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Are ships flying too fast?

darramouss1darramouss1 Member Posts: 1,811 Arc User
edited June 2014 in PvP Gameplay
I've always thought of this game as a game of large ships. By large ships I mean "not single man fighters". Yet now there are so many ships that are moving with the speed and agility that a fighter would be envious of.

Am I the only one that thinks it's gone a little far? Yes, smaller ships should be able to move a little more nimbly, but shouldn't a little realism shows up now and then? Or has the game degenerated to the point where realism is an unknown concept?
Post edited by darramouss1 on

Comments

  • nulonunulonu Member Posts: 507 Arc User
    edited June 2014
    Realism in a sci-fi fantasy game about spaceships? Seriously though, when they changed the eptx plus all the other fun speed buff things there are, it made everything zip around in ways they didn't before. It's not really necessary in pve where you can park and just spam cannons and torps at things. For a game that the devs have said isn't really a "pvp" game, they sure do add things and make changes that seem aimed at pvp.
  • dahminusdahminus Member Posts: 0 Arc User
    edited June 2014
    360 degree a second turn

    1000 impulse

    You need to devote much to achieve this...but the fact you can... it's a little much
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited June 2014
    Or has the game degenerated to the point where realism is an unknown concept

    If you take the show as a base for judging how "realistic" the game is, then it's been quite unrealistic from the start.

    For one, ships should be going much, much faster at full impulse. Full impulse on the Galaxy should be ~275.800 km/s, according to Okuda-trek-lore, which would mean your should be able to go back and forth between the Kang and one of the shipyards (~20 km) in CSE a few thousand times each second.

    Same goes for the "unrealistic" range of weapons in this game. If they made it "realistic", the 1/1400 AMT model of the Enterprise-D, would be able to hit an opponent in Moscow, while sitting on a shelf in London with it's Photons. Torpedo-Range is about 350.000-times shorter than it should be....
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited June 2014
    Some ships were pretty zippy in DS9 combat

    Some ships in the game do fly too fast

    Diminishing Returns should be applied to everything... Stack all you want but you get less and less results. Ships that are naturally fast would require less buffing. Would fix a lot of things in this game.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    Am I the only one that thinks it's gone a little far?

    Nah, the whole they're starships not starfighters complaint thing has been going on as long as I can remember...and usually the only thing faster than the ships is the folks that flood the forums in response saying don't touch my starfighter!
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited June 2014
    Nah, the whole they're starships not starfighters complaint thing has been going on as long as I can remember...and usually the only thing faster than the ships is the folks that flood the forums in response saying don't touch my starfighter!

    I'm glad I'm not the only one. I mean, how BS is it when you fire torpedoes at a ship and the ship outruns the torpedo long enough that the torpedo fades out?
  • thunderfoot#5163 thunderfoot Member Posts: 4,545 Arc User
    edited June 2014
    The problem from a player's perspective isn't the ships are too fast. The problem is everyone else's ship is too fast. :D

    Still, whenever I see a Scimi turn on a dime in Ker'rat about 135+ degrees off its previous heading to zip off at full speed and I think about all the energy required for such a large thrust vector change on such a large mass, it throws me right out of immersion.
    A six year old boy and his starship. Living the dream.
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  • thunderfoot#5163 thunderfoot Member Posts: 4,545 Arc User
    edited June 2014
    So you are saying a QA pass to reset the ships would take care of the older ships then?
    A six year old boy and his starship. Living the dream.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    The problem from a player's perspective isn't the ships are too fast. The problem is everyone else's ship is too fast. :D

    Still, whenever I see a Scimi turn on a dime in Ker'rat about 135+ degrees off its previous heading to zip off at full speed and I think about all the energy required for such a large thrust vector change on such a large mass, it throws me right out of immersion.

    I tend to picture the crew as meat patties sliding down the walls...there are ships with hundreds if not thousands of crew pulling off maneuvers the fighters do with 1-2 crew strapped to their seats.

    Funny thing is, I'm pretty sure the last two times this was brought up - the results were increases to speed/turn. Lolwut? Yeah, increases...lol. Sure, one was a bug fix while the other was the Emergency Power to Imaginary Engines change. Seriously, go into orbit - take your engines off - hit EPtE and go wheeeeeee!

    It's funny too, cause one would think the majority of complaints would come from Escortjocks - but the Cruiser folks were right there with them... "Don't we move slow enough already????" /facepalm
  • wast33wast33 Member Posts: 1,855 Arc User
    edited June 2014
    yep, they are imo. all the super-zippy-a2b-heroes really take a lot of fun out of pvp for me. and still i kill some on my kumari.... nowadays takin a kumari in pug-pvp, someone get me my meds plz :D:(
  • notrealednanotrealedna Member Posts: 1,028
    edited June 2014
    They had to buff epte so kirks and their cruisers maneuver like a escort...its in the facepalm game design category .
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited June 2014
    skollulfr wrote: »
    i used to think that, and there is an issue in how the engine deals with accelleration forces that makes it look silly... but ehe biggest issue is in the way the older ships(especially in the games cruiser class) are totally outclassed specifically due to their stats being based on the rpg trinity.

    I think it has nothing to do with the RPG trinity at all. It's purely based on what I call the "MOAR Principle". What's that, you say. Well, seeing as you asked so nicely, I'll explain.

    The MOAR Principle by Darramouss

    Players call for MOAR power. Cryptic provides this as it generates MOAR sales. This results in MOAR damage done to the game. Repeat this cycle infinitely MOAR times.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    I think it has nothing to do with the RPG trinity at all. It's purely based on what I call the "MOAR Principle". What's that, you say. Well, seeing as you asked so nicely, I'll explain.

    The MOAR Principle by Darramouss

    Players call for MOAR power. Cryptic provides this as it generates MOAR sales. This results in MOAR damage done to the game. Repeat this cycle infinitely MOAR times.

    Kind of makes me chuckle, in a sad way - thinking about it.

    You could have 100 things (could be anything, content reward - weapon - console - shield - anything) that were designed to be balanced. It's determined later that 1 of the 100 is performing better in some fashion (any fashion) than the other 99.

    To me, imho, the logical step is to bring that 1 down back in line with the other 99.

    That's heresy on these forums, though. No, no - the way folks want it done around here is to buff the other 99 up to the point of that 1. While secretly hoping that one of those 99 gets buffed too much...so that will be the new 1 to have all the others buffed up to that. In a continuous circle of MOAR!

    Meh...
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited June 2014
    Kind of makes me chuckle, in a sad way - thinking about it.

    You could have 100 things (could be anything, content reward - weapon - console - shield - anything) that were designed to be balanced. It's determined later that 1 of the 100 is performing better in some fashion (any fashion) than the other 99.

    To me, imho, the logical step is to bring that 1 down back in line with the other 99.

    That's heresy on these forums, though. No, no - the way folks want it done around here is to buff the other 99 up to the point of that 1. While secretly hoping that one of those 99 gets buffed too much...so that will be the new 1 to have all the others buffed up to that. In a continuous circle of MOAR!

    Meh...

    I agree. Bringing the 1 down is the logical step. I think Cryptic fails to see that nerfing one item will cause less issues than buffing 99.
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  • voporakvoporak Member Posts: 5,621 Arc User
    edited June 2014
    100 balanced items in the game
    100 balanced items
    Test one out, find it's OP
    99 useless items in the game

    99 useless items in the game
    99 useless items
    Whine to the devs, ask for a buff
    100 balanced OP items in the game

    ...and so on.
    I ask nothing but that you remember me.
  • jellico1jellico1 Member Posts: 2,719
    edited June 2014
    I've always thought of this game as a game of large ships. By large ships I mean "not single man fighters". Yet now there are so many ships that are moving with the speed and agility that a fighter would be envious of.

    Am I the only one that thinks it's gone a little far? Yes, smaller ships should be able to move a little more nimbly, but shouldn't a little realism shows up now and then? Or has the game degenerated to the point where realism is an unknown concept?


    you are correct ship speed should be cut drastically
    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
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