Orbital Strike, your ship supposedly fired a beam down to your designated location. Cool, powerful, effective ... my ship doesn't have any beam weapons...
As just an attention to detail, I think it'd be cool if the Orbital Strike ability checked your ship, picked an energy type, and made the ability match the energy type. Maybe my Federation captain uses Tetryon beams, then perhaps Orbital Strike should call down a blue Tetryon beam. Maybe my Romulan captain uses Radiant Antiproton beams, then perhaps Orbital Strike should call down a yellow Antiproton beam. Maybe my Klingon captain uses nothing but Polaron turrets, then perhaps Orbital Strike should call down a single purple Polaron blast.
Maybe I have a torpedo build, and don't use energy weapons of any type. In that case, a low-yield blue explosion from the quantum torpedo. Or yellow from the transphasic, and so on.
I think Orbital Strike would feel more involved if it conformed to a weapon we've equipped on our ship. It should just do a check on the ship's loadout, pick a random slot (possibly favoring energy weapons over kinetic (and also favoring beams over others)), and utilize that weapon as the cosmetics and damage type.
Weapon types? Beams: Single beam. Dual-beam: Converging pair of single beams. Cannon/Turret: Singular blast. Dual cannons/Dual heavy cannons/Quad cannons: At this point, the convergence of these weapons is moving so fast, just make it a massive singular blast.
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But since 3/4 of players can't even use that ability (apparently, calling your ship and telling them to shoot something on the ground requires special training only engineers can have ), it's hardly justified adding a slot for.
^ This. Its just like the Transporter effects. Faction based.
If so, then I vote Yes!
Let me stop you right there: at your assumption that Orbital Strike is something which emanates from regular beams. It may well be a separate, wide orbital bombardment beam, that can only fire ever so often. We simply don't know.
Having said that, it would be nice if my orbital strike looked like a polaron bombardment when my ship used cannons.
Maybe so. It doesn't explain how Orbital Strike works while down in Gre'Thor, but at that point, I'm just getting cynical. My little headcanon joke is that those beams are the dishonored beams that missed your target while you were alive, and have thus come back to redeem themselves for you.
The intention, here, is that the program randomly picks one of your beam weapon types -if any-, and utilizes it as the color and damage type. So if you're flying a rainbow boat with phaser, disruptor, tetryon, and polaron, then every time you utilize the ability, it's a 25% chance of being either phaser, disruptor, tetryon, or polaron.
I figured the damage would be the same, one way or the other. Whether it's a turret, dual heavy cannons, an omni-directional beam, or dual-beams. The damage value is the same, simply the animation (and color) is a singular blast as opposed to a quick beam hitting the ground, ect.
As for Orbital Devastation, I didn't even know that existed until recently. A beam following you is easy. A pair of converging beams is probably easy. But for canons or torpedoes? Why can't it just be a succession of blasts? Instead of a death laser from space following you, why can't a plethora of death pulses from space aim for you?
Wouldn't it be 2/3?
Agreed. Like I said, I love color-coordinating my ship and weapons (or match Orbital Strike with my space weps); but how's about they fix the UI first!?
Good question. One of my tac toons has that module, I believe, if you mean what I think you do?
As for how I feel about Orbital Strike being modified to use a specific energy type, colour and so on, depending on your ship's load out? I think that would be groovy, and would certainly support such a thing. Though alas, I suspect such would not be very high on the "to do" list. Still, a captain can dream.
And knowing is half the battle!
21 'til I die!
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I could imagine an Engineer in a Science Ship being upset that his/her Orbital Strike was garbage because they used their Tactical slots for [EPG] or +Exotic Damage consoles.
Though i also like the idea of a bombardment version module that tact has access, and think that it would be pretty interesting to see a trait to switch between our orbital strike being a single high damage hit, and becoming more of a low to mid level damage orbital bombardment attack that lasts over a longer period of time kinda like a hail of fire from the ship's cannons.
I would imagine it would mean doing two cutscenes and replicating them enough times to alter each one for a different colored beam and torpedo color, that would be time consuming i would imagine.
Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
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> Regarding the whole Orbital Strike cofevee (sorry, couldn't resist :P) I think ppl do well to realize it's just a game mechanic, not necessarily meant to be reality-accurate; for instance, you can activate Orbital Strike inside a cave even; would we really want it to be disabled under circumstances like that as well?! And since indeed only 1/3rd of the professions can use it to begin with, I'd say we strike this off the list of huge priorities. YMMV, of course.
I like how I can use it inside places like buildings, starships, and star bases.
You can use "molten terrain" from the summer rep for your officers, it has the orbital strike animation
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