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Proposal: Exploration Specialization

brian334brian334 Member Posts: 2,214 Arc User
As part of a Season Of Exploration, I'd like to propose an Exploration Specialization. It could provide boosts to sensors, stealth, and repair capacity combined with bonuses and resistances to sciency type powers. A Tactical vessel with this specialty could benefit from greater accuracy and penetration, an Engineer oriented vessel would benefit with greater resistance to damage and faster healing, and a Science vessel would have advantages in deflector useage.

What I'm proposing is a Jack Of All Trades type specialization, so naturally the maximum boosts won't be as good as those available in more focused specialization; but, when a sinble ship must carry a team, sometimes a bit of versatility makes up for it.

Feel free to critique this concept and/or suggest alternate ideas.

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    where2r1where2r1 Member Posts: 6,054 Arc User
    I like that "Jack of All Trades" idea. :)

    Except: I play by myself most of the time...so having things "career" specific probably isn't as flexible for me. Because my captain whether they be Sci/Eng/Tac....really HAVE to be the "jack of all trades"... holding the ship together, know when to crowd control and doing damage in a battle.

    What happens with the current trend where no one bothers to do anything but deal damage?
    Is it fair for TAC to get more damage...but Sci and Eng gets what??? Repairs and resists and healing???

    AND, how would all of this effect the over all team? Is this just going to turn into a "necessary for dps" specialization for most people...required to slot and never bother with anything else?
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
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    seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited July 2017
    Nice idea but as @where2r1 said buffing tac captains alone even further is the last thing we need. And sadly a purely defensive oriented spec will be glossed over in favour of all the others we currently have simply because DPS is still king and reigns supreme.

    As for the versatility to carry a team, that would be the stragegist spec. While threatening stance is off you get damage bonuses and when it's on you get big boost for healing stuff and you can switch on the fly.
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    orangeitisorangeitis Member Posts: 5,222 Arc User
    I support this idea 100%. The Strategist IS using the "icon" of the Exploration commendation, but we've had icon changes before, so that could be swapped out. And I'm suffering from withdrawal symptoms from lack of new specs.

    Let's get some Exploration spec gimmicks on shps and some Exploration BOFF powers too.
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    seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited July 2017
    Though what would be classified as "exploration powers" and what would actually have a point gameplay wise?
    Technically it'be something deflector and sensor related stuff, I guess. So maybe a spec about debuffing one and/or multiple targets? A drain & crowd control centered spec would kinda make sense for something like that.
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    discojerdiscojer Member Posts: 533 Arc User
    Don't do this to yourselves. It's like asking for a pony at Christmas. There is never going to be a season of exploration. Every season will be like every other season, a war pitting us against some enemy

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    angrytargangrytarg Member Posts: 11,001 Arc User
    The idea has merrit, but a specialization that grants evenmore resistance and hull to cruisers? This doesn't work, the cruisers I have are already indestructible but they lack ways to really benefit from it since I can't take aggro from ships that do more damage. Cruisers would need something like a building retaliation attack, the longer you fight a target the more you build up which unleashes in a powerful charged up attack taking aggro again. It was a mechanic that worked well in Warhammer Online.​​
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
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    szerontzurszerontzur Member Posts: 2,723 Arc User
    Interesting.. I've long wanted a "Logistics" specialization focused on repairs and support, but I think I could be content with those ideas being rolled into a more diversified "Exploration" Specialization.

    As for a unique ability of such Specialized ships, I would suggest Probes. In effect, deployable 'Hazards'/'Auras' that can help or hinder those inside its area of effect.

    For further complexity, they could have a detonation mode as a special attack:
    -A sensor probe that normally pulses an accuracy bonus to allied ships could be detonated for an AoE placate/target disruption for a few seconds.
    -An energy dampening(needs a better name) probe that inhibits the movement(engine power) of hostile ships within its area of effect could be detonated for an AoE interrupt(shutting down hostile tractor beams/repulsors, warp plasma ejection, etc.) and/or provide a small engine power boost to all allies within its area of effect.
    -A tachyon probe that normally pulses a stealth detection and minor shield drain could be detonated for a moderate AoE Shield heal(an inverted tachyon beam/explosion, if you will) for allies.
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    brian334brian334 Member Posts: 2,214 Arc User
    angrytarg wrote: »
    The idea has merrit, but a specialization that grants evenmore resistance and hull to cruisers? This doesn't work, the cruisers I have are already indestructible but they lack ways to really benefit from it since I can't take aggro from ships that do more damage. Cruisers would need something like a building retaliation attack, the longer you fight a target the more you build up which unleashes in a powerful charged up attack taking aggro again. It was a mechanic that worked well in Warhammer Online.​​

    What doesn't a cruiser do well already? The game was built around them.

    But your suggestion is a good one. Stacking resistances are already in game so the idea is possible to implement.
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    coolbatman wrote: »
    how about a probe like the one's from the TNG epsiode 'booby trap' matched up with something else........
    Yeah... that's an Aceton Assimilator...
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    My character Tsin'xing
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    angrytargangrytarg Member Posts: 11,001 Arc User
    brian334 wrote: »
    What doesn't a cruiser do well already? The game was built around them.

    But your suggestion is a good one. Stacking resistances are already in game so the idea is possible to implement.

    They do well enough, but in a group environment they have the lowest damage potential (lowest tac cosnoles and seats and no high level sciecne abilities and possibly fewer sci consoles as well). That means as the "tank" class they are unable to actually tank.​​
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
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    asuran14asuran14 Member Posts: 2,335 Arc User
    I would not mind seeing an ability that syphoned some of the threat being generated by other party members which would mean that even if a tanking character focused on merely defensive aspects they could keep agroo by actually drawing portions of their threat gen from other players in the group.
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    brian334brian334 Member Posts: 2,214 Arc User
    brian334 wrote: »
    angrytarg wrote: »
    The idea has merrit, but a specialization that grants evenmore resistance and hull to cruisers? This doesn't work, the cruisers I have are already indestructible but they lack ways to really benefit from it since I can't take aggro from ships that do more damage. Cruisers would need something like a building retaliation attack, the longer you fight a target the more you build up which unleashes in a powerful charged up attack taking aggro again. It was a mechanic that worked well in Warhammer Online.

    What doesn't a cruiser do well already? The game was built around them.

    But your suggestion is a good one. Stacking resistances are already in game so the idea is possible to implement.

    The FRANCHISE was built around cruisers. Lone ships out in the deep blue that have to be jacks of all trades because they operate alone without escort or assistance for long periods, facing the unknown.​​

    Your point is fair. However, the specializations quite naturally focus on specific roles.

    I haven't spelled out specific powers and boosts because no matter the list, Cryptic would do it their way. I had in mind a Jack Of All Trades type specialization which would grant a little something for everyone. For example, I pointed out that enhanced sensors might benefit Tac ships with greater accuracy and penetration, but the same bonus would apply to cruisers and warbirds, while buffs which make a cruiser more resistant to damage would also benefit an escort.

    So, the specialization would grant buffs and resistances across a wider range of situations for any ship type rather than focus solely on offense, defense, or space magic.
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    nixie50nixie50 Member Posts: 1,268 Arc User
    brian334 wrote: »
    angrytarg wrote: »
    The idea has merrit, but a specialization that grants evenmore resistance and hull to cruisers? This doesn't work, the cruisers I have are already indestructible but they lack ways to really benefit from it since I can't take aggro from ships that do more damage. Cruisers would need something like a building retaliation attack, the longer you fight a target the more you build up which unleashes in a powerful charged up attack taking aggro again. It was a mechanic that worked well in Warhammer Online.​​

    What doesn't a cruiser do well already? The game was built around them.

    But your suggestion is a good one. Stacking resistances are already in game so the idea is possible to implement.

    thats why a lot of people in the past refer to the game as escorts online
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    brian334brian334 Member Posts: 2,214 Arc User
    nixie50 wrote: »
    brian334 wrote: »
    angrytarg wrote: »
    The idea has merrit, but a specialization that grants evenmore resistance and hull to cruisers? This doesn't work, the cruisers I have are already indestructible but they lack ways to really benefit from it since I can't take aggro from ships that do more damage. Cruisers would need something like a building retaliation attack, the longer you fight a target the more you build up which unleashes in a powerful charged up attack taking aggro again. It was a mechanic that worked well in Warhammer Online.​​

    What doesn't a cruiser do well already? The game was built around them.

    But your suggestion is a good one. Stacking resistances are already in game so the idea is possible to implement.

    thats why a lot of people in the past refer to the game as escorts online

    Minmax Online might be more appropriate.
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