The first Belfast was commanded by Captain Ve'Kal Shon until its destruction in 2409. A new ship was commissioned bearing the same name and registry as special dispensation to then newly promoted Captain Edward XIII for his pivotal role during the renewed Dominion War.
I love that Dos Equis guy. As for the weapons, I feel less thought on functionality/procs, more on color/pewpew sound. This will generate more Zen than say anti-proton bfaw spamboats parsing dps then copy pasting on chat channels to people who did not ask for it.
Power Creep Theory says we'll have T7 ships one day, and that such ships will have more weapons, more power, and more hull strength, along with more device slots and hangar bays. They will render T6 ships obsolete the moment they hit the C-store shelves. But will they in any way be innovative?
I'd like to suggest that along with new ships we get a new class of weapon: the Point Defense weapon. These would be 360 degree weapons of short range and relatively low power, but with a high rate of fire, which auto-target spam such as destructible projectiles, mines, and small craft. The player would simply slot them and forget them. They could be enhanced by appropriate BOff powers, but otherwise fire only when spam enters their range, which I would say should be between 3 to 5 km.
Point Defense Beam Banks: Low power requirement, moderate damage potential, high rate of fire.
Point Defense Turrets: Low power requirement, low damage potential, extremely high rate of fire.
Point Defense Torpedo: No power requirement, high damage potential, moderate rate of fire. (Proximity fused types lower damage potential with a 1-2km AoE.)
These weapons could be slotted on lower tier ships, but they would have a special home on T7 cruisers, carriers, and dreadnaughts. I'd propose a centerline mounted slot be incorporated into T7 ships, with one Point Defense slot for cruisers and two for carriers and dreadnaughts. This would allow for a modest improvement in firepower without totally out-classing T5U and T6 ships. It would also allow an anticipated increase in carrier spam with the advancement of the next tier to be countered by ships of their tier.
Along with this could come a new Tactical Officer trait: Point Defense Specialist. Slotting a tactical BOff with this trait would improve the accuracy and/or rate of fire of Point Defense weaponry.
As a point of consideration, perhaps BFAW, CSV, and TS could enable these weapons to fire upon multiple spam objects within their range simultaneously when these BOff powers are active. BO, CRF, and T:HY could increase damage, rate of fire, and area of effect as appropriate.
I guess you are not aware that Point Defense turrets and Torpedoes are already in the game and ar a Universal console item usable of everything. Hell my Captians yacht has the PDF turret console. Plus already had my fill of a weapon slot thats useless for anything but the Cannon on the dyson ship that is both fixed and non removable and useless unless you are in Tac mode which renders other ship traits and abilites useless. So yeah gee wow.
It currently costs me 300,000 dil to get that console, and it only comes on a ship my Klingon character can't buy. As for Lobi Store items, I have twelve crystals. Not as in one character has 12 Lobi Crystals, but all of my characters together have a total of 12.
Aside from those facts, the items I propose would be about 1/10th as powerful and useable by any faction.
I get it that many don't think it's needed. That is a valid opinion. Hangar Bays are also not needed. Nor are Tetryon Beams or Sensor Scan. They add flavor to the game, and I think my modest proposal would as well.
The idea here is that if you don't have a bank that allows you to get over 10 million credits, none of the consoles will ever be available to your character because the cheapest one costs 13 million on the exchange. The idea is to offer a low-power, low cost item that any player can afford which is not as good as the consoles. The idea is to allow builds which are not Fedboat builds to have access to something that would help them deal with an annoyance.
So, I accept that the general consensus among posters in this thread is that my idea is not worth the effort to develop. I disagree. I think if you guys were to look at the game from a new player's perspective instead of as old hands who have already gained access to all the cool stuff, you might see things a bit differently too.
I'm waiting for an exotic particle based energy weapon. Perhaps10% of standard energy weapon damage with 50% shield bypass, buffed by exotic particle stat only. This would be not only a cool weapon, but stupidly OP. Take my money.
We already have point defense, it's called FAW. Every problem in STO is solved with FAW. Do not question this most holy commandment from our FAW espousing overlords.
I could see them adding more of a cannon/torpedo point-defense variant of weapon skills, or a attack pattern that alters the cannons/torpedoes/beams to prioritize hanger-pets/destructible-torpedoes/mines over other targets. Personally I would rather see the cluster torpedoes revamped into working partially with both the torpedo as well as the mine buffing tactical abilities, even allowing them stack the two buff effects for slightly better punch than either torpedoes or mine exclusive one would have.
Other weapon systems/types: that would be interesting to me to added over a specific point-defense system.
Lance-beams: This would be something like a mass-production lance-like weapon-system that fires a single high damage beam blast from a modified heavy beam-bank, which would have a innate penetration mod an narrow (45 degree) firing arc.
Dual-torpedo/heavy launcher:These would be in a way like how the dual an heavy cannons would work, in that you would gain increased firing rate with the dual, while the heavy would have a higher damage output per torpedo yet, and I could see each having some bonus gained from being used with torpedo-spread (in the case of dual torpedo launchers) an torpedoe high yield (in the case of heavy torpedo launchers). I would think though that these launchers would have weaker damage overall in the case of the dual launcher variant an yet higher rate of fire, while the heavy variant would have a slower rate of fire yet with a higher damage per torpedo.
Cannon: This is less of a revamp or new system, and more of a change that kinda should be done as it make sense. That is that we shift dual cannons up to having a 75-90 degree firing arc, which would give all ship classes a cannon type that caters to them a bit. As you have single cannons that are good for those wanting to use single cannons on non-dual cannon capable ships an have a 180 degree firing arc, than you have dual heavy cannons that are nice for nimble craft like escorts that carry a good punch an can manage the 45 degree firing arc, but than with a change for dual cannons to having 75-90 degree firing arc the slower turning an lumbering cruiser types that are able to use dual/dual heavy cannons that are more reasonable to maneuver to use in such large slow turning ships.
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The first Belfast was commanded by Captain Ve'Kal Shon until its destruction in 2409. A new ship was commissioned bearing the same name and registry as special dispensation to then newly promoted Captain Edward XIII for his pivotal role during the renewed Dominion War.
They are already in game; they are called Dual Beam Banks.
This was addressed seventeen post above:
I get it that many don't think it's needed. That is a valid opinion. Hangar Bays are also not needed. Nor are Tetryon Beams or Sensor Scan. They add flavor to the game, and I think my modest proposal would as well.
The idea here is that if you don't have a bank that allows you to get over 10 million credits, none of the consoles will ever be available to your character because the cheapest one costs 13 million on the exchange. The idea is to offer a low-power, low cost item that any player can afford which is not as good as the consoles. The idea is to allow builds which are not Fedboat builds to have access to something that would help them deal with an annoyance.
So, I accept that the general consensus among posters in this thread is that my idea is not worth the effort to develop. I disagree. I think if you guys were to look at the game from a new player's perspective instead of as old hands who have already gained access to all the cool stuff, you might see things a bit differently too.
We already have point defense, it's called FAW. Every problem in STO is solved with FAW. Do not question this most holy commandment from our FAW espousing overlords.
Other weapon systems/types: that would be interesting to me to added over a specific point-defense system.- Lance-beams: This would be something like a mass-production lance-like weapon-system that fires a single high damage beam blast from a modified heavy beam-bank, which would have a innate penetration mod an narrow (45 degree) firing arc.
- Dual-torpedo/heavy launcher:These would be in a way like how the dual an heavy cannons would work, in that you would gain increased firing rate with the dual, while the heavy would have a higher damage output per torpedo yet, and I could see each having some bonus gained from being used with torpedo-spread (in the case of dual torpedo launchers) an torpedoe high yield (in the case of heavy torpedo launchers). I would think though that these launchers would have weaker damage overall in the case of the dual launcher variant an yet higher rate of fire, while the heavy variant would have a slower rate of fire yet with a higher damage per torpedo.
- Cannon: This is less of a revamp or new system, and more of a change that kinda should be done as it make sense. That is that we shift dual cannons up to having a 75-90 degree firing arc, which would give all ship classes a cannon type that caters to them a bit. As you have single cannons that are good for those wanting to use single cannons on non-dual cannon capable ships an have a 180 degree firing arc, than you have dual heavy cannons that are nice for nimble craft like escorts that carry a good punch an can manage the 45 degree firing arc, but than with a change for dual cannons to having 75-90 degree firing arc the slower turning an lumbering cruiser types that are able to use dual/dual heavy cannons that are more reasonable to maneuver to use in such large slow turning ships.