Would be so cool to do but yeah doubt it it ever will happen. A while back you could do a delta flyer but not as a pet. It was a shuttle. The capability is there if needed.
I could totally get behind that. The issue is, what crafting tree would you fit it into? Or would they have to make an entire new one? If it's the latter, I don't think we'll ever see it.
The RNG nature of R&D mods affecting hangar unit creation? Hell no to that.
Lol, bro. Normally I'd agree with you and cry outrage myself, but...
When was the last time you saw a hangar with a [Mod]?
This would actually be great as hangar modules don't have any kind of [Mod] possibilities for them, there's little that the RNG gods could TRIBBLE up!
Not mods as we see them specifically like [Dmg]. What I mean is how it's going to affect loadouts, stats, etc. Personally, I despite the RNG nature of how items turn out after you dump lots of resources into them, only to find out that the upgrade change sucks and makes the item suddenly worthless.
I really don't want to see that kind of "RNG" spread when I simply want the natural progression you see in Normal, Advanced, Elite Hangar Units. "What you see is what you get" when you spend for it. Not "What you get may not be what you want after you spend a lot for it."
Yeah, that would suck. And if Hangar pets had their 'loadouts' randomized through R&D (Something I highly doubt as it would take a massive amount of effort to have per-item loadouts on hangars) I would definately not want to craft hangars...
Also, if you wish to discuss a potential solution to randome R&D [Mod]s I recommend this: Link (I started up a thread about random R&D [Mod]s some time ago, and even came up with a couple of possible solutions.
If they did it, you would probably "only" be able to craft the ones we already have. RNG would probably only affect rarity. But since Elite Hanger Pets are a Fleet Special thing, I have some doubts they would open hangar pets up to crafting.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
If they did it, you would probably "only" be able to craft the ones we already have. RNG would probably only affect rarity. But since Elite Hanger Pets are a Fleet Special thing, I have some doubts they would open hangar pets up to crafting.
I would be Happy just being able to craft the ones we USED TO have.
Currently we have none.
I would be up for Fleet Vendors selling them, but I just want the regular Danube Runabouts that USED TO be in the Equipment Vendors.
I'd like to see a combo of crafting and the current ground kit modules but for pets. So you could choose a hull template (fighter, bomber, shuttle etc) and then have X number of tac, sci and eng slots for "modules" that affect how good it is. Things like armour, shields, regen, engines, thrusters etc. all being improvable via modules but with only a limited number of spaces and each one having both a positive and negative side to it (e.g. more armour = less agility).
Plus the ability to chose the weapons mounted.
Basically a means to craft more personalised pets and hangers, e.g. Peregrine torp bombers or Runabouts with plasma arrays.
That modular development idea would be fantastic! It'd make those new escort carrier traits really helpful you could give your fighters cannons and beams to take full advantage. I would give anything for that.
A modular Hangar pet would be EPIC! I'd love to take a Delta Flyer and pop on a Dual Phaser beam bank, maybe some photons (or a Gravimetric if that were an option)...
Having something like that would really open up a whole friggin awesome world of customization options for carrier captains!
The idea of freeform customizable hangars has been discussed here before on the forums, sorry, i don't have the link handy.
What i suggested there was that the key could be to use suttle loadouts as the hangar template for your freeform hangar--if you've saved a loadout, then the data is already there. boffs slotted on the shuttle could not also serve in the bridge capacity at the same time.
This of course, should make the ferengi up top happy, because in addition to increasing sales of both zen and lobi small craft, it would increase sales of extra boff slots per character as well. (and increase the value of boffs overall. It still bugs me to see that most Bridge officers cost a fraction of what most Duty officers do at the exchange, but that's a subject for another thread...)
The only real challenge i see in doing this would be that some shuttles that are available for your ships are NOT available to all ships as hangars, such as the Stalker Stealth fighter.
I would also expect early implementation of such a system to be WAY buggy.....
A modular Hangar pet would be EPIC! I'd love to take a Delta Flyer and pop on a Dual Phaser beam bank, maybe some photons (or a Gravimetric if that were an option)...
Having something like that would really open up a whole friggin awesome world of customization options for carrier captains!
I just don't see as realistic, now fighters with some sort of costimizible mods on them like say you could choose Orion Slavers with a dmg mod or acc mod or whatever.
Comments
Money maker to cut in their income.
Original STO beta tester.
Got a little Aeon timeship I'd love to launch from my carriers in combat...
Come on, throw us a bone Cryptic! Please?
Lol, bro. Normally I'd agree with you and cry outrage myself, but...
When was the last time you saw a hangar with a [Mod]?
This would actually be great as hangar modules don't have any kind of [Mod] possibilities for them, there's little that the RNG gods could TRIBBLE up!
Not mods as we see them specifically like [Dmg]. What I mean is how it's going to affect loadouts, stats, etc. Personally, I despite the RNG nature of how items turn out after you dump lots of resources into them, only to find out that the upgrade change sucks and makes the item suddenly worthless.
I really don't want to see that kind of "RNG" spread when I simply want the natural progression you see in Normal, Advanced, Elite Hangar Units. "What you see is what you get" when you spend for it. Not "What you get may not be what you want after you spend a lot for it."
Also, if you wish to discuss a potential solution to randome R&D [Mod]s I recommend this: Link (I started up a thread about random R&D [Mod]s some time ago, and even came up with a couple of possible solutions.
I'd want the crafted item to be singular like they are now with loadouts only changing by quality.
Throwing in craftable pets does not seem like too much of a stretch.
As for RNGesus making an appearance... Rarity is a definite.
I could also see these mods (one per quality level starting at Very Rare):
DUR - Durability (more HP)
AGL - Agility (more mobility)
PWR- Power (stronger weapons)
DEF - Defense (higher resistances)
RGN - Regen (slowly regens hull)
As for "loadouts" of the pets... just have them based on several broad categories.
example: Beam Pets - FAW Pets - DBB Pet
- BA Pet
- Overload Pets - DBB Pet
- BA Pet
I would be Happy just being able to craft the ones we USED TO have.
Currently we have none.
I would be up for Fleet Vendors selling them, but I just want the regular Danube Runabouts that USED TO be in the Equipment Vendors.
Plus the ability to chose the weapons mounted.
Basically a means to craft more personalised pets and hangers, e.g. Peregrine torp bombers or Runabouts with plasma arrays.
Example:
Plesh Brek Raider (pet)
Primary Weapon - Plasma Beam Array, FAW
Secondary Weapon - Plasma Torpedo, Spread
Ability 1 - Tachyon Beam
Ability 2 - Evasive Man.
Buff - Raider Flanking
Argument could be made for rarity of the hull affecting number of slots and/or modifiers. Rarity could also affect the level of powers.
Having something like that would really open up a whole friggin awesome world of customization options for carrier captains!
What i suggested there was that the key could be to use suttle loadouts as the hangar template for your freeform hangar--if you've saved a loadout, then the data is already there. boffs slotted on the shuttle could not also serve in the bridge capacity at the same time.
This of course, should make the ferengi up top happy, because in addition to increasing sales of both zen and lobi small craft, it would increase sales of extra boff slots per character as well. (and increase the value of boffs overall. It still bugs me to see that most Bridge officers cost a fraction of what most Duty officers do at the exchange, but that's a subject for another thread...)
The only real challenge i see in doing this would be that some shuttles that are available for your ships are NOT available to all ships as hangars, such as the Stalker Stealth fighter.
I would also expect early implementation of such a system to be WAY buggy.....
Elite BOPs
4 Antiproton Beam Arrays
BFAW3
End Customization