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The completely unofficial design the next KDF ship thread! [Oct 2013]

breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
edited January 2014 in Klingon Discussion
So, it has been pointed out that part of the reason we don't get a new ship very often is that it costs money to design it. To that end, how about helping out the devs a tad by gathering our suggestions, ideas, and desires for the next C-Store ship here. This should help Cryptic release a ship we actually want, and therefore let them earn both our respect and a profit at the same time.

For this thread, please only submit suggestions for the ships' designs, features, etc. Try to make this reasonable, of course, rather than suggesting an "I win" setup... we don't want our ship designs in a lock box, after all, we want something we can buy on the KDF side of the C-Store :D

[EDIT] For those of you not interested in doing the design suggestions, please feel free to place a vote for which of the suggestions you like, and why. If you see a design you are opposed to... don't vote for it. Let's keep this a positive feedback resource for possible KDF Fleetyard assets.

So, post your own design statistics below. If you want to submit individual C-Store ships, T5 and Fleet versions, 3-Packs, or even Small Craft I welcome all ideas. To get the ball rolling, here's my Request for a Bird of Prey 3-Pack, reposted from it's original thread (and modified according to some of the feedback I got on its setup):
Basic Stats
Hull: 27500
Shield Modifier: .88
Fore Weapons: 5*
Aft Weapons: 2
Crew: 65
Device Slots: 2
Base Turn: 19
Impulse Modifier: .2
Universal Bridge Officer Seating: 2 Lt Commander, Lieutenant
Battle Cloak
+15 Weapons Power
*The fifth fore weapon slot may only be filled with a Burst Disruptor Dual Beam Bank, though the other fore weapon slots may accommodate additional Burst Disruptor Dual Beam Banks.
Burst Disruptor Dual Beam Bank [Acc] [CrtH]x2:
Combining several experimental technologies, these weapons are unique to this ship and are only compatible with its systems. They discharge a volley of five pulses in approximately half the time it takes to discharge a standard dual beam bank. The strobe effect that results from this not only offers a unique visual display, but also provides improved accuracy. This comes at the cost of higher drain on the ships systems when firing, however, and increases the time between volleys. In game terms, these fire 5 pulses for approximately 80% damage per pulse of a standard dual beam bank, in half the discharge time and an increased cycling time, resulting in identical base DPS. They receive an innate Accuracy bonus of +2.5% and Critical Hit Chance bonus of 1%, in addition to other modifiers, and drain -12 Weapon Power when firing other weapons. They fire from the wingtip cannons, which pivot to match the direction of fire.


Tactical
Consoles: 2 Engineering, 3 Science, 5 Tactical
Assigned Bridge Officer Seating: Commander Tactical
Universal Console - Enhanced Fire Control System:
Passive. This console alters the behavior of Fire at Will when used with the Burst Disruptor Dual Beam Bank. First, the system automatically designates your currently locked target as the priority target; put another way, you will always fire at your locked target even when Fire at Will is active, assuming that target is withing the firing arc, with additional attacks being determined randomly and without an increase in the maximum number of targets for Fire at Will. This does not affect weapons other than the Dual Disruptor Burst Bank. Second, this console will also reduce the global and duplicate ability cooldown of Fire at Will to 15 seconds, bringing its cooldown in line with other weapon special attacks. This portion applies to Fire at Will itself, therefore could potentially affect other weapons, allowing Fire at Will to be cycled as often as Cannon: Scatter Volley, etc. May only be used on these ships.


Engineering
Consoles: 4 Engineering, 2 Science, 4 Tactical
Assigned Bridge Officer Seating: Commander Engineering
Universal Console - Cloaking Distribution Module:
Passive. This console alters the standard cloaking behavior by redistributing Shield power to Auxiliary, rather than actually disabling shields. This will allow the ship to retain shield power during the initial stages of cloaking, and increase stealth when fully cloaked. Any Shield power level increases applied after cloaking will be redistributed as well, allowing the potential for shields to "flicker" back up until that power is distributed away from shields. Power returns back to its normal settings at the usual power distribution rate upon leaving cloak, rather than "snapping" back up; this leaves the ship more vulnerable than under normal circumstances for a few seconds after dropping out of cloak. May only be used on these ships.


Science
Consoles: 2 Engineering, 4 Science, 4 Tactical
Assigned Bridge Officer Seating: Commander Science
Universal Console - Emergency Holographic Recovery Teams:
Active. Self. A multiple redundant system of holo-emitters dispersed throughout the ship allow for a large number of holographic crew to be deployed temporarily. These holographic teams immediately set to work responding to emergency conditions present, clearing Engineering and Science debuffs and status effects over a period of 20 seconds. During this same period, Crew is automatically recovered at an accelerated rate, crew injury and death is prevented, and minor shield and hull heal-over-time effects are applied. This can be used while cloaked, but this also prevents any shield recovery. Modified by Starship Hull Repair (hull HoT) and Starship Shield Emitters (shield HoT). In game terms, this applies the effects of fully trained Engineering Team I and Science Team I, with the heals spread into 20 sec heals-over-time and an additional Crew Recovery effect. May only be used on this ship.


Console Set Bonuses
2-Piece Set Bonus: Isometric Pulse Warhead:
Active. Attack Modifier. This modifies the next torpedo fired to detonate in a 5km burst, applying an Electrical damage over time effect with a large penalty to Perception and Accuracy over a base duration of 10 seconds. Modified by Starship Weapons Training, Starship Projectile Weapons, Starship Particle Generators, and Starship Projectile Weapons Specialization (damage); and Starship Countermeasure Systems (duration). It is resisted by Electrical Damage Resistance % (damage) and Starship Sensors (duration).

3-Piece Set Bonus: Combat Auxiliary Systems:
Passive. All energy weapons now use Auxiliary Subsystem Power to determine damage output, and drain Auxiliary Subsystem Power when firing with other weapons. In addition, Beam Overload divides its power drain between Weapons and Auxiliary Subsystem Power; this reduces the immediate impact on damage output, but potentially affects the [Amp] effect from the ship's Warp Core. The benefits to Beam Overload only apply if used with the Burst Disruptor Dual Beam Bank. This does NOT reallocate the ship's innate +15 Weapons Power or the Weapons Subsystem Energy Drain resistance bonuses from sources such as the Systems Engineer duty officer Marion Frances Dulmar.


This 3-Pack is meant to serve as a KDF equivalent of the Andorian Escort 3-pack, or the MMSV 3-pack via the full 3-piece set bonus. They do have strengths and limitations compared to each, especially in terms of durability, balanced by flexibility and the battle cloak. Each of the console abilities is modified from an existing one on another ship, except for the Tactical console that basically just fills the role of your captain's disruptor pistol (I told you to shoot that one, petaQ!). By filling two roles, it brings us into closer balance with less development time on the devs' end (at least that's the idea), and hopefully gives them a set that would sell to folks that enjoy either Federation equivalent.
Ym9x9Ji.png
meimeitoo wrote: »
I do not like Geko ether.
iconians wrote: »
With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
Post edited by breadandcircuses on
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Comments

  • iconiansiconians Member Posts: 6,987 Arc User
    edited October 2013
    I'd propose a new battlecruiser similar to the Avenger-class battleship or Scimitar-class dreadnought, but similar to the Fleet Vor'Cha or Kamarag, but slightly less beefier than the Negh'Var.

    Prototype Klingon Battlecruiser

    Base Hull: 40,000

    Fore Weapons: 5

    Aft Weapons: 3

    Base Turn: 10

    +10 power to Weapons and Engines

    Shield Modifier 1.1

    Console Slots: 5 Tactical, 2 science, 3 engineering

    Cloaking Device

    Base Crew: 2,000

    Device Slots: 4

    Boff Layout: Lt. Cmdr. Tactical, Commander Engineer, Ensign Science, 2 Lt. Universal

    Special Console - Enhanced Tactical Alert

    The prototype klingon battlecruiser in question has been designed to accomodate the most experienced and skilled crew the Empire has to offer. While this console is equipped, all boarding party debuffs (like Assimilate Ship and Boarding Party) are removed after 1 second. Taking advantage of the transporter signature of the failed boarders, you launch a counter-offensive on the enemy ship. This functions similar to Boarding Party, but does not launch any shuttles of your own, works faster, but can still be cleansed by effects like Tactical Team. The attackers further sabotage the ship's superstructure which results in a small hull DoT effect.

    EDIT: If the console isn't competitive enough, you could add in that it buffs all your boarding party shuttles by giving them enhanced speed and defense.
    ExtxpTp.jpg
  • killdozer9211killdozer9211 Member Posts: 36 Arc User
    edited October 2013
    KDF Flight Deck battle cruiser.

    5/3, 5 tac consoles.
    1 Hangar Bay
    Variant 1 has a special Weapon that's a Heavy Disruptor Repeater Cannon- Fires a set amount of shots at the rate of CRF3 or a point defense console, uses plasma repeater weapon ammo mechanic. Once out of ammo, goes onto CD with length based on your subsystem repair skill. Give it a nice hull damage bonus.

    Second higher tier variant has some sort of special scaling weapons bonus warp core, obviously with KDF core icon. 5% all power levels > Weapons, +SIF or something, built in transwarp destinations to all PvP areas like Ker'rat.

    Both are part of some set called "Might of the empire." take whatever bonuses you don't use from the warp core and put them there, or something along similar lines.

    Stick whatever cloak, boffs, and consoles on it you want.
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited October 2013
    I found a couple interesting ideas in the RIP A-10. Homage Raptor "War Targ" plz :D thread...
    baudl wrote: »
    i'd like to take the idea of a "gatling cannon" a little further...

    imagine a 3 set K'vort (5 forward weapon each, and 1 tac version with 5 tac consoles) pack, with 3 piece console set and a "RApid launching photon torpedo tube" (which is inside the middle of the deflector dish in the head part of the ship)

    now this torp launcher i imagine similar to the omega torp launcher, fireing a projectile each second with a dps value above 1500, or even more.

    the consoles would interact with this launcher similar as the andorian escort.

    that would be my, "wartarg"

    the 3 ships would come with a battlecloak and one of the consoles would be a spread mode, where each second 3 torpedos are launched at 3 sepeerate targets...2 minute cooldown
    Just imagine a Raptor with War Targ inspired nose art, tusks and teeth and stuff, and a big twin-mission pod mounted towards the rear setup, kind of evoking the A-10's twin engine nacelle layout.

    5 forward weapons, at least one variant with 5 tac slots. A high hull modifier or a damage immunity for a few seconds set bonus, low speed to emulate the A-10's purposely designed high loiter time.

    The special weapon should be like the omega plasma torpedo, but a cannon.

    Think like the plasma repeater weapons and their ammo mechanic. It's a big cannon with a 45 degree arc that fires at the speed of say CRF3 or a point defense cannon and has a massive hull bonus, but doesn't draw on weapons power until it's fired all its allotted shots, at which point it enters, say, a minute or two cooldown+massive weapon power drain to reload. It can be exclusive to the war targ like the kumari's wing cannons, and only available in disruptor flavor of course.

    Cmdr Tac, Ltcmdr Tac, x2 Lt eng, ensign universal.

    That's a war targ to me.

    ...that I wanted to include here as well. Each looks like an interesting take on the theme of that tread. If you want to toss a vote at either of those ideas, post 4a and 4b respectively seems a good way of doing so.
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • dknight0001dknight0001 Member Posts: 1,542
    edited October 2013
    Mines really simple. We have 2 viable completely unused Raptor designs. Fleet versions of these seem fair since their is a Fleet version of every Fed Escort except the NX.

    Fleet Qorgh Raptor, (5 Tac Console escort)

    All stats are the same as the Fleet Qin except.

    T2 Starbase

    16 turn
    125 crew
    Universal Ensign.
    35,000 Hull
    3/2/5 Console layout.

    Fleet Pach Raptor (Battle Cloaking Escort)

    All stats are the same as the Fleet Qin except.

    T3 Starbase

    150 crew
    Universal Ensign.
    Battle Cloak.
    33,000 Hull
    3/3/4 Console layout.

    This is unrelated to ship design, but I'm going to throw this one out there. KDF Fleet ships that have no discount ship, so everything except the B'Rel Retrofit and the Gorn Varanus should be reduced to down to 3 FSM to buy.

    I can pay for a C-Store ship and get a skin, a console and a FSM discount fed side. Where's our C-Store Escort that gives a FSM discount? Where's our C-Store Battlecruiser that gives a FSM Discount?

    Oh and if a C-Store version comes out than I don't care if they jack up the price to normal.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
  • hawke89305092hawke89305092 Member Posts: 237 Arc User
    edited October 2013
    I'd take something semi-science ship like, but with a more Klingon feel.

    Imperial Survey Ship:

    Base Hull: 32000

    Weapon slots: 4 fore, 3 aft

    Base Turn: 12

    1.2 Shield mod

    3 Device slots

    +10 power to Weapons and Auxiliary

    Cloaking Device, can mount dual/heavy cannons

    Bridge Officers:

    CMDR Sci
    LTC Tac
    LT Eng
    LT Eng
    ENS Uni

    Console Layout:

    3 Eng
    4 Sci
    3 Tac

    Console: Universal: Long Range Sensor Calibrator (more or less similar to the Nebula's console, seeing as there are now cloaked ships on both sides in PvP).

    Basically a well rounded ship with that nice CMDR Science slot, but that Klingon firepower and maneuverability we all love.
    [SIGPIC][/SIGPIC]
  • shpoksshpoks Member Posts: 6,967 Arc User
    edited October 2013
    Awwww......OP, your title is misleading. I thought I'd come in and see some amazing concept art. :o

    Anyway, here's my suggestion for a K'Vort that I made here some time ago. It was before LoR, so you can still see her proposed stats being normal and not all over the place. :D
    shpoks wrote: »
    So, this is just an idea and a rough outline that I've come up, for a more powerfull and nimble K'vort battlecruiser. Here it goes:

    Hull: 37.000
    Shield Mod.: 1.0
    Turn rate: 12
    Weapons layout: 5/3
    Consoles: 5 Tac 2 Eng 3 Sci
    Stations:
    Comm. Tac.
    Lt. Tac.
    Lt. Eng
    Ens. Sci
    Lt.Comm. Uni

    +10 Weapons Power
    +5 Shield Power

    She would use the wing cannons as you suggested for the Gowron Negh'var, given how disruptor wing cannons would look very appropriate on the wingy B'rel design of the K'vort.

    And then maybe Gowron's Negh'var could get another special ability/weapon or possibly a hangar. I always tended to see that Negh'var as a very powerfull and sturdy alternative for the Bortasqu', which can move better and would fullfil the demands of the KDF players that hate the Bortasqu' for it's turn rate. And save the (possible?) 5/3 layout for something that can fly a bit better. Just a thought. ;)

    Now I know that I called it a battlecruiser and yet I didn't give her a Comm.Engineer Boff slot. That's because it's been called a battlecruiser on screen, but I see it more as a fusion of battlecruiser/destoryer (something in STO terms akin to the Chel Grett possibly).
    I also prefer this cause the KDF battlecruiser market is somewhat saturated and I'm also considering the so many times mentioned "new Negh'var", so with it comming (hopefully) the KDF will have more than enough variations of ships with Comm. Engineering Boff slots.

    I didn't go into detail of the cloak, because people say it should have a battlecloak being the larger sister of the B'rel and we know that KDF ships other than BoPs have regular innate cloaks. So I'm leaving this one to Cryptic, or someone much more knowledgable in game mechanics.
    HQroeLu.jpg
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited October 2013
    shpoks wrote: »
    Awwww......OP, your title is misleading. I thought I'd come in and see some amazing concept art. :o

    Hehe, if anyone has any concept art to submit I welcome it! This thread is intended as a way for us to help the devs give us something we want when they give us our next ship. Mostly, I'm just trying to help the devs get something done for us instead of complaining that they haven't... it seems more productive. So, any positive feedback and suggestions, from specs to art, are absolutely welcome here :D
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited October 2013
    Ferasan Escort Carrier

    32,000 hull

    .9 shield mod

    15 turn

    One hangar. Comes with Ferasan Predator Fighters.

    5/2 weapons

    Battle Cloak

    Commander Tactical, Lieutenant Commander Tactical, Lieutenant Engineer, Lieutenant Universal, Ensign Universal
  • sechserpackungsechserpackung Member Posts: 135 Arc User
    edited October 2013
    Just for fun:

    Bortas: Honour Tank

    Base Hull: 105000

    Weapon slots: 6 fore, 2 aft

    Base Turn: 8

    0.6 Shield mod

    4 Device slots

    +10 power to Weapons and Engines

    Cloaking Device, can mount dual/heavy cannons

    Bridge Officers:

    CMDR Eng
    LTC Uni
    LT Eng
    LT Uni
    ENS Sci

    Console Layout:

    4 Eng
    2 Sci
    4 Tac


    Console:

    Nanotrit Armour - Passive
    This newly developed armour is currently being tested on the Bortas. It is capable of effectively reducing incoming damage to the hull and increases damage resistance across the board. Furthermore the integrated intelligent nanoswarms help with the repairs to the hull keeping it in pristine condition even in the thickest of combat.
    Though all of these capabilities are power intensive and come at a strong cost to the shields.




    The basic idea is to create a hull tanker instead of going for the shield craze.
  • burstdragon323burstdragon323 Member Posts: 853 Arc User
    edited October 2013
    Tentative Name: Orion Support Vessel

    28,500 Hull (Fleet 32,000)
    1.3 Shields (Fleet 1.43)
    13 Turn
    4/3 Weapons Load, Can Equip Dual Cannons
    BOFFS: Cmdr & LtCmdr Sci, Lt Eng, LtCmdr Tac
    3 Devices
    Consoles: 4S/3T/2E (Fleet Adds 1E)

    Comes With Weapon: [Tachyon Burst Torpedo]
    Fires a Photon Torpedo with an additional 40% damage as pure shield damage, with a 15% chance to reduce the target's shield resistance.
  • lostusthornlostusthorn Member Posts: 844
    edited October 2013
    Old proposed design by me:

    http://sto-forum.perfectworld.com/showthread.php?t=270629

    See the ship in my signature for a updated picture, the ones in the thread are sorta outdated.
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited October 2013
    lostusthorn wins the "First to Come With Concept Art" award, but I'm really liking the variety of ideas all around. We have a ton of roles and special abilities/weapons so far, even several with no in-game equivalent. Keep the creative juices flowing everyone... and for those not in a creative mood, please lob a vote (by post #) at the idea you like best. :)
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2013
    Gowran's flagship negvar

    current negvar model, or an overhauled one, with the large underslung guns seen in DS9. these fire a disruptor version of the andorian wing guns

    5/3 weapons

    42,900 hull
    1.1 shield mod
    25 inertia

    COM eng
    LTC tac
    LT eng
    LT sci
    ENS tac

    4/2/4


    basically the kdf's avenger
  • captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited November 2013
    Anyone remember the Bertaa from starfleet academy? I'd like to see that thing in game :D
    I need a beer.

  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited November 2013
    patrickngo wrote: »
    CDR: Uni
    LTC:Uni
    LT:Uni
    LTC:Sci
    Ens: Eng.
    This layout is simply not legal, having 13 powers instead of the standard 12. Either the additional LtC must become a Lt (Standard 4/3/2/2/1), the Lt must be dropped to Ens (D'Derpidex/Tholian 4/3/3/1/1), or the Ensign must receive the axe completely (Norgh/Carrier 4/3/3/2).
    [SIGPIC][/SIGPIC]
  • velquavelqua Member Posts: 1,220 Arc User
    edited November 2013
    Here is my ship design submission for a Science ship.

    Hull: 29,000
    Shields: 6,600
    Shield Modifier: 1.2
    Weapons Foreward: 4
    Weapons Back: 3
    Crew: 250
    BOFF Lt Tac
    BOFF LtCmdr Eng
    BOFF LtCmdr Sci
    BOFF Lt Universal
    BOFF Ens Universal
    Device Slots: 3
    Eng Consoles: 2
    Sci Consoles: 5
    Tac Consoles: 2
    Turn Rate: 11
    Impulse Modifier: 0.15
    Inertia Rating: 50
    Bonus Power: +5 shield, +5 eng, +5 aux
    Abilities: Subsystem Targeting, Sensor Analysis, Standard Cloak
    Special Console: Mine Field


    Mine Field Console

    This console lauches a mixture of 30 [CrtD]x3 level 51 mines surrounding the ship. The mixture consists of:

    Chroniton Mines
    Cloaking Tractor Beam Mines
    Plasma Mines
    Photon Mines
    Transphasic Mines

    Cool Down: 3 min
    18662390068_f716cd60e3.jpg
  • aetam1aetam1 Member Posts: 228 Arc User
    edited November 2013
    So, it has been pointed out that part of the reason we don't get a new ship very often is that it costs money to design it. To that end, how about helping out the devs a tad by gathering our suggestions, ideas, and desires for the next C-Store ship here. This should help Cryptic release a ship we actually want, and therefore let them earn both our respect and a profit at the same time.

    For this thread, please only submit suggestions for the ships' designs, features, etc. Try to make this reasonable, of course, rather than suggesting an "I win" setup... we don't want our ship designs in a lock box, after all, we want something we can buy on the KDF side of the C-Store :D

    [EDIT] For those of you not interested in doing the design suggestions, please feel free to place a vote for which of the suggestions you like, and why. If you see a design you are opposed to... don't vote for it. Let's keep this a positive feedback resource for possible KDF Fleetyard assets.

    So, post your own design statistics below. If you want to submit individual C-Store ships, T5 and Fleet versions, 3-Packs, or even Small Craft I welcome all ideas. To get the ball rolling, here's my Request for a Bird of Prey 3-Pack, reposted from it's original thread (and modified according to some of the feedback I got on its setup):




    This 3-Pack is meant to serve as a KDF equivalent of the Andorian Escort 3-pack, or the MMSV 3-pack via the full 3-piece set bonus. They do have strengths and limitations compared to each, especially in terms of durability, balanced by flexibility and the battle cloak. Each of the console abilities is modified from an existing one on another ship, except for the Tactical console that basically just fills the role of your captain's disruptor pistol (I told you to shoot that one, petaQ!). By filling two roles, it brings us into closer balance with less development time on the devs' end (at least that's the idea), and hopefully gives them a set that would sell to folks that enjoy either Federation equivalent.

    I would love a BoP 3-pack. But your stats are a little bit... incredibly overpowered.
    That would be the best boff layout of any ship in sto. You trade an ensign power for a ltc one. Not even the recluse is that good. Besides they are still all universal. Even the commander since there is a version for each variant.
    To top that you have 5 front weapons and 4-5 tac consoles. And more hull than the other bops.

    I would say stick to the usual bop layout: Universal: Cmd, LtC, 2 Lt
    Maybe lower the hull a bit and I would probably go with a 3 3 3 base console layout and add one for each variant. So that tac gets 4 tac, sci 4 sci and eng 4 eng. That follows the unsiversal nature of the bop a bit better.
    It would still be better than the fleet bops.

    My stomach is clear and my mind is full of bacon!
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited November 2013
    aetam1 wrote: »
    I would love a BoP 3-pack. But your stats are a little bit... incredibly overpowered.
    That would be the best boff layout of any ship in sto. You trade an ensign power for a ltc one. Not even the recluse is that good. Besides they are still all universal. Even the commander since there is a version for each variant.
    To top that you have 5 front weapons and 4-5 tac consoles. And more hull than the other bops.

    I would say stick to the usual bop layout: Universal: Cmd, LtC, 2 Lt
    Maybe lower the hull a bit and I would probably go with a 3 3 3 base console layout and add one for each variant. So that tac gets 4 tac, sci 4 sci and eng 4 eng. That follows the unsiversal nature of the bop a bit better.
    It would still be better than the fleet bops.

    Compared to current BoPs my design is overpowered; compared to the alternatives the Federation and Romulan Republic have available, it remains incredibly squishy. I did intentionally make it better than the BoPs we have, in an attempt to bring the KDF Fleetyards into parity with the alternatives available elsewhere. The Fleet BoPs... need a balance pass.

    The boff setup comes from the Fleet Norgh, with the Commander seat designated by specialty. The 4 boff seating also limits your available boff Space traits. I did consider trading one of the two Universal Lt seats for a pair of designated Ensign seats, of the other two specialties than the Commander one, but I felt that the loss of a Space trait was more of a balance than more restricted seating.

    I restricted the payload by requiring one fore weapon to be the Burst DBB. You also have to choose between having no useable 2-piece set bonus or using a torpedo, limiting your skillset options. Further, this BoP is a tad slower than its compatriots.

    The consoles and set bonuses are also toned-down compared to the other factions' versions, and are all basically rip-offs of something available to either the Federation or Romulan Republic. The Tac one is the only unique console, and really just allows your captain to point his disruptor at his tactical officer and say "I told you to shoot that one." (in an appropriately menacing tone), while allowing you to cycle FAW as often as CSV; the squishiness pretty much kills the use of a suppression build. The Eng is a more limited version of the Tulwar Dreadnought Warbird console; shields drop slower when cloaking, but still drop, and they come back more slowly upon decloaking than would normally be the case. The Sci is a self-only version of the Vesta MMSV console with an anti-cheese component. The 2-piece set bonus is akin to the Nadeon Detonator, though as a DoT w/debuff rather than disable. The 3-piece allows you to stand in for a MMSV, though with a LOT less shields, no innate Aux power bonus, no Sensor Analysis, no Subsystem Targeting, no crowd control Runabouts, etc.

    Basically, yeah, it's better than current BoPs, but not all that OP when you look at the whole picture and the current state of the game. ;)
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • aetam1aetam1 Member Posts: 228 Arc User
    edited November 2013
    Compared to current BoPs my design is overpowered; compared to the alternatives the Federation and Romulan Republic have available, it remains incredibly squishy. I did intentionally make it better than the BoPs we have, in an attempt to bring the KDF Fleetyards into parity with the alternatives available elsewhere. The Fleet BoPs... need a balance pass.

    The boff setup comes from the Fleet Norgh, with the Commander seat designated by specialty. The 4 boff seating also limits your available boff Space traits. I did consider trading one of the two Universal Lt seats for a pair of designated Ensign seats, of the other two specialties than the Commander one, but I felt that the loss of a Space trait was more of a balance than more restricted seating.
    The fleet Norgh has only 9 console slots. So he pays for this layout. I would agree that the fleet BoPs should be better though.

    As for the other factions: Well look at the kumari. The actual kumari has a terrible bo layout. That leaves the charal and khyzon. They have the good old escort layout. That is not very flexible but it is ok. Now your BoPs have: better bo seating (not only higher ranks with 2 ltc but also almost all universal. While your cmd my be fixed you can still basically choose depending on your ship), battle cloak, more turn. At the price of what? A little hull any a tiny bit of shield. Due to the bo layout your BoPs will still be more tanky and probably do more dmg as well, since your 5tac console variant is rather nice. Not to forget the cloaking bonus.

    What do the romulans have? Well the comparable ship would probably be the dhelan. The dhelan lacks a front weapon and has an inferior boff seating but wins in hp and shield. Also the dhelan has the better cloak. I still kind of think your BoPs boffs win over the fleet dhelan. And there is the sing vs warp core thing. But we should try to get fed ship quality before we try to challenge romulan supremacy anyway I think
    I restricted the payload by requiring one fore weapon to be the Burst DBB. You also have to choose between having no useable 2-piece set bonus or using a torpedo, limiting your skillset options. Further, this BoP is a tad slower than its compatriots.
    Your burst dbb does not sound so bad. As for the set, most ships are better off without their special sets anyway I would say. And the turn of 19 is still pretty good. Better than a usual escort. And we have plenty of turn buffs anyway with the special mine consoles.

    Basically, yeah, it's better than current BoPs, but not all that OP when you look at the whole picture and the current state of the game. ;)
    Better than the current BoPs is ok. But your ship overshoots the goal a bit I think. You can tune it down a notch and it will still be on kumari lvl or better in my opinion ;)

    My stomach is clear and my mind is full of bacon!
  • jexsamxjexsamx Member Posts: 2,802 Arc User
    edited November 2013
    Some old ones I threw out there a while back.

    They're intended as a three-pack, hence their vaguely similar BOff layouts, and each is meant to stick to the presented theme of each race - Orions favoring Eng, Gorn favoring Sci, Nausicaans favoring Tac - while leaning towards a division that their current ships don't really favor. e.g., the Orion ship is Tac-skewed because most of the existing Orion ships have a heavy Sci favor, but all remain Eng-centric.
    jexsamx wrote: »
    Lecherous-class Orion Raider

    Hull Strength: 34000
    Shield Modifier: 1.0
    Crew: 200
    Weapons: 4 fore, 3 aft
    Device Slots: 3
    Hangar Bays: 1
    1 Orion Crippler Drone Hangar Pet
    Base Turn Rate: 13 degrees per second
    Impulse Modifier: .20
    BOff Stations:
    • Cmdr Engineering
    • Lt. Cmdr Tactical
    • Lt. Science
    • [COLOR="Gray]Lt. Universal[/COLOR]
    • Ensign Engineering
    Console Slots
    • 4 Eng
    • 2 Sci
    • 3 Tac (4 Tac on Fleet version)
    Can equip cannons

    Crippler Drones lack a kinetic weapon; instead, each comes with an additional power that lowers the target's power levels in two random categories, in addition to the power draining beam Orion Interceptors come with. The low fighter DPS is intended to be offset by the potential to drain up to three subsystems for each Crippler. Advanced Cripplers have a second disruptor beam array; Elite Cripplers gain a Beam Overload 1 ability.


    Dimachaerus-class Gorn Recon Vessel

    Hull Strength: 31500
    Shield Modifier: 1.1
    Crew: 300
    Weapons: 3 fore, 3 aft
    Device Slots: 3
    Base Turn Rate: 11 degrees per second
    Impulse Modifier: .15
    BOff Stations:
    • Cmdr Science
    • Lt. Cmdr Tactical
    • Lt. Engineering
    • Lt. Universal
    • Ensign Science
    Console Slots
    • 2 Eng
    • 4 Sci
    • 3 Tac (4 Tac on Fleet version)
    Pugio Defense System Console

    The Pugio is a passive console that fires low-damage but 50% shield penetrating Pugio projectiles at any enemy within 5km. Effectively it's a kinetic damage version of the Automated Defense Turret. Firing rate equivalent to a turret. Additionally, the Pugio can be activated and fire at any target within 10km, essentially a weaker version of the Armitage's photon turret. This puts the auto-turret and the ability on cooldown for three minutes.


    Boor-class Nausicaan Enforcer Vessel

    Hull Strength: 30500
    Shield Modifier: .9
    Crew: 350
    Weapons: 4 fore, 3 aft
    Device Slots: 2
    Base Turn Rate: 15 degrees per second
    Impulse Modifier: .20
    BOff Stations:
    • Cmdr Tactical
    • Lt. Cmdr Engineering
    • Lt. Science
    • Lt. Universal
    • Ensign Science
    Console Slots
    • 3 Eng
    • 2 Sci
    • 4 Tac (5 Tac on Fleet version)
    Can equip cannons

    No idea for a console on this one. :\

    I'm not an expert on balance so these may be under- or overpowered. :o
  • szerontzurszerontzur Member Posts: 2,723 Arc User
    edited November 2013
    iconians wrote: »
    I'd propose a new battlecruiser similar to the Avenger-class battleship or Scimitar-class dreadnought, but similar to the Fleet Vor'Cha or Kamarag, but slightly less beefier than the Negh'Var.

    Prototype Klingon Battlecruiser

    Base Hull: 40,000

    Fore Weapons: 5

    Aft Weapons: 3

    Base Turn: 10

    +10 power to Weapons and Engines

    Shield Modifier 1.1

    Console Slots: 5 Tactical, 2 science, 3 engineering

    Cloaking Device

    Base Crew: 2,000

    Device Slots: 4

    Boff Layout: Lt. Cmdr. Tactical, Commander Engineer, Ensign Science, 2 Lt. Universal

    Special Console - Enhanced Tactical Alert

    The prototype klingon battlecruiser in question has been designed to accomodate the most experienced and skilled crew the Empire has to offer. While this console is equipped, all boarding party debuffs (like Assimilate Ship and Boarding Party) are removed after 1 second. Taking advantage of the transporter signature of the failed boarders, you launch a counter-offensive on the enemy ship. This functions similar to Boarding Party, but does not launch any shuttles of your own, works faster, but can still be cleansed by effects like Tactical Team. The attackers further sabotage the ship's superstructure which results in a small hull DoT effect.

    EDIT: If the console isn't competitive enough, you could add in that it buffs all your boarding party shuttles by giving them enhanced speed and defense.

    This sums up what I'd like to see from the super-neghvar/avenger counterpart(no point in repeating it).

    For the console though, I would like to see something along the lines of a 'Fragmentation Module' that modifies standard torpedos to explode into multiple micro-torpedos on impact(think cluster launcher mixed with torpedo point defense). This would give KDF a counterpart to the VATA and Wide Angle Quantum Torpedo Launcher without being direct copies.
  • alexveccialexvecci Member Posts: 119 Arc User
    edited November 2013
    http://sto.gamepedia.com/Balaur_Dreadnought

    I think to have never seen anyone talk about the balaur in a year or so, so here's my chip for it.

    Balaur Support Battleship

    Base hull: 42000
    Fore weapons: 4
    Aft weapons: 3
    Base turn: 7
    +10 power to Shields and Auxiliary
    Shield modifier: 1.1
    Console slots:
    • 4 ENG
    • 3 SCI
    • 3 TAC
    Bridge officers: Cmdr Sci, LtCmdr Universal, LtCmdr Eng, Lt Tac
    Can equip Deployable Repair Platforms (the Varanus' console)

    Special ability - Siege mode (3 min cooldown):
    Disables engine
    +50 to Starship Hull Repair
    +30 to Starship Targeting Systems
    +50 to Starship Weapons Training
    +10 to Starship Shield Emitters
    -100% engine power after 5 seconds
    +33% auxiliary power after 5 seconds
    +33% shield power after 5 seconds
    +33% weapons power after 5 seconds
    +500% threat generation
    -20% defense value

    During this mode, the Balaur becomes a static weapons platform capable of aiding all nearby allies and attract enemy fire.
    While active, the siege protocols redirect engine's power to the shield, auxiliary and weapon systems, increasing both defensive and offensive capabilities.
    Due to very high power load on the ship systems, once deactivated the siege mode cannot be reactivated until all the systems return to normal condition.
  • nickcastletonnickcastleton Member Posts: 1,212 Arc User
    edited November 2013
    Ferasan Escort Carrier

    32,000 hull

    .9 shield mod

    15 turn

    One hangar. Comes with Ferasan Predator Fighters.

    5/2 weapons

    Battle Cloak

    Commander Tactical, Lieutenant Commander Tactical, Lieutenant Engineer, Lieutenant Universal, Ensign Universal

    i vote for this.
    0bzJyzP.gif





    "It appears we have lost our sex appeal, captain."- Tuvok
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2013
    Tentative Name: Orion Support Vessel

    28,500 Hull (Fleet 32,000)
    1.3 Shields (Fleet 1.43)
    13 Turn
    4/3 Weapons Load, Can Equip Dual Cannons
    BOFFS: Cmdr & LtCmdr Sci, Lt Eng, LtCmdr Tac
    3 Devices
    Consoles: 4S/3T/2E (Fleet Adds 1E)

    Comes With Weapon: [Tachyon Burst Torpedo]
    Fires a Photon Torpedo with an additional 40% damage as pure shield damage, with a 15% chance to reduce the target's shield resistance.


    I like this idea. The Orions need more ship choices.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2013
    Ferasan Escort Carrier

    32,000 hull

    .9 shield mod

    15 turn

    One hangar. Comes with Ferasan Predator Fighters.

    5/2 weapons

    Battle Cloak

    Commander Tactical, Lieutenant Commander Tactical, Lieutenant Engineer, Lieutenant Universal, Ensign Universal

    I would buy it from Cstore or the Fleet store and gladly make a Ferasin toon to fly it.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2013
    I'm loving all the ideas. My ridges are all tingly.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • onyxheart1onyxheart1 Member Posts: 347 Arc User
    edited November 2013
    bitemepwe wrote: »
    I'm loving all the ideas. My ridges are all tingly.

    *GASP!* he's infected with the augment virus! enact sterilization and containment protocols! :P


    anyway, i had an idea for a sort of raptor/vo'quv hybrid vessel with some specialized consoles and hangar

    tentatively named the Jev'Batlh Assault Carrier

    i'm not really good with console numbers and layouts, but i bet others in this thread could put some numbers down that would be good for the ship ^^

    all of the assault carriers come with one hangar and built in battle cloaks, and they can load cannons

    Tactical variant: Jev'Batlh

    weapon - Rotary Plasmonic Disruptor bank - a special forward arc weapon usable only on the 'Batlh line of assault carriers, a special hybrid plasma/disruptor bank similar to a dual beam bank, but with 6 emitters rather than two, these emitters fire a near continuous stream of fire, and though less powerful per shot than a standard beam bank, the ROF is MUCH higher, it has the same firing arc as a DBB and is also affected by BFAW and BO

    Engineering variant: Botjan'Batlh

    console (universal) - Tactical Holo Armor - once activated it gives the ship a large hull heal and hull damage resist, also..similar to the Scimitar's secondary shielding, it gives a temporary hull over the existing hull (with some cool hologram armor graphics) that protects the hull until it's depleted (shields still take damage normally

    Science variant: Ylyep'Batlh

    weapon - Mach law'Hegh Mine Launcher - launches 4 cloaked mines, these mines stay cloaked until an enemy draws within 5km of them then they decloak, and begin firing small point defense weapons while traveling toward the vessel to ultimately detonate. (the mines are targetable). the launcher is affected slightly by Dispersal Pattern Alpha and Beta, but will not deploy as many mines as a normal mine launcher would using the same abilities.

    set bonus when 2 of the 'Batlh set is equipped:

    <> +5% bonus to plasma and disruptor damage (the rotary bank receives both bonuses, therefore a +10% increase in damage)
    <> cooldown for launching the Mach law'Hegh mines normally is reduced from slow recharge to average recharge (of course tweaking would be necessary to make it not too weak or too powerful)

    set bonus when 3 of the 'Batlh set is equipped:

    <> gain "Rotary Bank Overload Circuit" allows you to temporarily fire the Rotary beam bank in an Overload state, similar to the singularity power Overcharge, increasing the damage and rate of fire of the rotary bank, the ability then goes on cooldown for 2 minutes

    <> QIb'pach automated platforms gain lesser versions of the 'Batlh set (QIb'pach platforms detailed below)

    new hangar type: QIb'pach automated platforms

    these platforms are launched from the 'Batlh assult carriers, they are similar to the beam turret devices commonly found, however, they have shields and hull just above that of a federation runabout

    the platforms are stationary, though they have a subspace jump to quickly change position periodically

    the blue quality platforms come standard with:
    > 2 disruptor beam banks
    > photon torpedo launcher
    > BFAW 1
    > BO 1
    > subspace jump

    i welcome any constructive criticism on the design ^^
    KDF for Life! <3 Romulan at Heart <3 Fed cause they made me ~ :P
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