While reading through this:
http://sto-forum.perfectworld.com/showthread.php?t=848771
I started to wonder about what would happen if they changed the way the (Class) Fleet powers worked.
What I mean is, Tactical Fleet, Science fleet, and Engineering fleet..
What if they changed their effects some what to a more skill based boost.. Each skill boosting 5 or so Select skills..
For example:
Tactical Fleet, instead of Just providing the Damage boost it provides, it gave a Bonus to:
Starship Energy Weapons, Starship Projectile Weapons, Particle Generators, Starship Energy Weapon Specialization, Starship Projectile Specilization and then a +1% all damage delt.
Science fleet, instead of giving a shield resist gave the following bonus to skills:
Flow Capacitors, Subspace Decompiler, Grav Generators, Starship Counter Measures, Starship Sensors and a +1% to Shield Damage resistance
Engineering Fleet, instead of just giving a hull Resistance gave the following skills a bonus:
Starship Shield Emitters, Starship Hull Repair, Starship Electro-Plasma Systems, Starship Warp Core efficency, Starship Warp Core Potential, and a +1% Hull resistance Boost
This way a Tac is still increasing all damage types by all team members..
A Sci now increases all the Trixy Control based effects.
And an Engineer boosts Heals as well as power management.
How ever I am aware that 1% Boost may still be too low, but felt it was just good as an example. So please, that is all it is, an example.
What is the PVP opinion on this? Going too far? Not good enough? I'm just Crazy for wanting to fix what may not be broke?
Remember, this is just a hypathetical situation and not one that Cryptic is actually doing or may even change. So please try to keep responses civil.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~
Kotaku
[SIGPIC][/SIGPIC]
Comments
Or maybe it is too good and people are afraid Cryptic might take a liking to it..
OR.. the one I suspect.. it is so bad no one wants to bother with it.. :P
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
It's a complex suggestion that would involved doing quite a bit of math to see what all those bonuses would actually entail, what it could mean to various builds, etc, etc, etc...
...it wasn't a quick reply kind of post, and it may have scared folks off and some may have meant to think more about it but forgot about it with that BO thread and the Ar'kif stuff.
Oh I don't disagree. It's why I didn't say HOW much that would be given.. Because honestly right now it would be difficult to know how much to give each fleet ability in such a way to make it balanced and work properly.
And of course those two threads probably are more important then this one..
Though I do kinda wonder, out of the skills I mentioned, how many points equates to a good benifit from those skills...
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
That's a tough one looking at them currently.
Tactical Fleet II: +16 Starship Maneuvers, +16 Starship Targeting Systems, +30% All Damage
Engineering Fleet II: +16 Starship Hull Repair, +16 Warp Core Potential, +26.6 Damage Resistance
Science Fleet II: +16 Starship Shield Emitters, +16 Starship Power Insulators, +33% Shield Damage Reduction
Hrm.. forgot they already gave bonuses to skills.. And I guess everyone is satasifed with what they give currently..
I guess they could just keep the +16 and maybe change the Bonues from +30% ish to +15 or +10% ish where applicable..
So then it would look like this:
Tactical Fleet, instead of Just providing the Damage boost it provides, it gave a Bonus to:
Starship Energy Weapons +16, Starship Projectile Weapons +16, Particle Generators +16, Starship Energy Weapon Specialization +16, Starship Projectile Specilization +16 and then a +5% all damage delt.
Science fleet, instead of giving a shield resist gave the following bonus to skills:
Flow Capacitors +16, Subspace Decompiler +16, Grav Generators +16, Starship Counter Measures +16, Starship Sensors +16 and a +10% to Shield Damage resistance
Engineering Fleet, instead of just giving a hull Resistance gave the following skills a bonus:
Starship Shield Emitters +16, Starship Hull Repair +16, Starship Electro-Plasma Systems +16, Starship Warp Core efficency +16, Starship Warp Core Potential +16, and a +13 Hull resistance Boost
Meh.. Might even be a text issue too for Tool tip stuffs...
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Folks tend to /facepalm Eng Fleet by comparison...heh. Dropping the +30%, +33%, +26.6 for additional skill boosts might balance things - but with other changes taking place, hrmm - may be a case of seeing how that plays out.
Skills are nifty in not having diminishing returns (outside of skills that affect things with diminishing returns - lol)...
Yeah, I was also wondering about dimishing returns on the skills..
Which almost makes it better to just give us more skill boosts perhaps instead of percentage based buffs like Boosting Damage and such.. I guess in theory..
Think about this:
American Football has been in open beta for 144 years. ~Kotaku