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Ideas for Consoles for Geko's tweet

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  • timelord79timelord79 Member Posts: 1,852 Arc User
    edited July 2013
    If you get a combined team like that it should max be as powerful as rank 1 and of course share a cooldown with the regular boff teams.
    11750640_1051211588222593_450219911807924697_n.jpg
  • milandaremilandare Member Posts: 194 Arc User
    edited July 2013
    Slingshot Tractor Beam! This tractor puts you and your target in "orbit" of each other. Factoring for relative inertia (or other size factor) of the two ships and relative to original approach vectors, both are spun around each other and sent flying after X seconds (some duration adjusted for Graviton Generators). Useful for sending ships off course, or making a very fast U-turn off something big. If nobody is moving then no effect. Enemies attached to asteroids would take tractor damage but are otherwise 'immovable' (STB user still gets slung).

    This could have a short cool-down to allow for causing plenty of chaos on the battlefield; damage then might need to be slightly less than a tractor beam.

    Even better, duration of hook-up would have a maximum but could be 'cut' at any time, like releasing a hammer-throw. A Risian Corvette might spin several times around a Cruiser to send it 90 degrees off course...

    Under the right circumstances, such as low health, the victim might even be put in "ramming" mode with respect to friendlies. It would likely take some luck, practice and/or crowds of targets to bash one craft on another.

    Inspired by a move in a recent chapter of sanders233's "Road to Ruin" story on this forum.
  • mosul33mosul33 Member Posts: 836 Arc User
    edited July 2013
    Sry if these sugestions were posted here, too tired atm to read all pages. I am thinking of some consoles to encourage team gameplay, since atm the game is a just a mindless DPS race, even on team based missions/STFs.
    How about a Chain Healling Console for a sci ship to heal friendly targets (and maybe add a dmg res too for a bit), somewhat like isometric charge but to heal instaid of doing dmg. Atm as far as I remember only the fermionic console from vesta can heal a friendly ship.
    For a sci ship too, how about a Teleport Friend near to you, to escape a friendly target from an ambushed situation or a disabled state where some torps are about to hit him, etc.
    Another console i am thinking, for sci ships too or why not to for enginnering oriented ships, is an AoE Cloak Console (i would like it passive :D, but i higly doubt it will be made like that), to grand cloak to nearby allies but not to itself, similar to the old arbitrer ship in Star craft game. This would be really usefull for carriers mostly, but not necesarry, since atm the 3 pc honor guard set skill, wich I think was orginally design for carriers, is absolete.

    And speaking of consoles, how about making more 2 pc bonuses like the rom ships have?
    It comes in mind the 2 defiants (retrofit and sao paulo refit), yeah sure, the quads are not a console but still would be nice that the quad cannons to make a set with the cloak console, like a bit of extra accuracy or why not to prelong the cloaked ambush for 5-10 secs extra to compete with the reman infiltrator boff power.
    And the 2 tholian consoles too since are the only ones left without a set bonus from the lockbox/lobi store, here maybe with something for sci since both ships are sci oriented, maybe a passive buff to heal skills or to particles generators to power up the grav wells or something like that. And the tholian consoles themselfs could use a revamp aswell, the web generator maybe add a 2-3 secs invincibility to the nodes when its forming so it wouldnt be that useless, while on the tetryon grid console a trade for longer buff for a smaller dmg buff would work better, right now is +33% dmg for 5 secs wich is fairly useless, a +20-25% dmg buff for 15 secs would be better, considering the rom consoles, scimitar for example, have a 15 sec duration too.
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited July 2013
    Maybe this? http://en.memory-alpha.org/wiki/Subspace_weapon

    Hehehe.... Tricobalts do it too but on a smaller scale.

    Or maybe Omega Particle devices? hehehe....

    You're just evil. ;)
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited July 2013
    ocean1 wrote: »
    Mission configurable console

    Put console in slot.
    Get a Doff Assignment tab called Ship mission console.
    In tab there are a list of assignment, each assignment configures the console to do a different function.
    Assign Doffs

    Disaster - Console unusable, must complete repair assignment to use.
    Failure - assignment failed, must redo assignment.
    Success - console now does X.
    Critical Success - console now does X + Y or X + longer, ect.

    Some assignments only take a short time to complete while others take a long time to complete.
    Some console configuration last until you reconfigure it while others will only last for X time or X discharges.

    When you first get console there are only a few assignments but you can learn more though Doff assignments, mission, and rep. Once you know a assignment it will always be in the tab.

    You should get the console in a episode where its needed for the mission.

    As for the assignment configurations I leave that to you.

    I assume the tech does not exist and might not be simple to implement, but I like this idea.
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
  • misterde3misterde3 Member Posts: 4,195 Arc User
    edited July 2013
    Maybe this? http://en.memory-alpha.org/wiki/Subspace_weapon

    Hehehe.... Tricobalts do it too but on a smaller scale.

    Or maybe Omega Particle devices? hehehe....

    I think the difference between a "true" subspace weapon and a tricobalt device is that one of them is intended to open a subspace rift (and is thus forbidden) while the other can create one by accident when put on too high a setting.:)
    I'd consider something that can have a sideeffect and something that has the other's sideffect as its pure purpose to be two very different things.;)
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited July 2013
    foundrelic wrote: »
    Chain Torpedo launcher.

    In DS9 Sisko had Dax rig the Defiant to fire EVERY SINGLE Quantum Torpedo at once.

    This was a phenomenally dangerous move as if a single Torpedo jammed the rest would still be in the ship and ticking down to detonation.


    It worked however and it unleashed a torrent of blue glowy death that makes TS3 look like an explosive sneeze.


    Pro: MASSIVE kinetic damage AND it can work with ANY Torpedo type unlike the photonic shockwave console.

    Cons: Puts torpedoes on a 2 minute cooldown and torpedo skills on cool down for 3 minutes.
    1.5% chance for the launcher to jam, ship is destroyed.


    This really would be a "We need to spike the damage now or we're ****ed" console as a jam would kill you.

    We have a new definition of overkill. I like it. :D
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited July 2013
    theoryfive wrote: »
    Enhanced Medical Bays - Gives a passive bonus to crew survival and recovery, along with a self or allied target ability "Emergency Medical Team", which restores a portion of injured/killed crew and grants temporary crew damage resistance to the target. (May depend on a rework to the current crew system, which could also come with a BOff ability "Medical Team".)

    I'd argue that maybe the existing Science Team ability ought to restore injured crew as a side-benefit.
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
  • lykumlykum Member Posts: 382
    edited July 2013
    bluegeek wrote: »
    I'd argue that maybe the existing Science Team ability ought to restore injured crew as a side-benefit.

    crew has to be effective IN combat somehow to make a mod to science team effective, perhaps a bonus to EPS?
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited July 2013
    lykum wrote: »
    crew has to be effective IN combat somehow to make a mod to science team effective, perhaps a bonus to EPS?

    Crew strength affects (or is supposed to affect) repair times. Loss of crew results in loss of effectiveness.

    Crew loss doesn't affect escorts as much because they tend to have fewer crew and so the crew strength actually regenerates faster.

    If Science Team restored crew, it could offset the disadvantage that larger ships have in regard to crew strength regeneration.
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
  • lykumlykum Member Posts: 382
    edited July 2013
    bluegeek wrote: »
    Crew strength affects (or is supposed to affect) repair times. Loss of crew results in loss of effectiveness.

    Crew loss doesn't affect escorts as much because they tend to have fewer crew and so the crew strength actually regenerates faster.

    If Science Team restored crew, it could offset the disadvantage that larger ships have in regard to crew strength regeneration.

    In combat you say? Yeah crew doesn't help anything. It's especially noticeable in the lower tiers.

    There has to be additional bonuses for larger crews to offset the crew 'strength' mentality towards the crew meter. Smaller ships regain full crew strength sooner yes, but should also suffer from lack of additional crew in say, structural integrity, hull plating, eps, and/or subsystem repair?

    edit: bonus to projectiles like the doff?
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited July 2013
    A console that expands the working radius of sci powers for a short time.

    An exploration console that gives short efficiency power level bonuses (travels and contact with alien cultures and technologies allow your DOFF'S and BOFF'S eureka moments that lead to jury-rigged temporary better efficiencies).

    A console that boosts Psychic/Instinctual abilities giving you slight defensive increases (reading your opponents actions/minds).

    A diplomacy/propaganda console that provides a crew moral boost (slight healing buff) and placates all onscreen enemies (perhaps literally rendering the ship invisible) until the consoled ship fires or for a short period of time.

    Section 31/Secret Agent console. Transports an agent to briefly sabotage an enemy ship (disables weapon, random console, system, effects power level temporarily) or steals information (buffs your ship) from it to benefit you.

    Kirk/Picard console: Subjects the enemy to images of John-Luc Picard and James T. Kirk engaged in a mud-wrestling free for all. The enemy ceases all activity (as reactions to the images vary and all efficiencies have bottomed out). Slight chance to enrage enemy.
    Joined STO in September 2010.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited July 2013
    I'd really prefer this to go in a device slot rather than a console slot, but...

    I want a console/device that generally improves every faster-than-warp ability:
    • Turn, Speed, and Recharge bonus for Slipstream
    • Turn and Speed bonus for Asynchronous and Borg
    • Recharge bonus for Transwarp
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  • tancrediivtancrediiv Member Posts: 728 Arc User
    edited July 2013
    tancrediiv wrote: »
    I would like to see a C3 Console. (Command Control and Communications).

    Boost Sensors, Decompiler and countermeasures by 20, Particle and Graviton Generators by 15, for 30 seconds, 2 min cool down, vessels targeting activated console ship receive 20% chance of sensor lockout or placate for 10 seconds that must be cleared by Science Team.

    Let me add to this does not share global cool downs with Science Apritude, Science Team or the rep science ability.

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
  • cha0s1428cha0s1428 Member Posts: 416 Arc User
    edited July 2013
    Instead of a new console, what I'd like to see is more of a universal console "pod". Basically it would allow you to mount a slot specific console into the pod which would then turn into a universal console. Make it unique of course. Most everyone would of course make it into a tac for sure, but with diminishing returns, getting say, 6 tac on a defiant is not very beneficial, whereas it could make some dated ships with say, 2, desirable again. It would also be nice to give my excelsior another sci console.

    Perhaps a similar type thing to turn a boff station into a universal, but I think that could break things a bit too much.
  • tonyalmeida2tonyalmeida2 Member Posts: 0 Arc User
    edited July 2013
    I'd like to see a console that enabled developers to post such things on their own forums and website rather than on a social networking site. Their own website and forums should be their first priority and then anything that follows would be extra. So a mk x console would enable them to post here, a mk xi would enable them to post here and on the main page of their website, and then finally a ultra rare mk xii would enable them to post here, the website, and anywhere else provided they had already posted on forums/site.
    pvp = small package
  • tancrediivtancrediiv Member Posts: 728 Arc User
    edited July 2013
    I'd like to see a console that enabled developers to post such things on their own forums and website rather than on a social networking site. Their own website and forums should be their first priority and then anything that follows would be extra. So a mk x console would enable them to post here, a mk xi would enable them to post here and on the main page of their website, and then finally a ultra rare mk xii would enable them to post here, the website, and anywhere else provided they had already posted on forums/site.

    Are you saying the player or the developer would install said device in the developer? I see a liability issue.

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
  • msk5msk5 Member Posts: 185 Arc User
    edited July 2013
    Inertial Feedback Beam. - Fires a beam from the deflector at a target. Deals a percentage of hull damage that increases with the speed and engine power level of the targeted ship. Also deals heavy crew damage. Target cannot move or turn for three seconds following impact.

    Effectively a blast that will overload the inertial dampeners of the target and cause fractures in the ship's superstructure, the faster its going, the greater the shearing. The crew dies from suddenly flying into the walls and abruptly becoming jelly.


    Combat Thruster Array - When activated, deploys multiple hyper-impulse microthrusters from the ship's hull. While active, turn rate and engine power are increased, shield capacity and regeneration are decreased.

    Kind of a trade-off system to benefit larger ships. I'm specifically thinking of the Galaxy-X with this one, it would greatly increase a large ship's agility but take away its tankiness. It would still allow captains to deactivate the thruster array and become a slow, lumbering tank, however. Obviously it would not effect inertia, though. Also it would be really cool if it had a visual element like the assimilated module, with several small impulse engines "opening up" when activated. That would also give others a cue to bring the pain while its shields are weakened or get out of the way of its alpha strike.


    A Picard maneuver console that makes your ship briefly untargetable and grants an ambush bonus for its duration, self explanatory.


    Fluidic Tear Generator - Creates an unstable portal to Fluidic Space near your target. Ships near the portal will suffer slight radiation damage, and a random Undine vessel or Gekli will emerge from the portal to attack enemies or aid allies. Undine ships would function like distress call ships, with different ones doing different things, some would spew plasma torpedoes, some would fire the doom beams, some would "infect" enemy ships causing malfunctions, hull breaches, crew death, etc. Gekli would repair friendlies, taunt enemies, drain enemy system power. Ships brought through the tear would remain until destroyed.

    I like the idea of a console with a somewhat random effect. You'd have a very minor inconvenience for nearby ships that would be constant, but you might call through ships with abilities of varying usefulness and durability. Maybe it could even backfire and spawn an Undine ship hostile to the user. And maybe, maybe, maybe a tiny, one percent chance to not cause the tear at all but spawn an Iconian dreadnought that tractors the closest ship off to who knows where (which would effectively be an instakill) That would be really fun, people would love seeing that happen every once in a while.
  • tribbleorlfltribbleorlfl Member Posts: 143 Arc User
    edited July 2013
    My idea uses the VOY episode "Deadlock" for its inspiration. In that episode, Voyager was being rocked by Proton bursts that were weakening the Structural Integrity Field and causing major physical damage by a duplicate Voyager.

    SCI Console - Proton Burst Emitter

    Clickable Power. 30 second duration, 2 minute CD. Releases 6 5k radius Proton Bursts every 5 seconds.

    To Self: -10 Aux power, +10 Anti-proton Damage Resistance for 30 sec
    To Enemy: 1000 Proton DMG per pulse, -10 SI for 30 sec (can be cleared w/ Aux to SIF).

    I view this console as a risk/reward defensive power or a poor-man's Tholian Web Generator. The ship can produce some significant radial physical DMG to discourage close hit-and-run tactics, but it's at the trade-off of having less Aux power for shield heals. I threw on some short-term AP DMG resistance bc I feel AP and P dmg should at least partially cancel each other out.
  • hanoverhanover Member Posts: 0 Arc User
    edited July 2013
    Genesis torpedo console.

    Consumed on use. 24 hour cooldown.

    Destroys all ships and structures on the map and replaces them with a single, unstable planet.

    ;)
    Does Arc install a root kit? Ask a Dev today!
  • wast33wast33 Member Posts: 1,855 Arc User
    edited July 2013
    did i already post about the gekli-console? :rolleyes:

    deployable combat pet, working just as siphon drones :D
  • sirokksirokk Member Posts: 990 Arc User
    edited August 2013
    neoakiraii wrote: »
    A real working Corbomite Maneuver.....all that bluffing you'd think they make one.

    ^^^ THIS!

    For 10 seconds it reflects all energy and kinetic damage back to the firing ships at 2x damage! Downside it takes you power levels to zero for 5 seconds.
    Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home'
    SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
  • sirokksirokk Member Posts: 990 Arc User
    edited August 2013
    The Retrofit console!

    How about a console that gives your ship one more console slot?! Oh, wait, that wouldn't work. :)

    How about a console that gives your ship an two EXTRA consoles (player picks what type they are) plus +12K hull, +2 weapon slots and converts all BOff slots to universal!

    The problem would be that it would make a bulge on the side of your ship to store the extra stuff but it would add +5 to engines.

    The Retrofit II console would use technology from Doctor Who (learned by the Federation between the crossover stories) that would add 15 extra consoles without taking up any more space. Instead of +5 to engines, it would provide +5 to Aux to help with the maintaining the intradimensional portal for the consoles.
    Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home'
    SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
  • misterde3misterde3 Member Posts: 4,195 Arc User
    edited August 2013
    sirokk wrote: »
    ^^^ THIS!

    For 10 seconds it reflects all energy and kinetic damage back to the firing ships at 2x damage! Downside it takes you power levels to zero for 5 seconds.

    You do realize Kirk used it in two very different ways in two different episodes don't you?
    Hence my question "which one?".
  • captainbaileycaptainbailey Member Posts: 356 Arc User
    edited August 2013
    I'd like to see a console that enabled developers to post such things on their own forums and website rather than on a social networking site. Their own website and forums should be their first priority and then anything that follows would be extra. So a mk x console would enable them to post here, a mk xi would enable them to post here and on the main page of their website, and then finally a ultra rare mk xii would enable them to post here, the website, and anywhere else provided they had already posted on forums/site.

    +1000000000000000000000000000000000000000000000000000000000000000

    this whole thread started because of a tweet geko made, how stupid is that. it wasn't even started in a official sto thread so I wholeheartedly agree with this.
  • badname834854badname834854 Member Posts: 1,186 Arc User
    edited August 2013
    Ok - I'm just gonna spitball here:


    Space Fold Repulsor:

    In short, its a variant of the subspace jump but instead is used on an opponent. Target an enemy and bounce them to an area outside of 10k, giving you a moment of respite. Can only be used on enemies and you could set a limit based on Aux - the higher your current aux, the greater chance for a further fold-push. 30k distance max for instance. Some NPCs would need to have a flag added so they couldn't be pushed, or perhaps larger classes of NPC ships wouldn't be able to be pushed as far...

    Weapon Frequency Modulator

    Similar to when the Enterprise-D adjusted it's phaser frequency to destroy the Borg tractor beam, this device when activated adds a 5 second Fire At Will-type attack that will 1) change the type of weapons damage and proc 2) increase the damage 3) change the damage range variance (you can end up with a VERY strong beam or a VERY weak beam hit). Why use this over B:FaW? Well, it doesn't suck up power and 2 it has potential for some interesting damage types and hits.
  • yreodredyreodred Member Posts: 3,527 Arc User
    edited August 2013
    ...
    this whole thread started because of a tweet geko made, how stupid is that. it wasn't even started in a official sto thread so I wholeheartedly agree with this.

    Agreed!

    I wonder if they even bother to read this forum at all.
    "...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--" - (TNG) Picard, quoting Judge Aaron Satie

    A tale of two Picards
    (also applies to Star Trek in general)
  • mosul33mosul33 Member Posts: 836 Arc User
    edited August 2013
    Dunno about Cryptic reading these suggestions, saw a post saying "Good stuff here" on this thread, but after they did what they did with the tour, i dont even care anymore, just posting for the sake of it.
    Got an idea for another console, actually for a lobi set since i saw there hasnt been one introduced for some time. I was thinking something canon aswell, mostly with Defiant in-mind.
    Defiant Battle Systems
    Dual Quantum Torpedos (as someone else suggested too), maybe made like the dual cannons and dual heavy cannons are, same dps but different firing more. Like lets say 12 secs cd for 2 torps fired at once, each 75% of a normal one, so the dps would be about the same.
    Cloaked Selfreplicating Quantum Mine Launcher. Pretty much as it sounds, launch a quantum mine wich cloaks, and when it locks on a target, replicate one more before going after it.
    On the console, considering the other 2 lobi ones, that each have 3-4 buffs, was thinking of this: -10% weapon drain power, including for own weapons, +17 to starship maneuvers and +10% accuracy to torpedos (so it wouldnt make useless nukara console and to encourage ppl to use topedoes, torp boats etc).
    Set bonus: 2 pc set is obvious 27% to Quantum Projectile damage. As for 3 pc set a skill for 15 sec duration and 3 mins cd: To enemies in a 5 km range: between -50% and -100% dmg (needs balance), +50% energy weapon power drain and -20% accuracy. And if used on a Defiant line ships (-R, fleet versions) to give those values in +.
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