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More Suggestions for improvement.

dark4blooddark4blood Member Posts: 1,192 Arc User
Since this is going to add to the power creep issue, if you have a problem with power creep and can't think past complaining how your current gear or setups will be obsolete, READ but don't post.

First off, I want to make it clear that I think the "power creep" complaint is a cop-out, as a player who has been playing for years SHOULD NOT be on the same level as a player who has been playing for a month, that is the way it works with most things, dedication is rewarded.

Now on to my suggestion. To further separate the ships when it comes to uniqueness, I suggest Cryptic ADD permanent torpedo and mine slots to All ships in some fashion, upgrading as you get higher level tier ships.

Some might say this is ridiculous and unnecessary, but one problem I have seen and has been noted on separating Youtube videos, is many ships not using any torpedoes or people creating torpedo boats. My suggesting is both a "power creep" AND a "nerf". Wow two layers, Cryptic might want to learn from this.

Add permanent torpedo and mine slots, first starting off with all Ensign ships only having front topedoes except for the C-store Enterprise, which will have front and rear. This will remain the case until Captain level where some escorts will get mine slots and some cruisers will have rear torpedo and mine slots.

I also suggest, so this does not become boringly predictable, that some escorts don't have torpedo slots at all and only have mine slots. This would work great from some Klingon and Romulan ships, and would prevent the lazy direct copying of every style to every faction.

The most that can be achieved for ANY ship, even Tier 5 Fleet is 3, ships like the Odyssey, and Enterprise E class that you quantum would get these having 1 front and 2 rear or 2 front and 1 rear.

This would magically also make Cryptic more money...why do you ask? Because then almost ever ships could be brought with an expectation that they will play different. Dreadnaughts and really slow moving Carrier/Cruisers could focus more on mines and escorts/destroyers would have more of the two front only torpedo setups.

Since these are locked in slots, there would be NO more 3.4,5 instant shooting torpedo setups that can destroy gates before before following the typical STF procedure. Also, now kinetic damage resistance would become just as important as energy damage resistance.

Lastly, this will bring the game more inline with the show, as it seems Cryptic is not trying at all to make improvements that put the game more inline with the show. We know we will never get exploration, but at least have the ships play like they are supposed to.
Post edited by dark4blood on

Comments

  • stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited March 2014
    The answer to this lies deeper within STO's current space game mechanics.

    Put it simply, the typical MMO style of "potions" and healing damage should no longer apply in STO. This vicious cycle of "damage, heal it off, more damage, more heal" doesn't get us anywhere but farther away from players who are brand new to the game and don't have an existing support base, either financially (ECs/ZEN) or equipment based. Instead, two changes need to take place:

    1) No more potions, just a focus on damage resistance and defense values (+ speed).

    2) Accordingly, a drastic reduction in the damage output in weapons, and especially in spike damage weapons.

    (Of course, the NPCs must also have these adjustments placed upon them.)

    This way, the focus is no longer healing off damage, but avoiding taking damage in the first place. Attack ships would then be forced to try and land hits, hard hits, as often as they can without dying in the process. And since damage resistance would be a big factor, these hard hitters would not be able to heal off damage and vape enemies at the same time.

    Just some ramblings from a crazy captain.
    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!
  • edited March 2014
    This content has been removed.
  • edgecrysgeredgecrysger Member Posts: 2,740 Arc User
    edited March 2014
    You guys like to write so much.. lol. Its not like cryptic will see this or act in consecuence lol. I have tons of ideas of improvements as well.
  • jeffel82jeffel82 Member Posts: 2,075 Arc User
    edited March 2014
    dark4blood wrote: »
    Sa player who has been playing for years SHOULD NOT be on the same level as a player who has been playing for a month, that is the way it works with most things, dedication is rewarded.

    The argument is that they don't want two Level 50 characters to be that different from one another (yes, you could make it to Level 50 in a month, but your argument ignores the concept of rank), and that the current rate of acquisition for passives is not sustainable in the long-term (it's pretty tough to argue that fact).

    Anyways...

    I'm not opposed to the idea of dedicated projectile slots - it would be cool to make them more viable in the game. I'm not convinced it's a great idea, but I'm not opposed.

    I'm definitely opposed to not providing those slots to escorts. That seems crazy.
    You're right. The work here is very important.
    tacofangs wrote: »
    ...talking to players is like being a mall Santa. Everyone immediately wants to tell you all of the things they want, and you are absolutely powerless to deliver 99% of them.
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