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Freighter and Cell ships are left behind

leod198leod198 Member Posts: 101 Arc User
With all the latest improvements to the game, Freighter and Cell ships are left behind.
With introductions of load-outs (love this option, when it not bugged) Ship selector on both ships rendered useless.
With removal of commodity requirements for reputation projects (thank you), commodity broker on board is less useful.
R&D console is obsolete now, with new R&D reboot.
With the removal of exploration clusters , you severely limit use of invite future. Ship invitations was used by "Doffing" community in spirit of cooperation.

Please consider:
Give a research bonus for using R&G consoles on both ships and on the Fleet Star-Base.
For both ships "parked" next to exploration clusters, add exploration cluster contact to DOFF console.

Thank you.
Post edited by leod198 on

Comments

  • admrenlarreckadmrenlarreck Member Posts: 2,041 Arc User
    edited July 2014
    As a Tuffli owner I agree with this!

    Oh I did find a use for the ship selector for us. Its a limited use, but we can use it to switch ships in the Dyson sphere, with out having to go to a base. We have to go about it the old way of going to the bridge of the ship we are on then switching to the Tuffli/Cell, then going to the bridge but It does work.
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  • architect13architect13 Member Posts: 1,076 Arc User
    edited July 2014
    leod198 wrote: »
    With all the latest improvements to the game, Freighter and Cell ships are left behind.
    With introductions of load-outs (love this option, when it not bugged) Ship selector on both ships rendered useless.
    With removal of commodity requirements for reputation projects (thank you), commodity broker on board is less useful.
    R&D console is obsolete now, with new R&D reboot.
    With the removal of exploration clusters , you severely limit use of invite future. Ship invitations was used by "Doffing" community in spirit of cooperation.

    Please consider:
    Give a research bonus for using R&G consoles on both ships and on the Fleet Star-Base.
    For both ships "parked" next to exploration clusters, add exploration cluster contact to DOFF console.

    Thank you.

    I do like your suggestions. Crypic seems like they intentionally slowing down doffing especially the colonization chains, so I doubt the exploration cluster console. They could throw us a bone with the bonus on R&D. But then again, someone at Cryptic hates the Cell ship.
    Have you tried the new forum on your phone?
  • asindar1asindar1 Member Posts: 89 Arc User
    edited July 2014
    I do like your suggestions. Crypic seems like they intentionally slowing down doffing especially the colonization chains, so I doubt the exploration cluster console. They could throw us a bone with the bonus on R&D. But then again, someone at Cryptic hates the Cell ship.

    Colonization chains actually got a double whammy from the cluster popups. No more department head 2nd chance and bridge invite, but also a change from 4 hour local maps timer for rotation to the 20 hour department head timer for the colonial/operations that appear in the cluster popups. Oh, and this latest 20 hour rotation 0 fed supports and 1 kdf support.

    With the TD aid mission still broke, about the only advantage for a cell is the personal officer upgrinder/downgrinder, but most fleets have there own personal officer upgraded to do the same thing and you can get fleet invites easy enough to those holdings.

    Guess there is the trader doff missions for things like Nardoc and Haggles - but with half the haggle locations gone since the cluster popups and all the fleet console and now crafting ones - not a lot of call for a totally random mission the likely result is a green or blue console.


    Maybe if they modified the transwarp to cluster to allow you to summon a friend to your location if your near a cluster it would make up for the lack of bridge invites for support missions.
  • edited July 2014
    This content has been removed.
  • trelane87trelane87 Member Posts: 242 Arc User
    edited July 2014
    I agree, I own both freighters on separate toons and they now both feel like wastes of a ship slot. They both have been rendered a novelty and you can tell by their prices on the exchange as of late how unpopular they have become. I actually had to wait for my Suliban bridge to load a few days ago meaning no one was using their bridge, that has never happened before and is just a symptom of what happens when you remove functionality and uniqueness from something. We should be compensated for the removal of the crafting station, an R&D console that gives special doff assignments that reward mats or maybe even catalysts would be a start... a tailor would be nice too :D
  • scrimpinionscrimpinion Member Posts: 76 Arc User
    edited July 2014
    what if they made it so you could call your cell or tuffli to you? Like the...umm...that one... the trader guy. you know the one.

    Anyway, you could call them to you (perhaps in more places than the other dude), use them like any other trader, only with your killer discounts and so forth.


    AND, you had an option to swap to its bridge from that same menu.

    Bonus points if it was also available to team members in range.
    [SIGPIC][/SIGPIC]
  • architect13architect13 Member Posts: 1,076 Arc User
    edited July 2014
    Freighters and Cell ships should be sub-par compared to cutting edge 'ship of the line'.

    The civilian ships still have their abilities, nothing was taken from them. It just that some of the things they could do exclusively are now available to everyone - - like with most of the other ships in game. For example, my cruiser has 4 forward weapons slots. Does that mean that no other ship in the game should have 4 forward slots?

    By making their 'exclusive' abilities available to everyone, it doesn't remove them from the game, they just aren't as sought after anymore (as it should be). I mean look at the Dervish, it has no exclusive powers, and is ugly as they come, but people still fly them. :P)

    They are sub par in terms firepower, hull, shields, bridge officer powers . . . They are not fighting ships, the are . . Or rather were civilian ships with unique amenities . . . These were in lieu of being a ship of the line.

    I found the arguments regarding the forward weapons and dervish poor. But regardless, players should want these freighters buffed, it is better for all. I personally offer bridge invites all the time but now there is less reason to do so
    Have you tried the new forum on your phone?
  • sirokksirokk Member Posts: 990 Arc User
    edited July 2014
    R&D boost would seem appropriate.

    It is unlikely that they will add Bank, Exchange, Mail to all ships anytime soon. That should be nice to have without having to wait for the Azura II CD, and you get discounts too, I believe.

    I don't own either one but they definitely need some love from Cryptic.
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  • scrimpinionscrimpinion Member Posts: 76 Arc User
    edited July 2014
    sirokk wrote: »
    Azura II

    YEAH, that guy. that's the one.
    [SIGPIC][/SIGPIC]
  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited July 2014
    what if they made it so you could call your cell or tuffli to you? Like the...umm...that one... the trader guy. you know the one.

    Anyway, you could call them to you (perhaps in more places than the other dude), use them like any other trader, only with your killer discounts and so forth.


    AND, you had an option to swap to its bridge from that same menu.

    Bonus points if it was also available to team members in range.

    That also be a cool thing to update freighters with. The R+D bonus (time, cooldowns, dilithium cost, crafting materials gained from doff missions, what have you) would be a major plus but its not so easy to justify those improvements as "frieghter stuff" (though maybe if you go heavier on those with the suliban cell ship no one would notice. :P) The extra and expanded call function is on the other hand particularly appropriate, so yay to both ideas.
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  • scrimpinionscrimpinion Member Posts: 76 Arc User
    edited July 2014
    yay to both ideas.

    Thanks. also, +1 for having an awesome name.
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  • killdozer9211killdozer9211 Member Posts: 919 Arc User
    edited July 2014
    I like the idea of them being either call-able whenever or granted an added CD bonus on the freighter you can call. +1
  • valenn1valenn1 Member Posts: 842 Arc User
    edited July 2014
    Simple solution to make them usefull.
    Add stacks of 10 or 20 white/green/blue components to the Consoles/Crafting Areas on the Freighters and the Starbase(i'm sooo tired of klciking 15 times for one warp core)
    Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
    unfortunately:

    NOT LOYAL ENOUGH!!!
  • no09dysonsphereno09dysonsphere Member Posts: 410 Arc User
    edited July 2014
    http://sto-forum.perfectworld.com/showthread.php?t=1038761

    I'm not going to even say I told you so...
  • killdozer9211killdozer9211 Member Posts: 919 Arc User
    edited July 2014
    http://sto-forum.perfectworld.com/showthread.php?t=1038761

    I'm not going to even say I told you so...

    What I'm sure is good natured, jestful rib-poking aside, OP does have a point.

    These ships are VR drops from packs that are more expensive than lock boxes, but they don't have anything particularly special about them.

    A cool look and a unique bridge, but they're losing appeal factor after appeal factor.

    If they're going to stay VR, then they need something to justify that status. And that something is not "well it looks different..."
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