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Thought on Starship changes

switchngcswitchngc Member Posts: 0 Arc User
I realize it isn't likely to happen, but figured I'd post this anyway. I also realize it will probably upset many Science captains as well... and I hope I can try to appease them by adding functionality or showing how it may be beneficial to them as well... Now... On to the idea.

The basics of my idea:

Remove "Tractor Beam" as a Science Skill and, like was done with Warp Cores, add them as item slots.

The reasoning behind it:

The thought was first sparked upon my recent re-watching of Generations. Captain Kirk seemed visibly upset that the Enterprise B left Spacedock without a Tractor Beam, seeming to imply it was a basic system (like shields, engines and deflectors) that every starship should have. (Granted, some ships like the NX and some shuttles may be excluded from those able to mount them for accuracy reasons, but that would be left up to Cryptic)

How the change helps:

1) it adds an element of authenticity to the game.
2) it allows for greater customization (see sections to follow)
3) it allows people to actually use it more (unless I have more than 2 science abilities I really would never use Tractor Beam)
a) My order for science skills tends to be Hazard Emitters > Polarize Hull and/or Science Team > Tractor Beam due to the, at least in my experience, limited functionality of Tractor Beam. I can always use more hull or shield heals (Hazard Emitters, Polarize Hull and Science Team all have that)

It helps Science Captains too in that they can also free up abilities more fitting to a Science Officer (as opposed to something EVERY ship SHOULD have standard.

How it would work:

First, Each quality level would have an innate duration for the effect, higher quality would hold for longer. Also, as current items have, each quality level would add modifiers (listed below). The only real thing I don't have much of a grasp of would be MK level. I would think that maybe you could do it where there is a failure chance on actually locking on to the target and MK level compared to opponent level would factor in... like a MK II Tractor beam would have a high failure rate against a level 50 opponent where a Mk XII one would not.

Second, Science captains could (possibly) have a slight innate reduction to cooldown of the ability (possibly... Ultimately up to Cryptic)

Third, the Existing Tractor Beam ability could be either removed entirely or changed to a modifier of the Tractor Beam (possibly "Modulated Tractor Beam" like Worf used in DS9: "The Way of the Warrior" against the Vor'cha, decreasing weapon efficiency) and Tractor Beam Repulsiors would also be changed to instead modify the existing Tractor Beam installed.

Fourth, the Modifiers. Here are a few I can think of:
Shield Drain: Like what the DOFF ability does (DOFF ability may stack with it)
Cooldown: Reduces Cooldown
Duration: Increases Duration
- Accuracy: Slight reduction in Accuracy (Stacks with "Modulated Tractor Beam" but not anywhere near as drastic (maybe 1 or 2% per for the modifier and 50% for the ability) )
I'm sure that others could be reasonably thought up...

So a Purple Quality Tractor Beam my be able to drain significant shields, but not often ([SD][SD][SD]) or be able to be reused quickly ([CD][CD][CD]), or hold for a long time ([Dur][Dur][Dur]), or... You may have something more versatile ([CD][-Acc][SD])


Anyway... I know if implemented it would probably not be anytime soon (at the soonest probably S10) but I wanted to know what people thought about the idea.
Post edited by switchngc on

Comments

  • anazondaanazonda Member Posts: 8,399 Arc User
    edited April 2014
    There IS a point to your thread, however:

    Every ship (apart from perhaps escorts) should have a science team.
    Every ship should have a tactical team (Who would send a ship without Gold-shirts?)
    Every ship should have an engineering team (Don't even get me started on this one)
    Every ship should be able to fire beams at will, and change torps to HY or a full spread
    Every ship should be able to rotate shield frequency

    At least according to canon.

    Yes... There are certain features that should not be unique to skills, but it would require a too massive overhaul of the ship system, and TBH, it would take alot of fun out of things.
    Don't look silly... Don't call it the "Z-Store/Zen Store"...
    Let me put the rumors to rest: it's definitely still the C-Store (Cryptic Store) It just takes ZEN.
    Like Duty Officers? Support effords to gather ideas
  • erei1erei1 Member Posts: 4,081 Arc User
    edited April 2014
    There are no reasons my BOFF are unable to do basics skills, like cannon rapid fire, or beam fire at will. And there are no reasons they have to "forget" those skills when I train him with another one.

    I don't remember Picard saying "Worf, fire at will !" and Worf to answer "I'm sorry sir, but I have learned Torpedo : full spread instead !"

    That's why this is a game. It's not meant to be exactly as in the shows, you have to make sacrifice for the gameplay.
    [SIGPIC][/SIGPIC]
  • fovrelfovrel Member Posts: 1,448 Arc User
    edited April 2014
    erei1 wrote: »
    There are no reasons my BOFF are unable to do basics skills, like cannon rapid fire, or beam fire at will. And there are no reasons they have to "forget" those skills when I train him with another one.

    I don't remember Picard saying "Worf, fire at will !" and Worf to answer "I'm sorry sir, but I have learned Torpedo : full spread instead !"

    That's why this is a game. It's not meant to be exactly as in the shows, you have to make sacrifice for the gameplay.


    That is correct, but I would like to have it such a way that when I train a Boff, it doesn't forget his/hers old skill, it shouldn't replace one, but add. Just as with the coming new reputation system, you should be able to pick a skill for the Boff that he/she has been trained in.

    You still have to select, make a choice, but a change isn't much of a hassle.
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited April 2014
    erei1 wrote: »
    I don't remember Picard saying "Worf, fire at will !" and Worf to answer "I'm sorry sir, but I have learned Torpedo : full spread instead !"
    Worf doesn't need to do that. You HAD Worf, he has all of those skills wrapped up in one slot.
    [SIGPIC][/SIGPIC]
  • captainbrian11captainbrian11 Member Posts: 733 Arc User
    edited April 2014
    another way to consider it. these are EXCEPTIONAL SKILLS.
    Any ship can use a tractor beam. but it takes a true artist with it to be able to grab onto a weaving and dodging enemy ship while your own ship is likewise moving through evasive manuvers, and hold that ship in place while your phasers pound it into scrap.
  • fovrelfovrel Member Posts: 1,448 Arc User
    edited April 2014
    Are tractor beams that good. I don't use them, mostly because I dislike roots, snares, holds etc. as a game mechanic.

    Tractor beams are a science skill. To really have a benefit, you should have a high aux setting. If aux is high something must be low. Shields would not be wise, that leaves weapons or engines. Now you can hold something, but not move yourself, or your weapon power is that low that you do punny damage.

    What I really dislike about tractor beams. It is supposed to have a 5 km range, but those beams, the visual, keeps sticking on me even if I am more than 10 km away.

    To complete my little rant. Tractor mines. I always wonder what is holding the tractor mine. It should have a tremendous powerful and also very small engine inside. Now take that technology and implement it in a big starship. I bet you can have something that can turn that fast, it would make the B'Rel look sluggish.
  • switchngcswitchngc Member Posts: 0 Arc User
    edited April 2014
    fovrel wrote: »
    Are tractor beams that good. I don't use them, mostly because I dislike roots, snares, holds etc. as a game mechanic.

    I have One officer with Tractor Beams trained in Ensign slot, for the rare times I may actually Need it. In my opinion Science Team (Shield Heal), Hazard Emitters (Heal), and Polarize Hull (Damage Resistance) are all considerably better.
    another way to consider it. these are EXCEPTIONAL SKILLS.
    Any ship can use a tractor beam. but it takes a true artist with it to be able to grab onto a weaving and dodging enemy ship while your own ship is likewise moving through evasive manuvers, and hold that ship in place while your phasers pound it into scrap.
    fovrel wrote: »
    Tractor beams are a science skill.

    Therein lies another problem... Science is probably the worst place for that skill to go... Hear me out...

    In TOS, Ensign Checkov (Tactical Officer) manned tractor beams for the ship most if not all the time. In TNG it was Worf most if not all the time (again Tactical Officer) and the modulated tractor beam used in "The Way of the Warrior" was again Worf (Tactical Officer). Even if we ignore that the vast majority of times in the show that tractor beams are used it is by a Tactical Officer, we can look to STO itself for reasons why it shouldn't be Science, Namely, that the Tractor Beam Officer in the Duty Officer System is an Operations Officer
  • gofasternowgofasternow Member Posts: 1,390 Arc User
    edited April 2014
    erei1 wrote: »
    I don't remember Picard saying "Worf, fire at will !" and Worf to answer "I'm sorry sir, but I have learned Torpedo : full spread instead !"

    I laughed at that more than I should - I just read that in Patrick Stewart and Michael Dorn's voice and...
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