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Idea for a Heavy Science Deadnought

simeion1simeion1 Member Posts: 898 Arc User
I am placing this in the general discussion because it belongs to all factions instead of faction based ship yard area. I made this ship to be OP with the idea of it competing with a Scimitar but science like.

Well, I have been struggling with some of the ships and DPS that comes out of them. While we know all really high DPS is usually done with tactical captains in a Scimitar, escort, battle cruiser, or dreadnought, this leaves me to think it is time to produce a new science ship. While I usually play Fed Sci Captain, I do see a need for Romulans and Klingons to get another science ship. My problem with this is I don’t see that many science captains from other factions. So this new ship I think would be best put in the Lobi store.

My idea would to take a ship we know nothing about and possibly convert it to a new class of ship called Heavy Science Dreadnought. Just as an example I would pick the Hierarchy’s ships and use it the Lobi store ship. Not much is known about this ship and we could make it something special. We could use another species if we had to (How about a Deferi).

Some ideas I have had with this idea is to make it a science version of a Scimitar. This is making me think of a 4/2 weapons load out. Give it a hanger bay this will at least give players an option that is like the Vesta Class ship that is not a fed. I would like to also give it a faction specific energy type high efficiency Omni-directional beam array (reclaimable). The modifiers would be (Arc) (CrtD) (CrtH). It would be high efficiency because it would only drain 4 weapons power and 10-20% more damage; this might appease the players that don’t like faction specific weapons.

So almost every ship that is in Lobi, lockbox, or Zen Store comes with a special console; the console I have in mind is called the Chaos Theory Generator. The CTG would quadruple threat while making the player immune to damage. All damage dealt to the player would either refract back to a random target to damage them or refract the damage back to the player and his team has hull and shield heals. Since the player is immune to damage all abilities and weapons would be offline. The only thing a player would be able to do is pilot the ship. Because of the name of the console I would make it the ability console random as possible. 50/50 chance of it either healing team or refracting damage. Give this console a standard cooldown and a 10 second up time. When the 10 seconds is up, threat would be restored back to normal.

Since tier 6 ships need a trait my idea would be “Giving Her All She’s Got”. This would give engineer powers a 10% cooldown for every science or hybrid ability used while taking damage with a 5 second between each power. Standard cooldown rules apply.

Race specific drones would be the same except for the damage type. These are the hangar bay pets that come with the ship. These should be the size of a runabout or delta flier. They should come three beam arrays forward and one aft. The special ability would be HYT. And the torpedo would be a Tetryon based like the plasma torp. Except for plasma burn it would be a shield drain. The high yield version is destroyable. The more rare the pet the higher the HYT would get.

• Minimum Rank: Vice Admiral
• Hull Strength: 34,155 at 50 and 39,600 at 60
• Shield Modifier: 1.43
• Crew: 150
• Weapons: 4 Fore, 2 Aft
• Device Slots: 3
• Bridge Officer Stations: 1 Lieutenant Tactical,
1 Lieutenant Hybrid*, 1 Commander Science, 1 Lieutenant Universal, 1 Lieutenant Engineering
• Console Upgrades: 4 Tactical, 3 Engineering, 4 Science
• Base Turn Rate: 14 degrees per second
• Impulse Modifier: 0.17
• +10 Power to Auxiliary/+5 Weapons
• Subsystem Targeting
• Sensor Analysis
• Secondary Deflector Slot
• Hangar Bay (Race Specific Drones)
• Starship Ability Package (Science Vessel)
o Enhanced Particle Generators (+Exotic Damage)
o Advanced Shield Systems (+Shield HP)
o Enhanced Restorative Circuitry (+Healing)
o Reactive Shield Technology (+Shield Regen/Hardness)
o Trait (Giving it all She’s Got)

*Lieutenant Hybrid: This has to be one of the new skill sets. Pilot, Intel, or Command.

Please give me some feed back, support, and change some ideas.
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Post edited by simeion1 on

Comments

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    reynoldsxdreynoldsxd Member Posts: 977 Arc User
    edited April 2015
    Haha. no.


    Buy the tal shiar cruiser if you wanna have a sci/tac hybrid.
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    simeion1simeion1 Member Posts: 898 Arc User
    edited April 2015
    reynoldsxd wrote: »
    Haha. no.


    Buy the tal shiar cruiser if you wanna have a sci/tac hybrid.

    Work in progress...Tal Shiar Cruiser turn rate sucks. Cannot get you nose around to fire some science abilites.
    320x240.jpg
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    tiekosoratiekosora Member Posts: 325 Arc User
    edited April 2015
    Have you flown the Pathfinder yet? I have it, and I am very happy with it.
    18EOWbV.jpg

    They make a wondrous mess of things. Brave amateurs, they do their part.
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    fatman592fatman592 Member Posts: 1,207 Arc User
    edited April 2015
    My thoughts:

    A 4/2 weapon Sci ship and a Lt.Cmdr Tac boff seat would be interesting. DBBs and Omnis with FAW3 would be pretty potent.

    But I'm terms of a ship meh. I'm satisfied with the 30k+ damage my Dauntless produces. It's overkill, and about to get a little more potent with an additional console slot. I'd probably buy a T6 Vesta or Nebula.

    The avenue I would take to giving Sci more damage would be a full suite of exotic particle energy weapons. The model for a partgen skill and aux power scaling damage source exists in the emission torp, or embassy consoles.

    I'd like to see a general change to make Tac captain buffs no longer effect "all damage", just weapon damage. Let's just give captains a flat boost to all skills in their wheelhouse. So a sci would get say +10 to all sci skills. Makes sense in my head, but probably a terrible idea.

    But a Scimitar of science... I don't know. If there ever is one, it better be cross-faction.
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    reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited April 2015
    How come these sorts of threads always 'propose' some silly supership that can do EVERYTHING and never seem to comprehend the idea that a ship should have drawbacks to counter its advantages? Either that or at least have the decency to give it 3 Commanders, 7 tac consoles, 4 hangars, and 16 weapons so we can all at least get a laugh out of it. :rolleyes:
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    simeion1simeion1 Member Posts: 898 Arc User
    edited April 2015
    fatman592 wrote: »
    My thoughts:

    A 4/2 weapon Sci ship and a Lt.Cmdr Tac boff seat would be interesting. DBBs and Omnis with FAW3 would be pretty potent.

    But I'm terms of a ship meh. I'm satisfied with the 30k+ damage my Dauntless produces. It's overkill, and about to get a little more potent with an additional console slot. I'd probably buy a T6 Vesta or Nebula.

    The avenue I would take to giving Sci more damage would be a full suite of exotic particle energy weapons. The model for a partgen skill and aux power scaling damage source exists in the emission torp, or embassy consoles.

    I'd like to see a general change to make Tac captain buffs no longer effect "all damage", just weapon damage. Let's just give captains a flat boost to all skills in their wheelhouse. So a sci would get say +10 to all sci skills. Makes sense in my head, but probably a terrible idea.

    But a Scimitar of science... I don't know. If there ever is one, it better be cross-faction.

    I would love to see a 4/2 cross faction also. The idea is to close gaps between factions that don't have a a large selection of science ships.
    How come these sorts of threads always 'propose' some silly supership that can do EVERYTHING and never seem to comprehend the idea that a ship should have drawbacks to counter its advantages? Either that or at least have the decency to give it 3 Commanders, 7 tac consoles, 4 hangars, and 16 weapons so we can all at least get a laugh out of it. :rolleyes:

    The idea is to make it OP to make a discussion. I know the ship I made is OP. It is there to throw out some ideas and get people thinking. I agree all ships should have draw backs, and the ship I proposed does need to be balanced.
    320x240.jpg
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    questeriusquesterius Member Posts: 8,321 Arc User
    edited April 2015
    Only 4 science consoles for a science heave dreadnought? I'd go with 5 sci and 3 eng
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
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    thay8472thay8472 Member Posts: 6,101 Arc User
    edited April 2015
    I'll take one of those Undine dreadnoughts.
    2gdi5w4mrudm.png
    Typhoon Class please!
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    cypherouscypherous Member Posts: 183 Arc User
    edited April 2015
    simeion1 wrote: »
    Work in progress...Tal Shiar Cruiser turn rate sucks. Cannot get you nose around to fire some science abilites.

    With or without the mandatory 15 points in pilot :P

    I find my presidio is pretty agile for something that large, i have no issues firing off my sci skill on that
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    theraven2378theraven2378 Member Posts: 5,986 Arc User
    edited April 2015
    This idea is not up my street
    NMXb2ph.png
      "The meaning of victory is not to merely defeat your enemy but to destroy him, to completely eradicate him from living memory, to leave no remnant of his endeavours, to crush utterly his achievement and remove from all record his every trace of existence. From that defeat no enemy can ever recover. That is the meaning of victory."
      -Lord Commander Solar Macharius
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      simeion1simeion1 Member Posts: 898 Arc User
      edited April 2015
      cypherous wrote: »
      With or without the mandatory 15 points in pilot :P

      I find my presidio is pretty agile for something that large, i have no issues firing off my sci skill on that

      Yes but that ship turns just fine.
      320x240.jpg
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      cypherouscypherous Member Posts: 183 Arc User
      edited April 2015
      simeion1 wrote: »
      Yes but that ship turns just fine.

      And dont forget pilot is being boosted to 30 points soon, so there will be ways to make even the largest space whale turn, and lets not forget that you also use your throttle to turn, drop down to half speed and you'll see yourself turning a lot easier, although my presidio doesn't even need that at full speed
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      voivodjevoivodje Member Posts: 436 Arc User
      edited April 2015
      simeion1 wrote: »
      Work in progress...Tal Shiar Cruiser turn rate sucks. Cannot get you nose around to fire some science abilites.
      Not quite correct, there's RCS.
      Of course you'll need to sacrifice other Engineer components to hook these up....
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      fiberteksyfirfiberteksyfir Member Posts: 1,207 Arc User
      edited April 2015
      Dont think you can use the term 'dreadnought' and base turn rate of 14 in the same thread. Also your ship has no lt cmdr slots..
      Im just gonna leave this here
      http://sto.gamepedia.com/Tholian_Recluse_Carrier
    • Options
      lianthelialianthelia Member Posts: 7,825 Arc User
      edited April 2015
      For being a Dread I'd say it's a little to fast...may be better to call it something else...Reconnaissance seems to be used often in the names of more Tac based Science ships.

      Maybe something like Recon Science Patrol ship or something...a Science ship built to not only do scientific missions and studies but a ship ready at a moments notice to fight a enemy that can just appear out of nowhere a.k.a. the Iconians/Heralds.

      And you have 3 Lt's...one should be a Lt Cmdr...I'm sure the Uni would probably be the most popular choice.

      I'm for any good Science ship...especially if the Romulans actually get one!
    • Options
      feiqafeiqa Member Posts: 2,410 Arc User
      edited April 2015
      How come these sorts of threads always 'propose' some silly supership that can do EVERYTHING and never seem to comprehend the idea that a ship should have drawbacks to counter its advantages? Either that or at least have the decency to give it 3 Commanders, 7 tac consoles, 4 hangars, and 16 weapons so we can all at least get a laugh out of it. :rolleyes:

      Ooooo. Where do we get that ship?

      Originally Posted by pwlaughingtrendy
      Network engineers are not ship designers.
      Nor should they be. Their ships would look weird.
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      rattler2rattler2 Member Posts: 58,020 Community Moderator
      edited April 2015
      voivodje wrote: »
      Not quite correct, there's RCS.
      Of course you'll need to sacrifice other Engineer components to hook these up....

      Mix fleet RCS Neutronium with the fleet RCS console that gives resistances. I did that on my T6 warbird and got her a smidge below my old Fleet Mogai's turn rate with RCS Neutroniums. She's got wicked turn now, but still needs work on forward speed.
      db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
      I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
      The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
    • Options
      simeion1simeion1 Member Posts: 898 Arc User
      edited April 2015
      Dont think you can use the term 'dreadnought' and base turn rate of 14 in the same thread. Also your ship has no lt cmdr slots..
      Im just gonna leave this here
      http://sto.gamepedia.com/Tholian_Recluse_Carrier

      Good catch the universal spot should have been the lt command position.
      coldnapalm wrote: »
      Here is a WILD idea. How about you (as in general you to all the people who makes these OPed ship ideas) make an ACTUALLY balanced ship to begin with and then we can have, you know a discussion...instead of you know, ridicule for it being a stupid OPed idea. If your goal was to get a discussion going and ideas flowing...you FAILED. So next time, do it right or don't bother to do it at all.

      Sorry you don't want to be or have a discusiion about this. I threw out multiple ideas for people to talk about. Some of them have been discussed before others have not. Like I said in the post it is OP for people to talk and trim down or even say what they want more of.
      Here is a WILD idea, how about contribute or talk about a post instead being all high and mighty. If you don't like it don't have to post.
      320x240.jpg
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      simeion1simeion1 Member Posts: 898 Arc User
      edited April 2015
      lianthelia wrote: »
      For being a Dread I'd say it's a little to fast...may be better to call it something else...Reconnaissance seems to be used often in the names of more Tac based Science ships.

      Maybe something like Recon Science Patrol ship or something...a Science ship built to not only do scientific missions and studies but a ship ready at a moments notice to fight a enemy that can just appear out of nowhere a.k.a. the Iconians/Heralds.

      And you have 3 Lt's...one should be a Lt Cmdr...I'm sure the Uni would probably be the most popular choice.

      I'm for any good Science ship...especially if the Romulans actually get one!

      Thanks for the comments. I agree that a lt command uni would be the popular choice, but it does make it OP.the turn rate is high for a dread, so we can always call is something else.
      320x240.jpg
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      questeriusquesterius Member Posts: 8,321 Arc User
      edited April 2015
      It's not a dreadnought, but the malon battlecruiser has 8 weapon slots and loads of science.

      http://www.arcgames.com/en/games/star-trek-online/news/detail/9198513
      Tier 5 (Can be upgraded to T5-U)
      Faction: All
      Rank Required: Rear Admiral / Brigadier General / Sub Admiral I
      Availability: Xindi Terrestrial Lock Box
      Hull Strength: 39,600
      Shield Modifier: 1
      Crew: 450
      Weapons:
      4 Fore, 4 Aft
      Device Slots: 3
      Bridge Officer Stations: 1 Lieutenant Tactical, 1 Lieutenant Engineering, 1 Commander Engineering, 1 Lieutenant Commander Science, 1 Ensign Universal
      Console Modifications: 2 Tactical, 4 Engineering, 3 Science
      Base Turn Rate: 6 degrees per second
      Impulse Modifier: 0.15
      Inertia: 30
      +10 Weapon Power, +10 Engine Power
      Cruiser Communications Array

      Command - Strategic Maneuvering
      Command - Shield Frequency Modulation
      Command - Weapon System Efficiency

      Only drawback is the lack of tactical, but looking at the galaxy-x that seems to be the standard.
      This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
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