisers.

    The. We got the destroyers which made the rest of them look like dinosaurs.
  • fredscarranfredscarran Member Posts: 222 Arc User
    edited July 2013
    The. We got the destroyers which made the rest of them look like dinosaurs.

    Kids still play with dinosaurs.

    We don't even have a recon tactical role to fill. The closest thing is Charged Particle Burst, but that has a pathetically short range with a long recharge timer on it.

    This game is more like Guild Wars and WOW, than a combat game between capital ships.
  • smoovioussmoovious Member Posts: 264 Arc User
    edited July 2013
    I'd like to see different ranges for the different weapons... give torps a longer range than beam weapons, since they're self-propelled, and don't depend on how well the ship can focus an energy beam which gets weaker the further away you are (which should also be taken into account)

    On top of that, fighters... jeez, what's the point of fighters if I can't tell them to fly out and attack a target that is out of my own weapons range?

    Differing ranges would make different setups more useful as a group.

    : tosses in his 2 slips :

    -- Smoov
  • sortofsortof Member Posts: 196 Arc User
    edited July 2013
    So, this would be an 1vs 1 challenge to keep it simple at first.

    1. You disable enemy player ship shields. At this point you have the option to blow it up, and game ends.
    2. You have another option to board enemy vessel, if you win a transporting minigame while the shields are down. This would start a ground instance based on the enemy ship's interior map. Downside:probably ship interiors were not designed as multiplayer PvP maps. This might require a total ship interior revamp, a daunting task.
    To start, perhaps a new, generic map should be designed, cargo bay or something, where the two captains and their boffs have their showdown.
    3. The victor if it's the attacker, will get a total victory accolade, together with some dilithium and/or EC.
    4. The defender if he wins will get a "lost in space" accolade, and half the amount of dilithium and/or EC.

    This would link the two game systems, ground and space in a fun way.
    Whatever we deny or embrace, we belong togheter./ Pat Benatar
  • skanvakskanvak Member Posts: 16 Arc User
    edited July 2013
    I like the possibility to board another player ship :).

    I think the interior as they are is not bad. Ultimatly the goal is either the engine room or the command room.

    I think the defender should not take any reward beside having a rescue ship arrived after a time or being repaired while he repulse the assault. The idea to reward the victor with some EC or Dilithium why not it will give an incentive to capture ship an not destroy it. Or it can give a special item : "captured ship" that can be used in Doff mission.

    For multi-ship battle this will be either impraticable or we will need the space battle to be slower (I want slower battle. Better to fight one ship in a memorable duel than storm throught 6 moronic captain that cannot even scramble to fight together).
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