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  • asuran14asuran14 Member Posts: 2,335 Arc User
    asuran14 wrote: »
    asuran14 wrote: »
    what they could do here is simple give us new boff abilites, like new attack patterns that instruct what our pets do, like a attack pattern that wud make the pets do attack runs like figure of 8 or thing styles! so they give use new boff abilites that work only for pets!

    I could see that if they gave us a spec-tree that largely worked, buffed, and functioned around hanger/separation pets. Though it would be better to not bloat the existing boff careers (tactical, science,engineering) with abilities that are used for specifically such a small group of ships, but just add such hanger/separation-pet attack patterns as functions of the carriers/hanger/separation-pet using ships. Could be done like the hanger-pet command we have now (like fallow, escort, dock, attack)

    thing is i think we cud do with having boff powers that worked for carriers, not everyone has to use them, and there are now a huge selection of carriers available and more to come in the future... so yeah i think carrier boff abilities wud be nice, i dont think having a carrier spec tree boff powers wud be truly fair as all the other carriers wud not benefit from the specialized carrier boff powers as wud only be on certain carriers, it would be like, here have this nice new ability...but u cant actually use it.

    Yeah that is why I mentioned that it might be better to create the attack patterns, but than link them specifically to the carriers in the same way as the carrier commands are. That way they are available to all hanger-using ships, but would not bloat the careers an need to be used in place of other boff choices like weapon buffs for instance. Something so major for pets to function, like using the correct attack pattern to keep targets in their weapon arcs, just sounds like something that should be built into the ship.

    yeah u are right, there is so much they could do with the carrier system, just dont know if they would, what they could do is simply 1 little change its so minor it wudnt change the way they work, is make ALL boff powers that have the word TEAM in them actually apply to pets, cause they are my Team, meaning when i hit sci team & eng team, would heal the pets makes it easier. and others.

    Well that could be turned into a trait that might be gotten from a carrier, which causes your hanger/separation-pets to gain any buffs/heals that normally would affect allies, and would make sense as a carrier based trait as well. That is the issue though to make it worth revamping/reworking the carrier/hanger-pet system it would make the most sense to do it when they have something to use to push purchases, like when they did the Jupiter design contest it would have been a perfect time to do a rework/revamp.

    Another thing is that maybe the pet-based attack patterns might actually be used in the carrier mechanic idea I put forth. that each pet type has a specific attack pattern set in the mechanic. The idea behind it is that the pet's (shuttles, fighters. frigates) are relaying info back to the main-ship as said, and then waiting for the main-ship to green-light a good moment to begin their attack run, while waiting they are attempting to stay alive an out of danger. Depending on how high up in the meter you might need to be to call in a attack run, this could be trigger quite regularly an even nearly constant, while the other patterns/runs might be higher an give more of a buff to compensate for the less frequent usage.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    asuran14 wrote: »

    Well that could be turned into a trait that might be gotten from a carrier, which causes your hanger/separation-pets to gain any buffs/heals that normally would affect allies, and would make sense as a carrier based trait as well. That is the issue though to make it worth revamping/reworking the carrier/hanger-pet system it would make the most sense to do it when they have something to use to push purchases, like when they did the Jupiter design contest it would have been a perfect time to do a rework/revamp.

    Thing is tac/eng/sci team work but as with using on the team u still have to select the pet/object u want the ability to go too i just think they should rework them without us having to have a trait slotted to make it work for pets, as its a waste of a trait slot, now if that trait slot actually meant ALL boff abilities would apply to all your pets then id spend real money to get that trait thats for sure!
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    asuran14 wrote: »

    Another thing is that maybe the pet-based attack patterns might actually be used in the carrier mechanic idea I put forth. that each pet type has a specific attack pattern set in the mechanic. The idea behind it is that the pet's (shuttles, fighters. frigates) are relaying info back to the main-ship as said, and then waiting for the main-ship to green-light a good moment to begin their attack run, while waiting they are attempting to stay alive an out of danger. Depending on how high up in the meter you might need to be to call in a attack run, this could be trigger quite regularly an even nearly constant, while the other patterns/runs might be higher an give more of a buff to compensate for the less frequent usage.

    Thing with that is it cud get too complicated and having pets sitting there doing no dmg waiting for a counter to clock up dont seem that good, they'd be easy pickings....maybe if we cud try it out might be worth it but i dont know.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    What they could do is, like they do with your away team on the ground, the boffs, each have 4 abilities they can use, and you can manually click each one, they should copy this with space pets, also they could give use a space away team, and can have a similar idea so each boff has a hangar bay, so max currently is 2 boffs as only 2 hangars, but we cud equip them with abilities to use and wud benefit the pets greatly.....
  • asuran14asuran14 Member Posts: 2,335 Arc User
    asuran14 wrote: »

    Another thing is that maybe the pet-based attack patterns might actually be used in the carrier mechanic idea I put forth. that each pet type has a specific attack pattern set in the mechanic. The idea behind it is that the pet's (shuttles, fighters. frigates) are relaying info back to the main-ship as said, and then waiting for the main-ship to green-light a good moment to begin their attack run, while waiting they are attempting to stay alive an out of danger. Depending on how high up in the meter you might need to be to call in a attack run, this could be trigger quite regularly an even nearly constant, while the other patterns/runs might be higher an give more of a buff to compensate for the less frequent usage.

    Thing with that is it cud get too complicated and having pets sitting there doing no dmg waiting for a counter to clock up dont seem that good, they'd be easy pickings....maybe if we cud try it out might be worth it but i dont know.

    Not saying they would not attack, but would just stay in more of a attack pattern/run like we have now still attacking as normal, but than when you activate the ability/mechanic it would switch them to a different attack run/pattern. Outside of maybe for shuttles not sure the lead up to using the pattern change would affect them much at all, but a attack run ability that forced your fighter/frigate pets to shift into a figure-eight attack run for a period of time would benefit them nicely, while in that same spot the shuttles might use something different as they don't have as much issues with their firing arc.
    What they could do is, like they do with your away team on the ground, the boffs, each have 4 abilities they can use, and you can manually click each one, they should copy this with space pets, also they could give use a space away team, and can have a similar idea so each boff has a hangar bay, so max currently is 2 boffs as only 2 hangars, but we cud equip them with abilities to use and wud benefit the pets greatly.....

    I actually quite liked the idea of taking the away team boff Ui that allows you to control your boffs on ground more manually, and moving it over to the hanger/separation pets in space, as it would actually give you alot of playstyle aspects an control of your pet's ability usage. In truth I think putting in some pilot doffs that might have different affects for the pets would be interesting.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    thats the thing really the possibilities would be endless 2 commander abilities to use could be good,
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    edited March 2018
    here's a interesting carrier, a Voth citadel!! we already have a HUGE ship, and the citadel is migger than the J so it should have at least 4 hangars lol
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    also 1 carrier they missed out on was the Kazon carrier, would also like a vauwauur carrier with the manasa escorts frigates hehehe
  • asuran14asuran14 Member Posts: 2,335 Arc User
    It would be nice if we could get even a general idea of how possible, or how difficult any of the ideas brought up would be to implement by the dev. even if it were just the ideas brought up to them, or if they read thru the thread, and then maybe implement the easiest ones on the test sever to see how they work.

    I would love to see more of the Vaadwaur ships rolled out, even though a carrier might not be in the cards, I could see them using a dreadnought (maybe dreadnought carrier) that might use the Vaadwaur Juggernaut design, that I would agree should use the manasa escort as a frigate. I also really liked the cruiser design, but still hate that they don't really have a science ship it seems.
  • orangenee#2931 orangenee Member Posts: 837 Arc User
    As to what adjustments they could make, it's likely "can the engine do it?" and/or "is it worth our time?"

    I have no knowledge of coding at all, so it may well not be possible to have more sophisticated AI routines.

    If they can't adjust the AI to make better use of cannons they should just retrofit pets without beams with beams.

    In any case I'd be grateful if a dev could comment either way.

  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    asuran14 wrote: »
    It would be nice if we could get even a general idea of how possible, or how difficult any of the ideas brought up would be to implement by the dev. even if it were just the ideas brought up to them, or if they read thru the thread, and then maybe implement the easiest ones on the test sever to see how they work.

    I would love to see more of the Vaadwaur ships rolled out, even though a carrier might not be in the cards, I could see them using a dreadnought (maybe dreadnought carrier) that might use the Vaadwaur Juggernaut design, that I would agree should use the manasa escort as a frigate. I also really liked the cruiser design, but still hate that they don't really have a science ship it seems.

    lol science ship i wudnt miss lol
  • asuran14asuran14 Member Posts: 2,335 Arc User
    Honestly it would be nice to see some more hanger-pets added to the game, like using the new Dewan escort as a design for a fighter or frigate pet for the romulan as they have the fewest of all factions for hanger pets atleast for faction specific (plasma weapon using pets). The more I use the Dewan escort the more it is growing on me, and even would not mind seeing them expand that into both larger (cruiser, science ships, but also small craft.).
  • vetteguy904vetteguy904 Member Posts: 3,903 Arc User
    for the Sci carriers I'd like the second deflector.
    sig.jpg
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    yeah that is one thing i fount weird about the sci carriers, the lose a weapon but dont really gain benefits of a normal sci ship. strange, thats why i avoid them i dont see the point
  • asuran14asuran14 Member Posts: 2,335 Arc User
    edited March 2018
    It depends on the sci-carrier. Like the Breen carrier gets I think sub-system targeting which is normally tied to science ships. I would agree that giving them the secondary deflector might serve them better. Although I have found at times the sub-system targeting can help the best as you use it to drain power or knock-offline a important sub-system like shields or weapons.

    After checking it. All the 3/3 science heavy carriers get built-in sub-system targeting, which i think is what they get from the science side. I think it might be nice to have a change that when you use sub-system targeting it actually procs off both the main ship, as well as the hanger-pets to improve the usefulness of it, or maybe a trait that when you use sub-system targeting it gives your pets some kind of buff based on the system targeted might be interesting (like weapons might reduce the damage output, shields might give them bonus shield pen, and such).
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    i think all carriers have subsystems targeting, the jem dread carrier defo has it
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    thing i have noticed, i never bother with the subsystem targeting as too many things block it or brings that subsystem back online right away
  • asuran14asuran14 Member Posts: 2,335 Arc User
    i think all carriers have subsystems targeting, the jem dread carrier defo has it

    Not all as ones like the Kar'Fi Battle Carrier, Sphere Builder Denuos Dreadnought Carrier don't, which are outliers. Either being a tactical heavy carrier, or a spec ship. Yeah it is hard to deal with how they did the sub-system power for npcs, making it basically worthless to an extent unless you invest quite abit, though if they gave a trait that gave your active pets a buff based on what sub-system were being targeted it might help that.
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    I've always felt that the subsystem target attacks should have been pet commands rather than the boring (and not that useful) player attack tweaks.

    Four attacks would currently be

    1. Cowardice, lurk 30km while the carrier does the work after you trigger aggro from that same 30km away.
    2. Insubordination, refuse to follow the most basic of orders like docking
    3. Strafe, fly past the enemy ship guns blazing in such a way that most of the shots fail to land (cannon specific ability)
    4. Glory hound, arrive just in time to land the killing blow to somehow try and justify the fact you AFK'd the majority of the fight.

    As for launching pets, Why not simply have the cooldown reduced (or removed) when out of combat so you can launch all and be ready then if a section of a wing dies mid fight you resummon them as they work at present with a cooldown. Would work wonders if cryptic insist on designing episodes where you hop from one single encounter to another single encounter on different maps, rather than doing some jiggery pokery on a large map where you move between sections and keep the pets active from the start.
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    They could even tie that into the scramble fighters trait, no red alert status means a complete wing is launched if you are traited for it and during combat the same healy thing applies.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    I've always felt that the subsystem target attacks should have been pet commands rather than the boring (and not that useful) player attack tweaks.

    Four attacks would currently be

    1. Cowardice, lurk 30km while the carrier does the work after you trigger aggro from that same 30km away.
    2. Insubordination, refuse to follow the most basic of orders like docking
    3. Strafe, fly past the enemy ship guns blazing in such a way that most of the shots fail to land (cannon specific ability)
    4. Glory hound, arrive just in time to land the killing blow to somehow try and justify the fact you AFK'd the majority of the fight.

    As for launching pets, Why not simply have the cooldown reduced (or removed) when out of combat so you can launch all and be ready then if a section of a wing dies mid fight you resummon them as they work at present with a cooldown. Would work wonders if cryptic insist on designing episodes where you hop from one single encounter to another single encounter on different maps, rather than doing some jiggery pokery on a large map where you move between sections and keep the pets active from the start.

    im a bit baffled by what ur suggestions, some make the pets even more usless,
    flying 30km away doing nothing, the idea for me with pets is that they are my primary source of dmg, i am just their support etc...
    and the insubordination is kinda what they do now lol.
    strafe wanting them to attack and most attacks miss hmmm.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    saw a wee comment on the facebook group about a ship would like to see, the mirror flagship, ISS Charon. id like them to make it similar to the Universe class 8 weapons 2 hangars Lance the full works with heavy on TACT focus, universal console the lot, even a 360 Lance that wud be awesome :smile: droool lol
  • sovereign010sovereign010 Member Posts: 641 Arc User
    edited March 2018
    I like the Jupiter, even though aesthetically it could use some work- either enlarge the lower pair of warp nacelles or remove them entirely. And I just had to name mine Beluga! :D
  • jtoney3448jtoney3448 Member Posts: 642 Arc User
    I've always felt that the subsystem target attacks should have been pet commands rather than the boring (and not that useful) player attack tweaks.

    Four attacks would currently be

    1. Cowardice, lurk 30km while the carrier does the work after you trigger aggro from that same 30km away.
    2. Insubordination, refuse to follow the most basic of orders like docking
    3. Strafe, fly past the enemy ship guns blazing in such a way that most of the shots fail to land (cannon specific ability)
    4. Glory hound, arrive just in time to land the killing blow to somehow try and justify the fact you AFK'd the majority of the fight.

    As for launching pets, Why not simply have the cooldown reduced (or removed) when out of combat so you can launch all and be ready then if a section of a wing dies mid fight you resummon them as they work at present with a cooldown. Would work wonders if cryptic insist on designing episodes where you hop from one single encounter to another single encounter on different maps, rather than doing some jiggery pokery on a large map where you move between sections and keep the pets active from the start.

    im a bit baffled by what ur suggestions, some make the pets even more usless,
    flying 30km away doing nothing, the idea for me with pets is that they are my primary source of dmg, i am just their support etc...
    and the insubordination is kinda what they do now lol.
    strafe wanting them to attack and most attacks miss hmmm.

    He was saying thats what the pets do now. Notice he said 'currently'. His post was full of wit and humor.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    oops yeah i just reread that lol
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    do love those brel pets that can get on the Voquv, shame nothing similar for feds, imagine defiant pets lol, well we now have the callistos
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    I've always felt that the subsystem target attacks should have been pet commands rather than the boring (and not that useful) player attack tweaks.

    Four attacks would currently be

    1. Cowardice, lurk 30km while the carrier does the work after you trigger aggro from that same 30km away.
    2. Insubordination, refuse to follow the most basic of orders like docking
    3. Strafe, fly past the enemy ship guns blazing in such a way that most of the shots fail to land (cannon specific ability)
    4. Glory hound, arrive just in time to land the killing blow to somehow try and justify the fact you AFK'd the majority of the fight.

    As for launching pets, Why not simply have the cooldown reduced (or removed) when out of combat so you can launch all and be ready then if a section of a wing dies mid fight you resummon them as they work at present with a cooldown. Would work wonders if cryptic insist on designing episodes where you hop from one single encounter to another single encounter on different maps, rather than doing some jiggery pokery on a large map where you move between sections and keep the pets active from the start.

    im a bit baffled by what ur suggestions, some make the pets even more usless,
    flying 30km away doing nothing, the idea for me with pets is that they are my primary source of dmg, i am just their support etc...
    and the insubordination is kinda what they do now lol.
    strafe wanting them to attack and most attacks miss hmmm.

    It's what we'd end up with as cryptic don't like putting a lot of effort into fringe stuff. Or stuff that isn't going to help push their agenda of escorts for all.

    The 30km away is what they currently do, you spawn them and they linger about 10-20km behind you but as you approach a target they'll still trigger aggro and redalert when you are 15km out same as they should on the assumption that the pilot can find the gearstick and pedals.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    Sort of kick in the teeth for us carrier lovers is that newish eng boff skill, Overload integrity field, it dont work on pets or other deployables, that would of been a very useful carrier skill to have!!! damn u cryptic!!! :neutral::(
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    Im going to give the breen carrier trait a try again just to see if it helps keep pets alive more longer! :)
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    just had a wee thought there, see how weve been discussing how cryptic could make changes to carriers & pets, and how we would like better commands etc...., when looking at the Ship weapons "window, there it has the same carrier commands as on the pets, now they could either replace these ones, with other types of commands, like hit & run, regroup (heal), and others, and that way we can select a given command at any one time to ALL hangers, whilst each individual still had the current (outdated) commands, or reverse that, meaning we could tell 1 squad to hit&run, and the other cud be like defend carrier etc.... that would be alot more fun as would feel more like we are running our own little squadron constantly changing things to suit the requirements of the battle at any given time!! :)
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