What I mean is, the Romulans show cased their awesomeness by have Singularity abilities.
I think Federation and KDF ships should have some unique abilities in a format of some kind, whether it be :
- BOFF ability
- (Maybe) DOFF Ability?
- Ship "loaded" ability
- Captain [Player] Ability
Each faction only needs about 5-6 (IMO) unique abilities, and the above could be used to do that.
It would make STO far, far, more diverse, and interesting for current and new players alike.
Hopefully I'll come back from my break; this break is fun; I play intellectual games.
I hope STO get's better ...
Comments
At some point in the future sci ships might be getting 'double deflectors' (added to sensor analysis)
Raiders (bops) will be getting teh flank bonus
escorts have the bonus evasiveness (speed tanking)
carriers get hangers
Just raptors that dont have a bonus/planned bonus that i know of (excluding odd pivoting points when turning)
As for faction unique abilities it would be impossible to implement without people screaming to high hell that -x ability- is better than -y ability-
Of course the difficult thing is that a largest amount of screentime was for the Starfleet crews and thus it's easier to create stuff for them (not a complaint, just an observation).
Long before the RR was even announced, there were some ideas for faction-specific stuff floating around. Some of it was for the Romulans as well, even though we of course presumed it would be for the RSE and not the RR.;)
Among them was the idea to give target subsystems for different weapons depending on the faction. In Star Trek 3 the second (and actually competent) Klingon gunnery officer manages to fire a torpedo into the Enterprise's engines so there's a canon example of target subsystems with torpedoes.
Would be fun if the three factions had subsystem targetting for differente weapons:
-beams for Fed
-torps for KDF
-cannons for Romulans
as an example.
Faction-specific attack patterns was another: Romulans and Klingons probably don't have "Attack Pattern Alpha" but their own stuff they prefer and train their crews to do.
Romulans would probably put more emphasis on pure firepower while the Klingons would go for more maneuverability while the Feds are somewhere inbetween.
Another idea brought up was that the Romulans were shown firing rather powerful bolts than rapid-shots. So How about a "cannon overload" instead?
And aside from Fire at Will there's always room for "Beam Rapid Fire" that's more useful agains just one target...something that can also be extended to topeodes without any problem.
Just some stuff I'd like to throw out there.:)
I had some own thoughts about that as well, but the problem lies in the quotation: Diversity is not all that welcome. Every bit of diversity the game HAD (Battlecruisers vs Cruisers, Carriers vs Sci ships, cloaks vs detectors) have all been swapped away in favour of having more or less carbon copies of ships and abilities across the board.
Ships of different factions shouldn't use the same armament, tactics and even abilities across the board. Klingon "science" and Starfleet "science" should be different from Romulan "science", same goes for Tac and Eng abilities. Aceton beam, for example. Starfleet wouldn't contaminate an enemy ship with radiation that exclusively kills enemy crew for example while Klingons really wouldn't go for placate abilities all that much.
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I completely agree with your idea here.
It would be nice to have certain game mechanincs diversified and some special abilities added as unique assets of a certain faction. If properly balanced, it would make the gameplay much more engaging and fun than the "everyone has the same" model.
It will also make the players that primarily (or only) play a single faction have a bigger feeling of belonging and immersion.
plasmonic leech was too "kdf only".
what it ends up?
while it would be much more fun having starcraft like asymmetrical balance its very unlikely playerbase would welcome it.
That's what I meant. Somehow, for the majority of the playerbase, it's completely out of the question to roll another character if you want to experience something. Anything and everything has to be available to this one character and faction, everything else is power creep, imba, cheating on paying customers...
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Really, the reason why I have so little motivation to stop playing FEDs and pick up a Klingon ship.
The cloak does not win it over for me.
I hope STO get's better ...
I mean... the KDF and FED (and later ROM) classes should have been different from each other from the very beginning.
A KDF Tac should have had different abilities from day one, that goes for Captains and BOs alike instead of the copy and paste we got.
But instead they set the factions apart by... well just keeping them apart so they can't play together, and giving almost everything to just one of em.
But now changing that would basically cut the game apart. I don't think it would work.
After all they TRIED to come close to that with the low level ship consoles and stuff like that. But, of course, only in exchange for money per ability....
I do see where your coming from, but instead of removing abilities, ADD MORE. (For FEDs and KDFers)
I hope STO get's better ...
Well that would have required the game to have been finished before it was released. It wasn't. And unless Cryptic plans on doing a complete server wipe, the game will always be effected by that reality.
I personally think tha it wasn't even designed to be a Star Trek game. They just got lucky with the license and painted their space MMO kinda trek-ish. The whole game makes a lot more sense if you look at it as a freelancer-esque starfighter-privateer MMO.
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Close, it was Champion's Online......... in spaaaaace!
The KDF use to have a uniqueness........ in their ships. But ohh that as a long time ago. Feds now have Carriers, Battlecruisers, and now even Raiders.
The only thing I think they got left is........ Orions. That, and the KDF have an easier time earning Dilithium.
As for new tricks, I really have no ideas beyond giving some kind of Klingon attack bonus or giving KDF the ability to fire heavy cannon blasts (like we saw on DS9). Or doing like some other games and giving the Klingons a heavier forward shield with a weaker aft shield.
I find it more fun to press "the red button" so to speak.
I hope STO get's better ...
I hope STO get's better ...
However, I dislike the idea of messing with the current systems too much.
I'd suggest a new rep system, Own Faction Rep (insert far better name of your choice)
We have two styles of reputations at the monent, lets call them hard and soft reps.
Soft reps would be the Dyson rep.
Easier inputs and a generous progression structure.
Hard reps would be the rest, trickier inputs and less reward per 20 hours.
I'd call this a soft rep.
Furthermore, it wouldn't need any specific content to be built for it.
I'd give faction marks away for activities such as PvP and foundry missions.
Perhaps, you get your Dyson commendation equivilant from your first foundry or PVP match of the day. Then a handful of FactionMarks thereafter.
At each tier, add a factionally exclusive perk.
By the end of it, you'd have a bit more diversification between the factions.
Then we got cloned factions instead.
Then they even tossed that out, and we got the Romulans. :P
I agree... there should deffo be some drawbacks
Fed Tac
Ground: Vulnerability Locator. For 5 seconds, every shot no matter the angle inflects flanking damage.
Space: Impulse Dampener. Disables evasive maneuvers and full impulse for 30 seconds.
Fed Eng
Ground: Equipment Virus. Causes all mechanical enemy turrets or drones to freeze in place for 10 seconds.
Space: Weapon Dampener. Disables two weapons slots, at random, for 30 seconds.
Fed Sci
Ground: Transporter Hostile Target. Transports away the patterns of any biological spawns like security team, hortas, quantum duplicates, etc for 30 seconds.
Space: Bridge Station Dampener. Knocks one BOFF station offline for 30 seconds.
---
Rom Tac
Ground: Motor Skill Dampner. Disables enemy sprint, crouch and aim for 30 seconds.
Space: Engine Overload Inducer. Engines will overload, stopping enemy cold for 10 seconds.
Rom Eng
Ground: Energy Output Limiter. Disables enemy secondary fire mode on enemy weapons for 30 second.
Space: Weapon Overload Inducer. Enemy weapon fire will cause an overload, inflicting 50% of the damage their own ship for 10 seconds.
Rom Sci
Ground: Kit Sabotage. Disables two enemy kit powers, at random for 30 seconds.
Space: Bridge Station Target Scramble. Any enemy debuffs activated for 10 seconds will apply to themselves instead of the intended target. While enemy buffs activated will apply to the nearest enemy ship for the same time.
---
KDF Tac
Ground: Neural Resonance Amplifier. If the enemy attempts to sprint, crouch or aim for 10 seconds; a neural inhibiter will render them unconscious for 5 seconds.
Space: Hardpoint Targeting. Targets enemy ship hardpoints for 30 seconds, causing all damage to count as raider flanking damage.
KDF Eng
Ground: Weapon Overload. Causes 50% of enemy damage inflicated to overload as their weapon discharges for 10 seconds.
Space: AI Dampening Field. Causes any targetable unmanned enemy equipment within 5km of your ship to be disabled, frozen in place for 30 seconds.
KDF Sci
Ground: Kit Targeting Scramble. Any enemy debuffs activated for 10 seconds will apply to themselves instead of the intended target. While enemy buffs activated will apply to the nearest enemy ship for the same time.
Space: Null Space Microfissure. All enemy fighters within 10km will be enveloped into null space for 30 seconds. If flying a small craft yourself, allows your ship to escape into a bubble of null space to evade all damage for 30 seconds. (like the vesta ability)