With the Ar'Kif, there is a plasma quad and console set. I would like to see a KDF version based around disruptors. In addition, it would give another T5 c-store ship (a BOP) for the KDF. The Norgh of course would have paired down stats from the Fleet version.
The T5 Norgh console would provide an "overdrive" mode similar to the Ar'kif's Annihilation mode. When active, shields take -10 power, but weapons, engines, and auxiliary would gain +10 power for an appropriate time. Cloaking would end this effect early, however. It would also only be usable on the Norgh and her variants.
Norgh Hyper-Injection Warp Core (usable on any ship)
+7.5 additional engine power
+5 maximum engine power
+17.5 warp core efficiency skill
50% recharge time on quantum slipstream cool down
20% turn rate on quantum slipstream
Slipstream speed bonus
Engine Capacitor
The two set bonus would give +10% disruptor damage and +30 starship energy weapons specialist skill.
Three set bonus would give +30 hull plating and +30 armor reinforcement
I use the fleet hoh'sus its a great bop but with T6 coming out a new T5 would not sell as well as a T6 if they bring out a new T6 bop i would buy it with in 24hr.
With the Ar'Kif, there is a plasma quad and console set. I would like to see a KDF version based around disruptors. In addition, it would give another T5 c-store ship (a BOP) for the KDF. The Norgh of course would have paired down stats from the Fleet version.
The T5 Norgh console would provide an "overdrive" mode similar to the Ar'kif's Annihilation mode. When active, shields take -10 power, but weapons, engines, and auxiliary would gain +10 power for an appropriate time. Cloaking would end this effect early, however. It would also only be usable on the Norgh and her variants.
Norgh Hyper-Injection Warp Core (usable on any ship)
+7.5 additional engine power
+5 maximum engine power
+17.5 warp core efficiency skill
50% recharge time on quantum slipstream cool down
20% turn rate on quantum slipstream
Slipstream speed bonus
Engine Capacitor
The two set bonus would give +10% disruptor damage and +30 starship energy weapons specialist skill.
Three set bonus would give +30 hull plating and +30 armor reinforcement
Comments?
So. - 10 Shields turns into 30 power for other systems. Seems mathematically legit.
The Warpcore: Yes. great. Engine power. That's what everyone wants, especially without X->Y bonuses. *slow clap*
And then you want to double dip into 10% bonus damage AND another bonus damage in the form of a skill modifier.
And lets throw in a few more thousand sp worth of skills.
I have to admit the bonuses seem to give more than they take.
no offense but BoP's are squishy without losing -10 shield power. So i imagine any Bird of prey player using this would Always have this enabled.
Speaking of which, is this an always on mode, similar to annihilation Mode? or is it simply a 15 second timed activated ability with 3-4 min cool down?
I suppose, were things to stay as suggested, the usual player of 100/50/25/25 would be boosted to 110/40/42/35. slight increase in movement and turn rate i suppose.
Speaking of which, is this an always on mode, similar to annihilation Mode? or is it simply a 15 second timed activated ability with 3-4 min cool down?.
That is the idea. And I will share what my thought process was. Tell me where in my logic I went wrong or where I need to change.
The Ar'Kif's console gives the focus singularity beam power in addition to the annihilation mode. And that mode boosts the singularity charge rate, a feature that BOPs do not have. My thought was to make something comparable to that ship's console, that while similar, was different due to the lack of singularity powers. At first, I was going with the drawback of cloaking being disabled while this mode was active, but felt that was too punishing for players that had bad timing and de-cloaked or otherwise couldn't bail out of a bad situation. Hence why I opted to go with cloaking ending the effect before it would normally expire.
Balance was the key. This set's warp core had to be useful in a particular way that made it attractive for some, but not overpowered compared to the other unique cores. The engine power boosting helps the quad cannons (which use engine power as a modifier), but there had to be a trade-off for why players would choose to use this core and the quad cannons over another core and fleet dual heavies. That is where the set item bonuses were suppose to kick in. As the quads and the core could be used on any ship, there had to be an incentive to use disruptors. I used the Ar'Kir's set bonus and changed the type to disruptors. As to the three set, I figured that most of the alpha strikers would either not opt for this three piece, or they would be staying decloaked for longer periods and as such needed a boost to their armor. That is why I took the hull and armor bonuses from the Galaxy set and increased them WITHOUT giving them the bonus to turn rate as that is practically meaningless for BOPs.
Comments
So. - 10 Shields turns into 30 power for other systems. Seems mathematically legit.
The Warpcore: Yes. great. Engine power. That's what everyone wants, especially without X->Y bonuses. *slow clap*
And then you want to double dip into 10% bonus damage AND another bonus damage in the form of a skill modifier.
And lets throw in a few more thousand sp worth of skills.
The sad thing is that this will still be gimp.
no offense but BoP's are squishy without losing -10 shield power. So i imagine any Bird of prey player using this would Always have this enabled.
Speaking of which, is this an always on mode, similar to annihilation Mode? or is it simply a 15 second timed activated ability with 3-4 min cool down?
I suppose, were things to stay as suggested, the usual player of 100/50/25/25 would be boosted to 110/40/42/35. slight increase in movement and turn rate i suppose.
That is the idea. And I will share what my thought process was. Tell me where in my logic I went wrong or where I need to change.
The Ar'Kif's console gives the focus singularity beam power in addition to the annihilation mode. And that mode boosts the singularity charge rate, a feature that BOPs do not have. My thought was to make something comparable to that ship's console, that while similar, was different due to the lack of singularity powers. At first, I was going with the drawback of cloaking being disabled while this mode was active, but felt that was too punishing for players that had bad timing and de-cloaked or otherwise couldn't bail out of a bad situation. Hence why I opted to go with cloaking ending the effect before it would normally expire.
Balance was the key. This set's warp core had to be useful in a particular way that made it attractive for some, but not overpowered compared to the other unique cores. The engine power boosting helps the quad cannons (which use engine power as a modifier), but there had to be a trade-off for why players would choose to use this core and the quad cannons over another core and fleet dual heavies. That is where the set item bonuses were suppose to kick in. As the quads and the core could be used on any ship, there had to be an incentive to use disruptors. I used the Ar'Kir's set bonus and changed the type to disruptors. As to the three set, I figured that most of the alpha strikers would either not opt for this three piece, or they would be staying decloaked for longer periods and as such needed a boost to their armor. That is why I took the hull and armor bonuses from the Galaxy set and increased them WITHOUT giving them the bonus to turn rate as that is practically meaningless for BOPs.