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Voyager reboot

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  • janus1975janus1975 Member Posts: 739 Arc User
    edited March 2014
    Having checked the VA Intrepid against the Vesta Rec and Dyson rec, it has:
    • Lowest hull
    • Lowest crew
    • Lowest shield modifier
    • Fewest console slots
    • Same potential boff placement but without the flexibility (keeping it highly science)

    The only thing it seems to have best is +15 auxiliary power (equal to Dyson). In other words, yes it's now totally outclassed by newer ships. Having said that, one of the things I personally like about the different ships is their different abilities and set options. The new 2-set mechanic is fun and it potentially works well for the Intrepids too.

    The Bellephron's unique ability is the Nadeon Detonator which does the photonic shockwave; and the VA Intrepid gives the ablative armor. I think the ship might benefit from a small 'package of upgrades' along the lines of some/all of:
    • Extra console slot to bring it up to the ten of other ships
    • Universal boff layout, either turning the Ensign to Universal, or replacing the Lt Cmdr and Ensign sci with two universal Lt
    • Adding a hangar for Deltas
    • 2-set console ability: gives the ship an Emergency Command Hologram that automatically resets boff abilities over the duration of the Ablative Hull Armor so the ship is back to full readiness at the end of the armor's protective phase (gives the armor both offensive and defensive usefulness, weighed against being pretty much 'out of action' for the duration).. but when the ship falls out of Red Alert, the ECH stops the sped-up counters
    • Photonic shockwave affects photons and quantums, or upgrades photons to equivalent quantum-type damage when selected during Ablative Armor phase, or something along those lines

    Disclaimer: I don't know the innate mechanics of balancing ship design so I haven't considered that. But something like this would make the ship flexible enough to be competitive with contemporary designs, while introducing a new element, the EMH/ECH from the show.
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited March 2014
    janus1975 wrote: »
    Having checked the VA Intrepid against the Vesta Rec and Dyson rec, it has:
    • Lowest hull
    • Lowest crew
    • Lowest shield modifier
    • Fewest console slots
    • Same potential boff placement but without the flexibility (keeping it highly science)

    In all fairness, it's a 2000 Zen, 9-console ship compared to what are, effectively, 10-console Fleet Grade ships that are 2500 Zen apiece. A fairer comparison is the Fleet Intrepid vs the Vesta and Dyson Science Destroyers.
    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: 8,462 Arc User
    edited March 2014
    Given what we've seen so far the devs will probably slap a hangar on the retrofit.
    Easiest way out.

    Speculating about the 2-piece bonus is where things get interesting.
    - Holographic decoys (sending the EMH flying through space)
    - Maquis maneuvers (a new attack patern)
    - Bonus to slipstream drive?

    Maybe they'll go nuts and make it a 3 or 4 piece bonus with unique warp coil and secondary deflector. (One can dream...)
    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.
  • kapla1755kapla1755 Member Posts: 1,249
    edited March 2014
    My personal ideal voyager setup would be:

    Long-Range Surveillance Explorer aka Voyager Retrofit 2.0

    Tier: 5
    Type: Science Vessel
    Hull: 27,900
    Standard Shields: 7,053 (Mk X)
    Shield Modifier: 1.35
    Weapons: Fore 3 Aft 3
    Crew: 250
    Bridge Officers:

    XXXX
    TRIBBLE
    XX
    XX
    X
    Device Slots: 3
    Consoles:

    XX
    XXXXX
    TRIBBLE
    Turn Rate: 12
    Impulse Modifier: 0.15
    Inertia rating: 50
    Bonus Power: +15 auxiliary power
    Cost: 2,500Zen
    Abilities:
    Subsystem Targeting
    Sensor Analysis

    Ideas that could improve the basic package

    Option 1:
    set bonus for equipping Nadeon Detonator + Ablative armor consoles

    Option 2:
    hanger bay that launches Delta Flyers

    Option 3:
    3 fore/4 aft weapon slots

    Option 4:
    Hi-yield Transphasic torpedo Mk XII [CrtD]x4....

    Option 5:
    Unique Voyager Secondary Deflector....

    Option 6:
    Can equip dual cannons.

    Option 7:
    The Vesta consoles could be used on this ship if you already own the vesta.

    Option 8:
    Aux powered beam arrays


    Essentially the Surveillance Vesta layout with the Voyager skin options + a new skin. Allowing you to customize it to be sci heavy or give it more engy/tac capabilities with the Universal LTcmdr and ensign stations.
    [SIGPIC][/SIGPIC]
  • questeriusquesterius Member Posts: 8,462 Arc User
    edited March 2014
    I'm not too sure about the LtCmdr universal slot, but it's does give a lot of flexibility and i feel that suits the Intrepid.

    The Isokinetic Cannon was mentioned, but how about we make it a mix between the phaser lance (minus the horrible accuracy) and the aux cannon. Exotic or pure kinetic damage derived from the aux power.
    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.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited March 2014
    Science Vessels are probably the only class where you won't be stuck with a useless ensign power. There are a lot of useful Ensign powers.

    In a way, Science looks to me as if all the utility and healing powers are for the Ensign and Lt. levels, while the "attack" powers (powerful crowd control abilities and the like) are for the Lt.Cmdr and Cmdr slots.

    Engineering lacks the variety in top-heavy powers and has to deal with shared cooldowns on the lower level powers, and Tactical lacks decent ensign level powers that don't collide with the high level powers. It might be different if there were viable builds that combine cannons, beams and torpedoes (or mines), but there aren't.

    ---

    The Intrepid seems to lose to the Vesta simply because the Aux Cannons are that good. You can use cannons. That is neat, but I wouldn't say it's major, because using cannons means less benefits from subsystem targeting, and you need to compromise on your weapon and aux power. The Aux cannons remove the energy problem. I'd actually say that maybe it's not so important in PvP (since you are maneuverable, but not as good as an escort, and still lack a full weapon slot to it, not to mention tact buffs), but in PvE, the enemy is not all that maneuverable and DPS finishes missions, not crowd control.

    And then you get a hangar on top of all that on the Vesta.

    ----

    Maybe Tier 5 Science Vessels should simply get an additional forward weapon slot (unless they can carry dual cannons.)
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • kadamskadams Member Posts: 204 Arc User
    edited March 2014
    Engineering lacks the variety in top-heavy powers and has to deal with shared cooldowns on the lower level powers, and Tactical lacks decent ensign level powers that don't collide with the high level powers. It might be different if there were viable builds that combine cannons, beams and torpedoes (or mines), but there aren't.


    [Citation needed].

    Define "viable".

    This is incredibly effective. Cannons, beams, torpedoes and mines, AND it has sufficient DPS to complete any STF with ease. Not that STFs require a considerable amount of DPS, by any stretch, but it maintains it.

    Actually, it took one of the large nanite generators down in Khitomer Vortex from 56% to 32% health in one field of quantumines. "Hot Pursuit" probably helped with that a bit.
  • projectfrontierprojectfrontier Member Posts: 0 Arc User
    edited March 2014
    kadams wrote: »
    [Citation needed].

    Define "viable".

    This is incredibly effective. Cannons, beams, torpedoes and mines, AND it has sufficient DPS to complete any STF with ease. Not that STFs require a considerable amount of DPS, by any stretch, but it maintains it.

    Actually, it took one of the large nanite generators down in Khitomer Vortex from 56% to 32% health in one field of quantumines. "Hot Pursuit" probably helped with that a bit.

    I have seen builds like that, even discussed them. "Effective" is an understatement.
  • kadamskadams Member Posts: 204 Arc User
    edited March 2014
    I have seen builds like that, even discussed them. "Effective" is an understatement.

    Oh. I get it. It doesn't do "the deeps" in sufficient quantities. Despite STFs being ridiculously easy. Seems legit, right?

    Why don't you come up with some reasonable complaints, yes? I'd love to hear what a deeps king suggests what I should do with my ship.
  • tanuustanuus Member Posts: 73 Arc User
    edited March 2014
    Intrepid dreams?

    4/3 weapons. (As described in another thread [maybe this one, I'm kinda bouncing around], the Intrepid was fitted with a weapons load-out comparable to other cruisers and escort type ships.)

    4 boff seats. Comm. Sci, Lt. Comm Tac, Lt. Comm Engi, and Lt. Sci

    Fleet 10 console variant- 2 Engi, 4 Sci, 4 Tac

    -Maybe- some more hull. She was a tough ship.

    The hanger bay I could take or leave. But add all this to the Intrepid, and it's still not as powerful as a Vesta, Avenger, or Scimitar. But it's a ship I'd throw down a good amount of zen for.

    Turn rate, shield mod, power bonuses, crew, no cannons, inertia. It's all just fine. Just give it a bit more tactical firepower.
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited March 2014
    I don't know what every one assumes getting a hangar is the stand by for a revamp.

    The galaxy x got a hangar because it is a dreadnaught, every other dreadnaught in the game has a hangar.

    since we really don't have a formula to follow because they only revamped 1 ship the best we could infer is standard is a 2 piece console bonus.

    The galaxy r only benifits from the 2 piece bonus while the X was simply updated to the standard dreadnaught specs and allowed access to the galaxy specifis saucer sep console.

    So it would stand to reason that similar treatment of the intrepid (or even defiant for that matter) would just be a bonus for equiping the 2 consoles available on that line of ships.

    If the intrepid some how lacked an ability or capeability that other science ships had then that would be granted to it. But it doesn't.
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
  • davideightdavideight Member Posts: 460 Arc User
    edited March 2014
    changes id like to see in the build are as follows:

    the older ships all tend to have heavy focus on one role, which is basically stu
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited March 2014
    davideight wrote: »
    changes id like to see in the build are as follows:

    the older ships all tend to have heavy focus on one role, which is basically stu
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
  • kagarmarkagarmar Member Posts: 0 Arc User
    edited March 2014
    why dont we just slap a hanger on all the ships in the game!:rolleyes: seems like thats all ppl want anymore....
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2014
    kagarmar wrote: »
    why dont we just slap a hanger on all the ships in the game!:rolleyes: seems like thats all ppl want anymore....

    Not this dead horse again. CBS sai NO to hangars on a Connie!

    ;)
    [SIGPIC][/SIGPIC]
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited March 2014
    Not this dead horse again. CBS sai NO to hangars on a Connie!

    ;)


    What if......we got...connie...HANGAR PETS!


    They could come with 2 phaser arrays a photon torpedo and 2 powers

    Power one kirk manuever - seduce enemy
    Power two hay maker - a wild ridicously easy to spot attack that none the less sends the target flying comicaly over his comrads.
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
  • questeriusquesterius Member Posts: 8,462 Arc User
    edited March 2014
    davideight wrote: »


    adding a "hangars" is out of question. the voyager has ONE deltaflyer and is clearly to small to handle more than one or two ships. and we dont want to make all ships into vesta like ships. the vesta basically IS what many describe here, we already have it. so ?! (the galX indeed fills the role as flight-deck-cruiser, which fed didnt have so far)


    To be honest, Voyager had at least 1 regular shuttle and 1 delta flyer and still enough room to park neelix his ship. A hangar is possible.

    It's the lazy way out for a reboot, but it IS possible.
    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.
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2014
    What if......we got...connie...HANGAR PETS!


    They could come with 2 phaser arrays a photon torpedo and 2 powers

    Power one kirk manuever - seduce enemy
    Power two hay maker - a wild ridicously easy to spot attack that none the less sends the target flying comicaly over his comrads.

    I love that idea.

    The fun. And the laughs to be had by all. It'd be great. And the way pets die in this game, folks can't even get all that chippy about them being "effective" in the end-game.
    [SIGPIC][/SIGPIC]
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2014
    questerius wrote: »
    To be honest, Voyager had at least 1 regular shuttle and 1 delta flyer and still enough room to park neelix his ship. A hangar is possible.

    It's the lazy way out for a reboot, but it IS possible.

    Also it had to store all of Neelix's possessions too right? And he WAS a junk dealer at the time. Neelix had "baggage."

    Heh.

    Good point, btw
    [SIGPIC][/SIGPIC]
  • st3a1th2st3a1th2 Member Posts: 27 Arc User
    edited March 2014
    All it needs is a hull in crease to 32k, and extra weapon slot on front, and secondary deflector. Secondary reflector will be a factor as this has already been stated
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited March 2014
    questerius wrote: »
    To be honest, Voyager had at least 1 regular shuttle and 1 delta flyer and still enough room to park neelix his ship. A hangar is possible.

    It's the lazy way out for a reboot, but it IS possible.

    Not to mention the 10 or so shuttles we say destroyed.

    And the time paris got the over attached gf ship.

    And werent there afet times smaller ships of visiting aliens were docked.
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited March 2014
    I love that idea.

    The fun. And the laughs to be had by all. It'd be great. And the way pets die in this game, folks can't even get all that chippy about them being "effective" in the end-game.

    and the elite version gets a tribble cannon.
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
  • questeriusquesterius Member Posts: 8,462 Arc User
    edited March 2014
    st3a1th2 wrote: »
    All it needs is a hull in crease to 32k, and extra weapon slot on front, and secondary deflector. Secondary reflector will be a factor as this has already been stated

    With sensor analyses a 4th weapon slot up from would be over the top.
    Not to mention it would essentially turn the Intrepid into an escort with a lot of bonuses..
    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.
  • suffer1suffer1 Member Posts: 1 Arc User
    edited April 2014
    'The Intrepid can be a rather amazing ship, like any other I'm sure. In my Fleet Intrepid I'm getting close to a 3 ESTF average of 10K DPS. Not exactly a power house but quite respectable, IMO, and yet to reach it's potential. Coupled with 2 GW's that can pull ships from roughly 9K away, exotic dmg abilites CD reduction, high power transfer rate for fast situation based manual power switching, 45K hull, 17.5K shields (with no field generator consoles), 60% kinetic resist, just a little over 30% energy weapon resist across the board, turn rate of 32.5 and several of both shield and hull heals with CD reducing doffs, my Intrepid is an AOE CC DPS heal/tank. An Engineer Captains that vessel, it's potent. Miracle worker with the Grace Under Pressure trait really add another layer to the vessel.' (The above was a excerpt from another post of mine.)

    This thread is filled with many great ideas as to what would definitely modernize the ship a bit more, not that I feel it's outdated or anything, but she's ready for an overhaul IMO. I'm not sure how "out-there" my idea is but I'd like to see a pair of native Intrepid-specific tricobalt devices that fire from dedicated launchers which are an addition to the ships regular weapon slot compliment. Only the tricobalts specific to the Intrepid would slot there and they would have a moderate CD time of at least a few minutes, but would not share a CD with any other weapons. I think they should be affected by ability modifiers such as TS3, High Yield 3, doffs, and so on. I don't know, I think it would be cool. :cool:
  • questeriusquesterius Member Posts: 8,462 Arc User
    edited April 2014
    A native tricobalt torpedo slot. With the relatively low hull strength of science i am not sure if that is beneficial or a disadvantage. It is a novel idea though and roughly in line with the series.

    Fond memories of tricobalt bomber builds, use em from time to time although their use has greatly diminished since the great tricobalt nerf and the current pet spam + BFAW.

    Staying in line with this idea, there could be a native slot for Transphasic torpedoes (endgame).

    In one of the other recent voyager topics i have seen someone mention turning the Intrepid into a cruiser.

    So losing the science benefits, but gaining cruiser commands and possible additional weapon slots.
    It's be a mixed blessing IMO, not sure if i'd like it. What is your opinion on the subjects?
    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 April 2014
    questerius wrote: »
    In one of the other recent voyager topics i have seen someone mention turning the Intrepid into a cruiser.

    So losing the science benefits, but gaining cruiser commands and possible additional weapon slots.
    It's be a mixed blessing IMO, not sure if i'd like it. What is your opinion on the subjects?

    I'm not really a fan of that idea. The ship in canon was always Sci-focused with a balance of engineering and tacical. Also, players have made builds on this ship based on it being sciecne. Changing the ship to crusier would burn quite a few players.
  • questeriusquesterius Member Posts: 8,462 Arc User
    edited April 2014
    davidwford wrote: »
    I'm not really a fan of that idea. The ship in canon was always Sci-focused with a balance of engineering and tacical. Also, players have made builds on this ship based on it being sciecne. Changing the ship to crusier would burn quite a few players.

    I don't think it would burn many players if they would keep the console/boff layout the same.

    In essence it would swab Sensor analyses and target subsystem (and possibly the 2nd deflector in the future) for cruiser commands and potentially more weapon slots.

    It would make the Intrepid sort of the science counterpart of this.

    As i said in the previous post, it'd be a mixed blessing and I'm not sure if i would prefer the Intrepid as Science or as Cruiser.
    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.
  • sirokksirokk Member Posts: 990 Arc User
    edited April 2014
    st3a1th2 wrote: »
    All it needs is a hull in crease to 32k, and extra weapon slot on front, and secondary deflector. Secondary reflector will be a factor as this has already been stated

    ...And a secondary reactor! (ok, they call then Warp Cores but I was just trying to rhyme...) :)

    What's that "reflector" thing? The shields, right? I think that's the factor... :P
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  • gurluasgurluas Member Posts: 464 Arc User
    edited April 2014
    I'd like a Voyager interior.
  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited April 2014
    questerius wrote: »
    With sensor analyses a 4th weapon slot up from would be over the top.
    Not to mention it would essentially turn the Intrepid into an escort with a lot of bonuses..

    That sort of already exists, in the form of the Dyson Science Destroyer.

    I propose a third ship be added, basically the Warship Voyager, inspired by the current Dyson Sci Destroyer:

    Weapons: 4 fore, 3 aft, but the 4th weapon slot is taken up by a fused weapon, "The Photonic Cannon", a heavy single cannon that does proton damage.
    Consoles: 4 Sci, 1 engineer, 4 Tac (2 eng for Fleet version)
    Bridge officers:

    1 Commander Universal
    1 LtC Science
    1 Lt Eng
    1 Lt Tac
    1 En Sci

    32k Hull
    Turn Rate 12
    Shield Modifier 1.4

    Since the Warship Voyager is more warship than science vessel, it has Sensor Analysis, but no subsystem Targeting or Secondary Deflector (whenever that gets rolled out)
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