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Voyager reboot

questeriusquesterius Member Posts: 8,482 Arc User
edited April 2014 in Federation Discussion
With the forum still buzzing from the Galaxy Reboot and how the forum community believes it should have been done, it is easy to forget that there is another reboot on its way in S9.

Voyager, to be more specific the Intrepid line, is scheduled for an update.

Now the big question is: What do you want to see as an upgrade for the intrepid line.

Some things come to mind:

- Isokinetic Cannon
- If they take the easy way out and just throw on a hangar then it should launch delta flyers.
- http://en.memory-alpha.org/wiki/Refractive_shield
- Warship Voyager skin
- Borg skin.

As for boff seating and consoles i think they don't need anything. To change too much would remove the science feeling from the intrepid.

So what are your ideas on the subject.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
Post edited by Unknown User on
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Comments

  • hyprodimushyprodimus Member Posts: 196 Arc User
    edited March 2014
    I would like an Intrepid Reboot.

    The biggest changes I would like are:

    1) Change the ensign to universal

    2) Change the Ablative Armor to something like additional shields like the Dyson Shield Matrix.

    Instead of an timer, have the armor act like a second shield. Maybe 10 000 total with high resistance. Once that 10 000 is gone, the reverse armor animation occurs. Make it so that you can toggle the armor on and off, but give it a standard 3 min console cool down once you turn it off. While it is on, disable energy weapons.
  • shpoksshpoks Member Posts: 6,967 Arc User
    edited March 2014
    You're better off without a reboot mate, they'll just slap a hangar and call it a day.
    HQroeLu.jpg
  • knuhteb5knuhteb5 Member Posts: 1,831 Arc User
    edited March 2014
    questerius wrote: »
    With the forum still buzzing from the Galaxy Reboot and how the forum community believes it should have been done, it is easy to forget that there is another reboot on its way in S9.

    Voyager, to be more specific the Intrepid line, is scheduled for an update.

    Now the big question is: What do you want to see as an upgrade for the intrepid line.

    Some things come to mind:

    - Isokinetic Cannon
    - If they take the easy way out and just throw on a hangar then it should launch delta flyers.
    - http://en.memory-alpha.org/wiki/Refractive_shield
    - Warship Voyager skin
    - Borg skin.

    As for boff seating and consoles i think they don't need anything. To change too much would remove the science feeling from the intrepid.

    So what are your ideas on the subject.

    I would like the warship and Borg skins added as well. Also, I agree with the sentiment that the intrepid's ensign should be a universal one.

    For starters, it needs a hangar as it's outclassed by the vesta because of this and the universal Lt commander. Secondly, there needs to be synergy bonuses for equipping the ablative generator together with the Borg set. Combining 2 of the Borg set with the ablative Gen gives +10 to structural integrity, +10 power insulators, and +10 shields as an example. Add the third piece in and get +15 transphasic torpedo and +10 flow caps.
    aGHGQIKr41KNi.gif
  • capnmanxcapnmanx Member Posts: 1,452 Arc User
    edited March 2014
    Honestly? I want an Intrepid refit retrofit. Going from the Bellerophon to the Intrepid-R is a kinda painful experience; they just feel too different.
  • umaekoumaeko Member Posts: 748 Arc User
    edited March 2014
    I think what most Intrepid fans would like to see is the visuals for the Intrepid's saucer underside fixed up to be made smoother.

    Mechanically, I think the Intrepid is fairly solid. I'm not looking for any upgrades there, as I believe stat-wise that the Fleet Long-Range Science Vessel can compete with (and perhaps even have the upper hand on) the Multi-Mission Science Vessels.

    I'd really enjoy a much more authentic Voyager-style bridge; the "Intrepid" bridges present in-game as pretty sad excuses for 'future intrepid-class bridges'.

    I'd like to see the practice of offering new ship skins (rather than whole ship variants with new consoles and such) restored. A hydrodynamic-looking modern Intrepid inspired from the Vesta and Planck would be pretty swell (and please perish the idea that over-abundance of negative space and double-necks is something that's popular with Star Trek fans - sleek and sexy is the way to go).
  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited March 2014
    Since this game is all about dps and they made sci/destroyers - give us a Warship Voyager.

    32k Hull
    1.3 Shield Mod
    5 Forward Weapons (can mount DHCs)
    3 Aft Weapons
    200 Crew
    2 Device Slots
    15 Turn Rate
    0.15 Impulse Mod
    50 Inertia
    1 Hangar Slot
    +10 Weapon, +5 Auxiliary Power
    Sensor Analysis
    *Secondary Deflector Slot

    Cmdr. Uni, Lt. Tac, Lt.Cmdr. Eng, Lt.Cmdr. Sci
    Eng Con: 2 - Sci Con: 4 - Tac Con: 4

    Give it an absurd clicky console, something like: Arsenal Weapons System - Upgrades all attacks for 10 seconds with Torpedo Scatter Volley 3, Beam Fire at Will 3, Cannon Scatter Volley 3 - 2 minute cooldown - only mounts on Voyager Variants.

    And it still wouldn't be as OP as the Scimitar...

    Make it a lobi ship for all I care, take my (and everyone's) money!
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited March 2014
    umaeko wrote: »
    Mechanically, I think the Intrepid is fairly solid. I'm not looking for any upgrades there, as I believe stat-wise that the Fleet Long-Range Science Vessel can compete with (and perhaps even have the upper hand on) the Multi-Mission Science Vessels.

    Honestly, this is the case for most of the Fleet Science ships. Really the thing that takes the Vesta over the top in the hardcore debuffer role isn't its DHC compatibility but that it has a variant with 5 Sci Consoles and the Hangar which, when chosen carefully, can add tremendously to whatever it's currently specializing in. Otherwise, the Fleet Intrepid has a somewhat better shield mod, hair better hull mod, and otherwise the same maneuverability stats with a less flexible BOFF seating.

    And this isn't directed at you, umaeko, but where the heck is all the hate I'm seeing for the third Ensign Sci seat coming from? Sci has tons of awesome Ensign Sci abilities to choose from, many of which you might not want to build solely around but which can be added without compromising the capabilities/main thrust of your ship setup. Giving the Intrepid a Universal Ensign seat would do more to emphasize the gap in flexibility between it and the Vesta, rather than make the Intrepid stand out, IMHO.


    I do, however, agree it needs a little something to set it apart... maybe a two-piece set bonus with the Photonic Shockwave Torpedo console that cuts the cooldown on (or maybe upgrades the strength or accuracy of) its inherent Target: Subsystems abilities, as (and my memory may be faulty here), I recall Captain Janeway never being shy about taking out a critical subsystem or three of enemy ship.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited March 2014
    I want a hangar bay for my fleet intrepid. Seems to phase Cryptic is going through so why not?:D
  • umaekoumaeko Member Posts: 748 Arc User
    edited March 2014
    I use that innate subsystem targeting rather extensively. There are ways to make it seem much more appealing.

    Firstly, I take the four subsystem targeting powers and shove them in my Tray 7 so that the keybind I have going (see the hilbert guide) triggers them whenever one is ready. I tend to forget using them, so, I find this really useful even though I'm not choosing exactly on what subsystem I'm diminishing.

    There's also very cheap Doffs that nobody seems to want on the exchange that significantly shorten the cooldowns of subsystem targeting. with just one of them, I'm fairly sure I can shorten cooldowns enough so that I can fire off one such ability every fifteen second indefinitely even though innate subsystem targeting has unoptimized cooldown ratios.

    There's also a great Voth Duty Officer whom makes it so that there's a good chance that a second subsystem will be taken down to zero for 3 seconds.

    I run both these Doffs, and combined a flow capacitor of 100+, those inbuilt powers really pull their weight.

    * * *

    You know, one thing I'd really like on science ship would be for them to realize themselves more on the non-combat things that science ships ought to have an edge on.

    Don't specialized computers and powerful sensors result in having access to more information?

    I'd like to see the possibility for faster gauge speeds when interacting with a mission objective.

    I'd like to see better sensor ranges, being able to locate objects slightly farther, and be able to identify them from farther too. "Yeah, that hostile contact 27 km away is a Negh'var battleship."

    I'd like to get more information on my target; I think it'd be fantastic to be able to see the power levels of an hostile ship I'm targeting. "That escort is coming in on us hot with full powers to weapons, but its power to shields is minimal: quick, target their shield subsystems!" It'd also help us really measure the effectiveness of Tyken Rift and Energy Siphon by actually being able to see the result.

    ...

    I think the above would be highly satisfying to have for science vessels to seem much cooler, without actually increasing their combat potency all that much. Just stress more that 'knowledge is power', and that such knowledge is at the disposal of a science ship's captain.

    I don't need more hangars. I don't need more space magic. What I need is for science ships to feel more science-y.
  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited March 2014
    questerius wrote: »
    With the forum still buzzing from the Galaxy Reboot and how the forum community believes it should have been done, it is easy to forget that there is another reboot on its way in S9.

    Voyager, to be more specific the Intrepid line, is scheduled for an update.

    Now the big question is: What do you want to see as an upgrade for the intrepid line.

    Some things come to mind:

    - Isokinetic Cannon
    - If they take the easy way out and just throw on a hangar then it should launch delta flyers.
    - http://en.memory-alpha.org/wiki/Refractive_shield
    - Warship Voyager skin
    - Borg skin.

    As for boff seating and consoles i think they don't need anything. To change too much would remove the science feeling from the intrepid.

    So what are your ideas on the subject.

    1) Fix the model. It is blatantly flawed. (That includes the Ablative Armour activation/deactivation animation, which looks nothing like the one from VOY: "Endgame".

    2) Tie the ablative console, photonic torpedo console together in a 2pc set bonus to speed, turn rate and flow caps.

    3) Proper Voyager interiors. Grey colour scheme, Voyager ready room and observation lounge off of the bridge, and a proper engineering section (not that 2x massive Sovereign core).
    stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
    Missing the good ol' days of PvP: Legacy of Romulus to Season 9
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  • questeriusquesterius Member Posts: 8,482 Arc User
    edited March 2014
    One more possible addition: metaphasic sweep.
    http://en.memory-alpha.org/wiki/Metaphasic_sweep

    Something of an innate cloak detection.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited March 2014
    shpoks wrote: »
    You're better off without a reboot mate, they'll just slap a hangar and call it a day.

    Yup, such laziness. Still, looking forward to my Avenger getting one....it will eventually lol :rolleyes:
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited March 2014
    umaeko wrote: »
    I use that innate subsystem targeting rather extensively. There are ways to make it seem much more appealing.

    Firstly, I take the four subsystem targeting powers and shove them in my Tray 7 so that the keybind I have going (see the hilbert guide) triggers them whenever one is ready. I tend to forget using them, so, I find this really useful even though I'm not choosing exactly on what subsystem I'm diminishing.

    There's also very cheap Doffs that nobody seems to want on the exchange that significantly shorten the cooldowns of subsystem targeting. with just one of them, I'm fairly sure I can shorten cooldowns enough so that I can fire off one such ability every fifteen second indefinitely even though innate subsystem targeting has unoptimized cooldown ratios.

    There's also a great Voth Duty Officer whom makes it so that there's a good chance that a second subsystem will be taken down to zero for 3 seconds.

    I run both these Doffs, and combined a flow capacitor of 100+, those inbuilt powers really pull their weight.

    * * *


    Know all about 'em. Just seemed like something to do with it would be a good fit given the way the ship operated in the series, y'know?
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • jellico1jellico1 Member Posts: 2,719
    edited March 2014
    its a Icon ship

    So it will always be 3rd place just like the Galaxy
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited March 2014
    jellico1 wrote: »
    its a Icon ship

    So it will always be 3rd place just like the Galaxy

    Actually, if it's 3rd place out of the Science Ships, then it's doing a damn sight better in its class than the Galaxy is relative to other Cruisers.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • questeriusquesterius Member Posts: 8,482 Arc User
    edited March 2014
    The Intrepid line is a solid design and although outclassed by the wells and Vesta, which i do not consider a pure blooded science vessel, it can hold its own.

    Competition is fierce in the science department: Wells, Vesta, Nebula, Nova and Intrepid.
    Well, there's the Luna as well but i have never seen that particular ship anywhere.

    But let's get back on the original question: If the Intrepid line receives a reboot, then what do you feel would be worthwhile additions.

    For me it would have to be the items i mentioned in the OP or some additional science ability.
    Turning an Intrepid into a science heavy escort would feel wrong.

    Turning it into a carrier would have the same effect though there is something to be said regarding that because it is hard to separate Voyager and the Delta Flyer.

    Let's hear your thoughts and ideas.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • rock3tmanrock3tman Member Posts: 143 Arc User
    edited March 2014
    Well, if they are to reboot the Intrepid line, along with the suggestions above it would be nice if they added the Aeroshuttle, a custom designed shuttle embedded in the underside of the Intrepid's saucer. Its a line of Danube that was specifically designed for the Intrepid class.

    It could act as a ship similar to the Vulcan D'kyr's companion ship?

    This shuttle is canon cause it showed up in schematics in some voyager episodes as well as technical manuals and of course Memory Alpha. See link below:

    http://en.memory-alpha.org/wiki/Aeroshuttle


    I think this should be one of the many things added to Season 9.
    1FHdQdl.jpg
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited March 2014
    questerius wrote: »
    The Intrepid line is a solid design and although outclassed by the wells and Vesta, which i do not consider a pure blooded science vessel, it can hold its own.

    Competition is fierce in the science department: Wells, Vesta, Nebula, Nova and Intrepid.
    Well, there's the Luna as well but i have never seen that particular ship anywhere.

    But let's get back on the original question: If the Intrepid line receives a reboot, then what do you feel would be worthwhile additions.

    For me it would have to be the items i mentioned in the OP or some additional science ability.
    Turning an Intrepid into a science heavy escort would feel wrong.

    Turning it into a carrier would have the same effect though there is something to be said regarding that because it is hard to separate Voyager and the Delta Flyer.

    Let's hear your thoughts and ideas.

    Maybe make a two piece set bonus grant you a Delta Flyer (or maybe Janeway's Shuttle from the finale?) that gains the abilities of the consoles (Ablative Armor and PSW Transphasic Torpedoes). [/end musings]
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited March 2014
    rock3tman wrote: »
    Well, if they are to reboot the Intrepid line, along with the suggestions above it would be nice if they added the Aeroshuttle, a custom designed shuttle embedded in the underside of the Intrepid's saucer. Its a line of Danube that was specifically designed for the Intrepid class.

    It could act as a ship similar to the Vulcan D'kyr's companion ship?

    This shuttle is canon cause it showed up in schematics in some voyager episodes as well as technical manuals and of course Memory Alpha. See link below:

    http://en.memory-alpha.org/wiki/Aeroshuttle


    I think this should be one of the many things added to Season 9.

    Unfortunately, none of the Federation starships with Captain's Yachts/Aeroshuttles ever got implemented in the game. The Galaxy, Sovereign, Defiant, Intrepid, Nova, etc all do not have the option to go "yachting".
    stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
    Missing the good ol' days of PvP: Legacy of Romulus to Season 9
    My List of Useful Links, Recently Updated November 25 2017!
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    edited March 2014
    I hope it gets a Ensign Uni boff station, cause obviously that's all you need to make a ship perfect. :rolleyes:
    Sometimes I think I play STO just to have something to complain about on the forums.
  • dabaddabadabaddaba Member Posts: 39 Arc User
    edited March 2014
    Modify the ablative armour console so it gives, upon activation, some +X amount of hitpoints with extremely high damage resistance. Shields and energy weapons go offline. The ablative armour remains active untile its hitpoint are depleted (normal hull heals don't affect the armor) or unless its deactivated, then the ship returns to shields and energy weapons and a 2 or 3 minutes cooldown starts on the armor console.

    Something like this would possibly make the intrepid class playstyle unique without making it overpowered and make it more appealing to players that own ships like the vesta that right now simply outclass the intrepid.
  • edited March 2014
    This content has been removed.
  • questeriusquesterius Member Posts: 8,482 Arc User
    edited March 2014
    A sound proof room for Talaxian's.

    If they follow the series we might see Klingon-Talaxian hybrids. Now that is loud.
    Not really relevant to the Voyager reboot though.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • davidwforddavidwford Member Posts: 1,836 Arc User
    edited March 2014
    Unfortunately, none of the Federation starships with Captain's Yachts/Aeroshuttles ever got implemented in the game. The Galaxy, Sovereign, Defiant, Intrepid, Nova, etc all do not have the option to go "yachting".

    Except that the Captain's Yacht from Enterprise-E was used during the Ba'ku-Sona incident in Star Trek: Insurrection.

    I would be content if they changed the ensign Sci to Universal.
  • questeriusquesterius Member Posts: 8,482 Arc User
    edited March 2014
    If cryptic goes the same way as with the Galaxy for the 2-piece bonus on consoles (for the Intrepid that would be Photonic shockwave + ablative armor) what do you folks feel would be appropriate.

    For the Galaxy they went the route of tanking and a little turn boost, but for the already swift Intrepid something else would be needed.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • sonnikkusonnikku Member Posts: 77 Arc User
    edited March 2014
    fatman592 wrote: »
    Since this game is all about dps and they made sci/destroyers - give us a Warship Voyager.

    32k Hull
    1.3 Shield Mod
    5 Forward Weapons (can mount DHCs)
    3 Aft Weapons
    200 Crew
    2 Device Slots
    15 Turn Rate
    0.15 Impulse Mod
    50 Inertia
    1 Hangar Slot
    +10 Weapon, +5 Auxiliary Power
    Sensor Analysis
    *Secondary Deflector Slot

    Cmdr. Uni, Lt. Tac, Lt.Cmdr. Eng, Lt.Cmdr. Sci
    Eng Con: 2 - Sci Con: 4 - Tac Con: 4

    Give it an absurd clicky console, something like: Arsenal Weapons System - Upgrades all attacks for 10 seconds with Torpedo Scatter Volley 3, Beam Fire at Will 3, Cannon Scatter Volley 3 - 2 minute cooldown - only mounts on Voyager Variants.

    And it still wouldn't be as OP as the Scimitar...

    Make it a lobi ship for all I care, take my (and everyone's) money!

    Don't forget the super torpedo console, the one that will let us one shot tactical cubes in the game. :cool:
  • edited March 2014
    This content has been removed.
  • vengefuldjinnvengefuldjinn Member Posts: 1,521 Arc User
    edited March 2014
    I would love a warship Voyager myself.

    I would also LOVE it if they made the "photon torpedo point defense console", (the one that comes with the Armitage Class Heavy Escort Carrier), usable for the Intrepid model too.

    Because an Intrepid spewing out lots and lots of photon torpedoes, just seems sooooo right! ;)
    http://www.youtube.com/watch?v=PIGxMENwq1k

    Oh, and DEFINITELY work on the underside of the Intrepid's saucer, it's hideous now!
    tumblr_o2aau3b7nh1rkvl19o1_400.gif








  • questeriusquesterius Member Posts: 8,482 Arc User
    edited March 2014
    sonnikku wrote: »
    Don't forget the super torpedo console, the one that will let us one shot tactical cubes in the game. :cool:

    The thing is that many interesting torpedoes from Voyager have already made their way into the game.

    Chroniton Torpedoes from the krenim. In name in the game. They work differently but still..

    Transphasic Torpedoes: From endgame. Diluted version in the game already.

    Tricobolt torpedo.. need i say more.

    Biomolecular warheads.. Romulan.

    Maybe a 2-piece set would supercharge transphasic torpedoes to emulate the endgame torpedoes.

    Edit: just noticed something in that vid.. Voyager targeted subsystems with torpedoes as well. Could be a nice unique feature. Targeting subsystems with torpedoes instead of having to equip beam arrays.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited March 2014
    sonnikku wrote: »
    Don't forget the super torpedo console, the one that will let us one shot tactical cubes in the game. :cool:

    Well it's not as if stupid levels of spike damage already exists in this game... lol Romulan Vapers. Just make it console that says: destroy target ship.
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