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  • vampeiyrevampeiyre Member Posts: 633 Arc User
    I wouldn't mind whatever class the USS Kelvin was to be a Fed dreadnought carrier for lockboxes. Command and Temporal or Command and MW spec, please and thank you.

    Or Cryptic can give me a T6 Tholian Recluse and make me throw my wallet at them at warp speed, that would be cool too.
    "I'm sorry, I can't hear you over the sound of how awesome I am."
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    aye wud be nice but it wud just give us the same problems with the pets being so lacking in all the critical areas.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    I would not mind seeing the epsilon, and gamma designs being created, the sigma even looks interesting. Though almost would rather it be in a sort of design/part pack we could buy, yet seeing a new type carrier come out that might use those three designs for building parts, and then adding the parts designed on the omega design used for the Jupiter model if you own it would be cool. I would personally love a mode-shifting carrier (mobile mode, and a fortress/base mode), since it would be a style of carrier not seen as well as something that could add more to the style of carriers if it were adapted across them.

    I would be fine with them giving us the option of focusing the ship's power either in the main-ships with the pets being more of a support role, or the focus more towards the pets an the ship being on the supportive role, since not everyone likes the same playstyles an so giving more variety is always nice to have. Which I could see done thru consoles that are specific to hanger/carrier-ships, that would either improve your hanger-pets via providing portions of the bonuses gained from consoles on your ship, or thru consoles that split a bonus between the main-ship an hanger-pets. I always liked the idea if you wanted powerful pets than you need to sacrifice some of your own power as a trade-off to keep balance.

    As said I would also like the ability to buy pets that have different energy/weapon types on them, at least in regards to the faction pets, since it is just weird an off putting to have a carrier/hanger ship using phasers/plasma/ext yet the hanger-pets are not able to have the same flexibility an only have a fixed type.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    Well im liking all the positivity towards players liking carriers, im hoping that this could get alot of hype that may get the attention of the devs. i mean they let us vote on design on ships, so they do listen to us the players, after all its us who line their pockets with Gold press Latinum. So Fingers crossed. :)

    Like the idea of mode switching, also wud like idea of swapping out weapons for more hangar pets,
    asuran14 wrote: »
    I always liked the idea if you wanted powerful pets than you need to sacrifice some of your own power as a trade-off to keep balance.
    That could be tide into swapping more power from weapons to Like AUX power that really boosts pets, not just recharge rate.


    This post has brought up alot of brilliant not to unrealistic ideas that the devs cud work into the game.

    If the console for carriers specific not going to work out, how about letting us just transfer like 25% - 50% of the boosts u get from the 11/12 consoles u use, esp that tact consoles energy boosts, even poss the Crit cud transfer, over, as seeing from parsers, the crit from pets is very very low.

    They could defo give carriers some serious love!

  • vetteguy904vetteguy904 Member Posts: 3,923 Arc User
    Hmmmm maybe a T6 Obelisk carrier...

    Witha Singularity core, Please
    sig.jpg
  • vetteguy904vetteguy904 Member Posts: 3,923 Arc User
    edited March 2018
    hmmmm just thinking here... a Scimitar based Rom carrier (6 weapons 2 hangars, sci oriented, T-6 Vo'quv and maybe something roughly based on the Franz Joseph dreadnought design..
    sig.jpg
  • asuran14asuran14 Member Posts: 2,335 Arc User
    Well im liking all the positivity towards players liking carriers, im hoping that this could get alot of hype that may get the attention of the devs. i mean they let us vote on design on ships, so they do listen to us the players, after all its us who line their pockets with Gold press Latinum. So Fingers crossed. :)

    Like the idea of mode switching, also wud like idea of swapping out weapons for more hangar pets,
    asuran14 wrote: »
    I always liked the idea if you wanted powerful pets than you need to sacrifice some of your own power as a trade-off to keep balance.
    That could be tide into swapping more power from weapons to Like AUX power that really boosts pets, not just recharge rate.


    This post has brought up alot of brilliant not to unrealistic ideas that the devs cud work into the game.

    If the console for carriers specific not going to work out, how about letting us just transfer like 25% - 50% of the boosts u get from the 11/12 consoles u use, esp that tact consoles energy boosts, even poss the Crit cud transfer, over, as seeing from parsers, the crit from pets is very very low.

    They could defo give carriers some serious love!

    Issue with swapping out weapons for more pets is lag, but also be increased upkeep/launching time. Lets say you switched out 3 weapons for hanger-pets, that would be another 12-18 pets, and six additional launch presses to get all of your pets out. Imagine the lag if you have even four such ships in a zone like a bz., as the sever has to track all of that, but also the added visuals too.

    I could see something like how they did slots that are specific to the escorts, science ships, and such that use gear specific to that ship type. So you might have a single or group of slots (maybe full carriers get three, while the others get one to two), and in these slots you can elect to slot gear that based on the console type (tactical, engineering,or science.) it is linked with gives a portion of the bonuses from those consoles in that given slot/s to your pets.
  • vampeiyrevampeiyre Member Posts: 633 Arc User
    My memory is a bit hazy as this was so long ago when carriers were introduced, but carrier fighter launches used to be quite different, I think they were time-gated with when they could launch fighters, but I think there was almost an unlimited number you could launch? Carriers were comically OP, and the PVP server lag from all the pet spam was incredible, which is why they changed it relatively quickly to what we have now.

    So, TL,DR; pretty sure we're not getting more hangar bays to launch more fighters. STO has sort of already been there, and had a bad time.
    "I'm sorry, I can't hear you over the sound of how awesome I am."
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    asuran14 wrote: »
    Well im liking all the positivity towards players liking carriers, im hoping that this could get alot of hype that may get the attention of the devs. i mean they let us vote on design on ships, so they do listen to us the players, after all its us who line their pockets with Gold press Latinum. So Fingers crossed. :)

    Like the idea of mode switching, also wud like idea of swapping out weapons for more hangar pets,
    asuran14 wrote: »
    I always liked the idea if you wanted powerful pets than you need to sacrifice some of your own power as a trade-off to keep balance.
    That could be tide into swapping more power from weapons to Like AUX power that really boosts pets, not just recharge rate.


    This post has brought up alot of brilliant not to unrealistic ideas that the devs cud work into the game.

    If the console for carriers specific not going to work out, how about letting us just transfer like 25% - 50% of the boosts u get from the 11/12 consoles u use, esp that tact consoles energy boosts, even poss the Crit cud transfer, over, as seeing from parsers, the crit from pets is very very low.

    They could defo give carriers some serious love!

    Issue with swapping out weapons for more pets is lag, but also be increased upkeep/launching time. Lets say you switched out 3 weapons for hanger-pets, that would be another 12-18 pets, and six additional launch presses to get all of your pets out. Imagine the lag if you have even four such ships in a zone like a bz., as the sever has to track all of that, but also the added visuals too.

    I could see something like how they did slots that are specific to the escorts, science ships, and such that use gear specific to that ship type. So you might have a single or group of slots (maybe full carriers get three, while the others get one to two), and in these slots you can elect to slot gear that based on the console type (tactical, engineering,or science.) it is linked with gives a portion of the bonuses from those consoles in that given slot/s to your pets.
    There is an easy ish fix for that which other Carrier pet games use. Group the pets up into 1 Entity/1squad. So have 1 unit/squad which has the damage, hit point and stats of 2 or 3 pets. Make that 1 unit graphically look like 3 pets but from the server point of view it’s now only dealing with 1 entity not 3.

    Graphically the player sees 2 or 3 pets flying in formation which looks great. We know the game has ship made up of 3 parts that are not linked. It’s just a 3d model. Take the Herald Vonph Dreadnought Carrier as a model example. It has 4 floating wings. Imagine the middle hull bit gone and the 4 wings are in the shape of 4 pets in formation. 4 pets server sees 1 entity so x4 times less work.

  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    Yeah that is also true regarding the server lag thingy, Wish they cud fix the lag thing, not just in relation to this idea for carriers but all over the game, och well maybe one day.
    asuran14 wrote: »
    Issue with swapping out weapons for more pets is lag, but also be increased upkeep/launching time. Lets say you switched out 3 weapons for hanger-pets, that would be another 12-18 pets, and six additional launch presses to get all of your pets out. Imagine the lag if you have even four such ships in a zone like a bz., as the sever has to track all of that, but also the added visuals too.

    Well i just have my launchers on my key-bind so they always launching, i never have to worry about having to click it to launch them manually, and also i do it to keep proccing the scramble fighters trait when it becomes available, for its lockout.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    pottsey5g wrote: »
    There is an easy ish fix for that which other Carrier pet games use. Group the pets up into 1 Entity/1squad. So have 1 unit/squad which has the damage, hit point and stats of 2 or 3 pets. Make that 1 unit graphically look like 3 pets but from the server point of view it’s now only dealing with 1 entity not 3.

    Graphically the player sees 2 or 3 pets flying in formation which looks great. We know the game has ship made up of 3 parts that are not linked. It’s just a 3d model. Take the Herald Vonph Dreadnought Carrier as a model example. It has 4 floating wings. Imagine the middle hull bit gone and the 4 wings are in the shape of 4 pets in formation. 4 pets server sees 1 entity so x4 times less work.

    The only issue id have is if the server thinks of it as 1 entity, if the enemy destroys 1 ship, only 1 should blow up, not take the other 2/3 with it being as the server thinking it 1 entity not 4. then that would work.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    pottsey5g wrote: »
    asuran14 wrote: »
    Well im liking all the positivity towards players liking carriers, im hoping that this could get alot of hype that may get the attention of the devs. i mean they let us vote on design on ships, so they do listen to us the players, after all its us who line their pockets with Gold press Latinum. So Fingers crossed. :)

    Like the idea of mode switching, also wud like idea of swapping out weapons for more hangar pets,
    asuran14 wrote: »
    I always liked the idea if you wanted powerful pets than you need to sacrifice some of your own power as a trade-off to keep balance.
    That could be tide into swapping more power from weapons to Like AUX power that really boosts pets, not just recharge rate.


    This post has brought up alot of brilliant not to unrealistic ideas that the devs cud work into the game.

    If the console for carriers specific not going to work out, how about letting us just transfer like 25% - 50% of the boosts u get from the 11/12 consoles u use, esp that tact consoles energy boosts, even poss the Crit cud transfer, over, as seeing from parsers, the crit from pets is very very low.

    They could defo give carriers some serious love!

    Issue with swapping out weapons for more pets is lag, but also be increased upkeep/launching time. Lets say you switched out 3 weapons for hanger-pets, that would be another 12-18 pets, and six additional launch presses to get all of your pets out. Imagine the lag if you have even four such ships in a zone like a bz., as the sever has to track all of that, but also the added visuals too.

    I could see something like how they did slots that are specific to the escorts, science ships, and such that use gear specific to that ship type. So you might have a single or group of slots (maybe full carriers get three, while the others get one to two), and in these slots you can elect to slot gear that based on the console type (tactical, engineering,or science.) it is linked with gives a portion of the bonuses from those consoles in that given slot/s to your pets.
    There is an easy ish fix for that which other Carrier pet games use. Group the pets up into 1 Entity/1squad. So have 1 unit/squad which has the damage, hit point and stats of 2 or 3 pets. Make that 1 unit graphically look like 3 pets but from the server point of view it’s now only dealing with 1 entity not 3.

    Graphically the player sees 2 or 3 pets flying in formation which looks great. We know the game has ship made up of 3 parts that are not linked. It’s just a 3d model. Take the Herald Vonph Dreadnought Carrier as a model example. It has 4 floating wings. Imagine the middle hull bit gone and the 4 wings are in the shape of 4 pets in formation. 4 pets server sees 1 entity so x4 times less work.

    Well that is a fix if they can do it, and doing that kind of change is within their ability. With how the pets work now it would most likely be a bigger change than might be thought, as those other games were built with that fact atleast during their development. Compared to sto that was built with what we have now, you might have to rework the entire way pets function and interact, as well as rework how the weapon slots work as well that they accept hanger-pets.
  • burstorionburstorion Member Posts: 1,750 Arc User
    Taking the entity idea... how about for a say, 6 ship group you have the total hp divided by six ...thus when theres only 80% of the group hp missing, one of the ships will explode/be disabled, reducing the shots fired by said group

    Same pet function but less overhead
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    If a wing was a single entity then losing a ship could be done in a similar way to how a ship degrades as its health bar goes does. Less that 50% health (for frigate pets) a ship is visually lost along with the damage reduction from less weapons and it then has that as the cap until a new ship is launched to bring the wing back to full.
  • orangenee#2931 orangenee Member Posts: 837 Arc User
    This question can go here as it's directly related.

    The RNG blessed me with a single epic token and I have my eye on the Breen carrier or it's brother.

    I am also aware that the Jem'Hadar attack ship is within reach as well. I do plan on getting a Jem'Hadar dreadnought carrier at some point.

    Are the Breen ships worth the token and if so, which pets can I get for the carrier. Is the Plesh Tral available for it?
  • ucgsquawk#5883 ucgsquawk Member Posts: 279 Arc User
    On the console I picked up the carrier for my science captain, it's pretty good. I used the plesh...brek I think, the free one from the Winter event, the frigates are very good but the ai doesn't work to well for them, at least on console, they tend to not move past the carrier. They'll keep up with you but when you target an enemy they move much slower than the carrier and have to be dragged into battle.
  • nightkennightken Member Posts: 2,824 Arc User
    This question can go here as it's directly related.

    The RNG blessed me with a single epic token and I have my eye on the Breen carrier or it's brother.

    I am also aware that the Jem'Hadar attack ship is within reach as well. I do plan on getting a Jem'Hadar dreadnought carrier at some point.

    Are the Breen ships worth the token and if so, which pets can I get for the carrier. Is the Plesh Tral available for it?

    you should unlock the frigate pets if you have ether breen raider from the winter event. personally I rather enjoy the breen carrier. if you don't have the raider. I would just save the token tell you get the Jem'Hadar dreadnought then figure out if you want to get a t-6 version of the attack ship so you can use the console set as well or just unlock the frigate pet.

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
  • orangenee#2931 orangenee Member Posts: 837 Arc User
    edited March 2018
    Got the Sarr Thein. I bought the entry level frigate pets for it too, the Plesh Breks that are actually Trals. Obviously not the advanced ones though as I don't have much dil for the next few days.

    I'll give it solid test shortly. Yep, a fine choice as it turns out. The pets aren't nearly as derpy as the Callistos and the ship itself isn't half bad either.

    The scaling is a little....off though. I'm supposed to believe 4 Plesh Trals can fit inside an asymmetrical pancake. Even one of them covers nearly the entire back of carrier.
    Post edited by orangenee#2931 on
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    so with the return of the R&D infinity pack be a great chance for me to get the universe :) shame the pets look like utter TRIBBLE tho, cud of made smaller versions of the J as the frigates, or being as its as big as they say it is use a GAL - X as the pets lol hahaha
  • orangenee#2931 orangenee Member Posts: 837 Arc User
    Maybe modify "great chance" to small chance.

    I think it works out to about 1%.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    Maybe modify "great chance" to small chance.

    I think it works out to about 1%.

    well i was thinking more like buying off the exchange. :smile:
  • orangenee#2931 orangenee Member Posts: 837 Arc User
    Maybe modify "great chance" to small chance.

    I think it works out to about 1%.

    well i was thinking more like buying off the exchange. :smile:

    Ah in that case, that'll be the best shot. The boxes sell for about 15-20 million I believe so if you can buy a few you'll be well on your way.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    AN idea I thought about while talking in another thread about hanger-pets, which I think might be good to debate an toss around in here is as fallows. What about adding a mechanic to the hanger/carrier ships that directly interacts with the pets in a variety of ways, kinda like how the spec ships have a mechanic that adds/expands to their own playstyle (intel, command,pilot).

    What are your thoughts on the idea, and what kind of mechanic do you think would fit a carrier/hanger-using ship to make them feel less shallow in the playstyle department.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    asuran14 wrote: »
    AN idea I thought about while talking in another thread about hanger-pets, which I think might be good to debate an toss around in here is as fallows. What about adding a mechanic to the hanger/carrier ships that directly interacts with the pets in a variety of ways, kinda like how the spec ships have a mechanic that adds/expands to their own playstyle (intel, command,pilot).

    What are your thoughts on the idea, and what kind of mechanic do you think would fit a carrier/hanger-using ship to make them feel less shallow in the playstyle department.

    Could you elaborate on what you mean here? are u meaning like intel/command/temporal boff powers? or with some ships like intel ships have the intel abilities built into the ships, mask warp signature, and the find weakness stuff?
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    one thing i would love to see them do is give the pets basic healing powers.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    so ive changed my build for my carrier, atm its the jem carrier, thinking saving to the get t6 xindi carrier, and running double aux2batt build so i can get crf/bo on cd so its constantly proccing the 2 traits, but i feel its doing more harm than good as im seeing my pets having 30 secs before able to relaunch so can proc scramble fighters every 15 secs... :(
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    just had a wee thought there, we been talking about a new c-store carrier pack, thinking about it, i think it will be a t6 atrox, kdf voquv, and a rommie carrier.......which is all fine n good, but i really not into sci carriers, just dont feel it with them, as i just not that into sci magic. thats why i prefer my dreadnought carriers, and has 1 extra weapon slot which i dont get why sci carriers lose one weapon slot its bizarre.
  • orangenee#2931 orangenee Member Posts: 837 Arc User
    The main problem with pets is they wildly vary in usefulness.

    For example Callistos are designed to be pure pewpew. Yet the Breen frigate pets are FAR more useful as they have tachyon beams which they don't mind using at all. Means I have a free shield strip. They actually have better AI in general too.

    Scorpion fighters like spamming plasma torps, which can be useful.

    Peregrines on the other hand derp around not doing much.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    cause looking back through them since t6 ships came out from lock box alone only 2 new carriers have come out, im not talking about the T6 versions of T5 ships, im meaning brand new ships, and the only 2 were the the hearlad and the sphere builders carriers thats it. yes we have from the R&D pack ships, like universe, but im meaning just lockbox and cross faction ships.
    were defo due a new carrier from the lock box tho im hoping a really good one :) with serious weight on playing as a carrier, a good trait a good universal console and a great frigate pet! lol oh i can dream lol
  • asuran14asuran14 Member Posts: 2,335 Arc User
    asuran14 wrote: »
    AN idea I thought about while talking in another thread about hanger-pets, which I think might be good to debate an toss around in here is as fallows. What about adding a mechanic to the hanger/carrier ships that directly interacts with the pets in a variety of ways, kinda like how the spec ships have a mechanic that adds/expands to their own playstyle (intel, command,pilot).

    What are your thoughts on the idea, and what kind of mechanic do you think would fit a carrier/hanger-using ship to make them feel less shallow in the playstyle department.

    Could you elaborate on what you mean here? are u meaning like intel/command/temporal boff powers? or with some ships like intel ships have the intel abilities built into the ships, mask warp signature, and the find weakness stuff?

    Absolutely. What I mean is not the boff powers, but like the inspiration mechanic of the command spec-ships, the gather intelligence mechanic of the intel spec-ships, or the Molecular Reconstruction mechanic of the temporal spec-ships. It would be basically a mehcnic that would function have some interaction between the hanger-pets an the main-ship, though maybe such a mechanic might be better used on specifically carriers.
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