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T6 Vo'quv-class carrier

trek1968trek1968 Member Posts: 71 Arc User
OK; I looked and did not find a "feature/ship request thread. So,posting this here. Hopefully, if there is a thread for it, a admin/mod can move this to there??

I would luv to see a T6 Vo'quv carrier. Or, failing that, to have the B'rotlh hangar pets usable on other T6 ships. To me, at least, it does not make sense to have an Advanced hangar pet only usable on a T5/T5-U ship.

I would also like to see more Orion frigate type hangar pets too.

Trek
:)
Post edited by baddmoonrizin on

Comments

  • leemwatsonleemwatson Member Posts: 5,602 Arc User
    trek1968 wrote: »
    OK; I looked and did not find a "feature/ship request thread. So,posting this here. Hopefully, if there is a thread for it, a admin/mod can move this to there??

    I would luv to see a T6 Vo'quv carrier. Or, failing that, to have the B'rotlh hangar pets usable on other T6 ships. To me, at least, it does not make sense to have an Advanced hangar pet only usable on a T5/T5-U ship.

    I would also like to see more Orion frigate type hangar pets too.

    Trek
    :)

    Until they do something with Sci Carriers, there's little point flying one at the moment.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • davefenestratordavefenestrator Member Posts: 10,865 Arc User
    I'd love to have a T6 "Space whale of death" or "Slow boat to Gre'thor"
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    As someone who adores the Orion Interceptors, I think we have more than enough Orion hangar pets already(5 if you count the Tach Drones).

    Honestly, I think the BoPs more than 'carry' the damage needs of the Vo'quv. I suspect the real reason we haven't gotten it yet is the stigma of low useage/sales.
  • redeyedravenredeyedraven Member Posts: 1,297 Arc User
    szerontzur wrote: »
    As someone who adores the Orion Interceptors, I think we have more than enough Orion hangar pets already(5 if you count the Tach Drones).

    Honestly, I think the BoPs more than 'carry' the damage needs of the Vo'quv. I suspect the real reason we haven't gotten it yet is the stigma of low useage/sales.

    The Vo'Quv also never had a C-store-version to begin with. As for Hangars, it would probably come equipped with To'Duj-fighters the option to equip frigates, and thus opens up dil-store- and fleet-vendor-unlocks for new advanced or elite Birds of Prey.

    I'm unsure if they'll ever do that tho. Vo'Quv was very unique during the early days of STO, but has nothing going for it now.

    The visual design needs a rework too. No matter what Windows you select on the Vo'Quv, it always ends up looking like a Raptor-sized ship.
  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    I'd like one. Carriers are in short selection, and were supposed to be a KDF thing at first. My carrier captain has been sitting in the Breen carrier for years with no real alternatives.

    I have to say though they could use some rethinking.
  • lordmerc22lordmerc22 Member Posts: 776 Arc User
    I had made a thread not too long ago, its a very nice ship to have on T6

    old thread is this:
    https://www.arcgames.com/en/forums/startrekonline/#/discussion/1249754/t6-voquv-carrier
  • leemwatsonleemwatson Member Posts: 5,602 Arc User
    I'd like one. Carriers are in short selection, and were supposed to be a KDF thing at first. My carrier captain has been sitting in the Breen carrier for years with no real alternatives.

    I have to say though they could use some rethinking.

    The updates to all the other Carriers, including giving some 2 Hangars has made the Jupiter and Vo'Quv obsolete. The Cmdr Sci seat is just not enough to justify flying a Sci Carrier, with exception of the Jemmy Sci Carrier.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • natureyouscarynatureyouscary Member Posts: 64 Arc User
    Yeah I'd wait for any sci carrier other than the Jem one for now...basi basiclike most which tells cryptic a new sci carrier won't sell well unless it releases with a change.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited October 2019
    Some Tier 6 Vo'Quv ideas and Carrier "Upgrade" ideas:
    A thing to remember is that the TIer 6 Vo'Quv actually had a pretty unique bridge officer layout - it was the first ship with a dual Lt.Cmdr setup. Of course, it was also the first Carrier.

    Carriers currently are simply Flight Deck Carriers with less weapons and without Cruiser Command abilities. That is a pretty horrible deal, the only perk for some Carriers is that they got a Science Commander seat.

    So, some random ideas for "Full Carriers" (not all at once need to apply)
    • Add two aft weapon slots
    • Add a universal console slot (or even two)
    • Access to Cruiser Commands
    • Secondary Deflector
    • 3rd hangar bay (I think that might be bad for both UI and gameplay clutter, though.)
    • Something completely new.

    So, here are some idea for Tier 6 Vo'Quv abilities and stats without any upgrades to Carriers itself.

    Command Carrier Class
    Faction Variants: Tier 6Vo'Quv, Tier 6 Atrox. Maybe finally also a new Romulan ship, maybe something that evokes a bit of the D'Deridex design? No idea for Jem'Hadar ship.
    • Hull Modifier: 1.54 (1.64 Fleet)
    • Shield Modifier: 1.1 (1.2 Fleet)
    • Turn Rate: 5
    • Impulse Modifier: 0.15
    • Inertia Rating: 20
    • Bonus Power: +10 Weapons Power and +10 Auxiliary Power
    • Weapons: 3 Font, 3 Rear (can equip dual cannons)
    • Hangar Bays: 2
    • Device Slots: 4
    • Console Layout:
      • 3 Tactical (+1 Fleet)
      • 4 Engineering
      • 4 Science
    • Bridge Officer Layout
      • Commander Science | Command
      • Lt.Cmdr|Universal
      • Lt.Cmdr|Tactical
      • Lt.Cmdr|Engineering
    • Inspiration Abilities (Command Ship specialization ability)
    • Command Beacon - Universal Console
      • Passive: +20 Engineering, Science and Tactical Readiness
      • Active: 2 Heg'tha Bird of Preys warp in to attack your targets for 60 seconds. They use the Vanguard AI for repositioning the Jem'Hadar Vanguard pets use so these BoPs don't suck. Can be activated once every 2 minutes.
    • Advanced Sensor Probes - Starship Mastery
      • When activating Scramble Sensors or Viral Matrix, you, your allies and all pets gain +2 % Bonus Critical Hit Chance and +20 Bonus Crit Severity for 5 seconds. This effect stacks. In addition, Scramble Sensors affects targets within a 5 km radius sphere, and Viral Matrix targets within a 3 km radius sphere. (The Systems Engineer that gives you a chance to proc a second target means your VM might affect 2 spheres of targets.)
    The trait's name is a little callback to the old "Sensor Probes" skill that used to affect the bridge officer skill the trait buffs. VM and SS are two skills that are kinda useless these days, maybe this can give them some life again.


    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    Confusion abilities - like Scramble Sensors and the Sensor Burnout/Son'a console are actually pretty effective foils to some encounter groups like the Hirogen and 'Julingons'. Namely, you can scramble Hirogen Hunters so they subnuke each other while leaving your buffs fully intact. Conversely, the J'ula BoPs are soo offensively biased that they can annihilate each other(and the cruisers/battleships they're escorting) in pretty short order if you confuse them.

    The main things that really hold back the Scramble Sensors ability, specifically, is the travel time and 60s cooldown. It really should be a radial blast(like Charged Particle Burst/Emit Unstable Warp Bubble) and have something closer to a 40s(20icd) cooldown. With some of the existing traits, it would easily become something very competitive.

    I agree with Viral Matrix though. No single target justifies it's use; it doesn't debilitate its target enough to justify using it.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 59,174 Community Moderator
    edited October 2019
    So, some random ideas for "Full Carriers" (not all at once need to apply)
    • Add two aft weapon slots
    • Add a universal console slot (or even two)
    • Access to Cruiser Commands
    • Secondary Deflector
    • 3rd hangar bay (I think that might be bad for both UI and gameplay clutter, though.)
    • Something completely new.

    I know you said not all need to apply but I can see issues already.
    • While we already have a 3/5 oddball in one of the Vorgon ships, I don't see how giving a carrier 8 weapon slots in any way will help as 99% of the time you're wanting beam arrays and will be broadsiding anyways.
    • That's stepping into Miracle Worker territory as one of their special things is a universal slot
    • Steps into Crusier territory, and they're not cruisers.
    • Steps into Science Ship territory.
    • While thematically sound, you're probably right on the clutter.
    • Something new is probably the most viable solution.

    There already is a couple ships in game right now that sorta fit a couple of these. The Miracle Worker Flight Deck Carriers and the 26th Century Dreadnought Carriers like the Ent-J.

    MW FDCs have cruiser layouts and cruiser commands, on top of being Miracle Worker ships.
    The 26th Century Dreads have cruiser layouts, cruicer commands, and two hangers. At time of launch I think they were the only 4/4s with 2 hangers.

    BTW... I'm all for a T6 Vo'Quv in some capacity. I have the T5 mirror and that was a good ship for her time, and I enjoy my Sarco.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
    normal text = me speaking as fellow formite
    colored text = mod mode
  • ltminnsltminns Member Posts: 12,573 Arc User
    edited October 2019
    Instead of the Experimental Weapon Slot give Full Carriers a dedicated Point Defense Slot. 360° Kinetic Damage.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited October 2019
    szerontzur wrote: »
    Confusion abilities - like Scramble Sensors and the Sensor Burnout/Son'a console are actually pretty effective foils to some encounter groups like the Hirogen and 'Julingons'. Namely, you can scramble Hirogen Hunters so they subnuke each other while leaving your buffs fully intact. Conversely, the J'ula BoPs are soo offensively biased that they can annihilate each other(and the cruisers/battleships they're escorting) in pretty short order if you confuse them.

    The main things that really hold back the Scramble Sensors ability, specifically, is the travel time and 60s cooldown. It really should be a radial blast(like Charged Particle Burst/Emit Unstable Warp Bubble) and have something closer to a 40s(20icd) cooldown. With some of the existing traits, it would easily become something very competitive.

    I agree with Viral Matrix though. No single target justifies it's use; it doesn't debilitate its target enough to justify using it.
    Yeah. Back in the very old days, I think Viral Matrix actually disabled you completely for al long time, but that was completely broken as well, particularly for PvP (i think there weren't NPCs using the power, but I could be wrong). They later changed it to the random subsystem disable, and I think at some point it could even disable shields, but that was too powerful for PvP.

    As a single target spell power with only very small control effect in the first place it's really useless. Thematically, it doesn't make much sense for it to inflict damage, though I guess it could deal electric damage? If no damage, even as some kind fo 3 km or 5km radius effect it probably wouldn't be worth slotting really.
    That's stepping into Miracle Worker territory as one of their special things is a universal slot
    I think that isn't such a big deal - it's still a perk that a Miracle Worker Cruiser or Escort has a universal slot on top of all the regular slots such a ship would have.

    While we already have a 3/5 oddball in one of the Vorgon ships, I don't see how giving a carrier 8 weapon slots in any way will help as 99% of the time you're wanting beam arrays and will be broadsiding anyways.
    With the new Mine related Captain ability, mines have gotten a pretty decent power-up, so it might encourage more mine layer builds. Though with the shared cooldowns for mine launchers, it might really not be adding much...


    New ideas
    Dedicated Carrier Perks
    Combat Air Patrol: When entering Red Alert, your ship's Hangar Bays cooldowns immediately reset to 0. This can occur no more than once every 30 seconds.
    Experienced Pilots: Your Hangar Pets automatically start with 2 levels of experience.

    Dedicated Carrier Command Buffs
    Each Hangar Bay gains 2 additional commands which can be used independent of the standard 4 Carrier Commands. You can have only one active at the same time.
    • Assault Mode: Your carrier pets gain +20 % speed, +20 % turn rate and +20 % bonus damage for 15 seconds. Cooldown 30 seconds.
    • Defense Mode: Your carrier pets gain +20 % hull and shield capacity, +20 % hull resistance, +20 % bonus to non-weapon abilities for 15 seconds. Cooldown 30 seconds.


    Enhanced Carrier Commands
    A dedicated Carriers Carrier Commands provide additional perks to the Carrier, his pets and his team mates. A ship can benefit from multiple advanced carrier command, but from each specific one only once.
    • Attack: +15 % Crit Severity and +15 % Turn Rate
    • Escort: +15 % outgoing heal bonus and +15 % damage resistance
    • Intercept: +15 % Accuracy and +15 % Turn Rate
    • Recall: +15 % Impulse Speed and +15 % Recharge Rate for console and captain powers.

    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 59,174 Community Moderator
    Right now I think the main issue with Carriers is still the Pet AI. Cannon using hanger pets don't use their cannons effectively, and spend most of their time poking with dinky turrets. Beam pets perform a lot better because of the wider firing arc.

    They should come up with something that makes Cannon pets actually more usable in terms of HOW they fight. Instead of circling around like they do now, they should basically hit and run. Fly at the target using cannons, then fly away before turning around and doing it again. Beam pet behavior is just fine.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
    normal text = me speaking as fellow formite
    colored text = mod mode
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  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    rattler2 wrote: »
    Right now I think the main issue with Carriers is still the Pet AI. Cannon using hanger pets don't use their cannons effectively, and spend most of their time poking with dinky turrets. Beam pets perform a lot better because of the wider firing arc.

    They should come up with something that makes Cannon pets actually more usable in terms of HOW they fight. Instead of circling around like they do now, they should basically hit and run. Fly at the target using cannons, then fly away before turning around and doing it again. Beam pet behavior is just fine.

    The main issue is when Cryptic decided to roll out the Flight Deck Carriers, and rendered normal carriers obsolete. Sacrificed carriers such as the Romulan Space Taco, Karfi, Sarr Theln, the Vorgon carrier, among others to the gods of Rule of Cool. What do current carriers have going for them? Looks? The two hangars has been cannibalized not just by ships like the Durgath, but now all FDCs. The Vorgon has decent turnrate, and is an engineering carrier, but what else? Karfi can field 4 DC/DHC weapons up front, other carriers can mount 3. What place do pure carriers have now? And since the genie has been rubbed out for the big reveal with the Discoprise and the DiscoD7, and the overhaul of ships like the T5-U Orion space peanut and T6 Orion Space Slug, you can't put it back into the lamp again.

    Another issue is that the Jupiter came out, but no T6 KDF or Romulan zen store ship. No Ferasan carrier, no T6 Vo'quv, no T6 Karfi.
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    The t'laru is still an effective ship mainly because it has 4/2 weapons and can use the drones, which means 4 scramble sensors going off albeit with no control over the when. It's also the only romulan carrier so ideally would have been put in the store alongside the jupiter and a t6 karfi as a triple instead of being dumped into a gamblebox.

    The Kar'fi was one of the first store ships which makes it well past due for a t6 upgrade.

    If the more vanilla carriers are to be kept sci based then a second deflector would certainly help. The current vision for ships seems to be tacking on more stuff to make them seem better so they can keep clinging to the ships as content thing that's been slowly stagnating for years now.

    The jem wingmen commands could be tweaked for carriers to give things like fighter formations. The strafing run would certainly offset the inept ai of cannon pets while the other could be an evasive buff or return and reload/repair. The subsystem beam attacks carriers currently have could be used for telling pets to do that instead of sitting there doing nothing since they share regular boff cooldowns.

    A third bay would likely be too much for the game to handle. One of the reasons/excuses for laggy play has been the number of updates the game makes so another bay would simply add to the already overloaded visual apocalypse that can happen in tfo's.
  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    I'd suggest pure carriers get bigger, better pets. Now of course they already do, but are they worth it over the smaller ones any other hangar can equip? Really this is the defining thing for carriers right now, the one thing that does set them apart, and it should be the thing emphasized I think. Another hangar bay isn't really necessary as long as their existing pets get improved. Maybe they don't even need special pets, but the pets are just automatically better when used on a true carrier.

    Mines are pretty terrible on a slow ship with no turn rate unless you also have the lockbox mine trait, so unless they will give that out automatically for flying a carrier, to stack with the lockbox trait, then I don't think mines are a great idea. If they did this then they could also give carriers a dedicated mine weapon slot instead of adding free weapon slots. I don't think adding more weapon slots in general is good either.

    Secondary deflector makes a lot of sense, but then what do science ships have over a carrier besides turn rate?

    I could see giving carriers universal consoles, but at the expense of normal consoles, unless they are MW carrier. They should cap at 11 consoles like the rest, but they could be 3/3/3 +2 for example.
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  • phoenixc#0738 phoenixc Member Posts: 6,085 Arc User
    A secondary deflector might not be much use on the more ungainly carriers like the Vo'quv since they often have difficulty keeping targets in their forward arc.

    Something that might be handy would be multi target built-in tractor/pressor beams, similar to the sci boff repeller skill (the name escapes me at the moment) but not taking a boff skill slot. It could be justified by calling them launch/recovery tractors set to high power as a makeshift, mostly defensive weapon.
  • nixie50nixie50 Member Posts: 1,396 Arc User
    I'd like one. Carriers are in short selection, and were supposed to be a KDF thing at first. My carrier captain has been sitting in the Breen carrier for years with no real alternatives.

    I have to say though they could use some rethinking.

    the flying fish is a far better carrier that the breen ship IMHO
    u7acy6aymfw7.gif
    We Need BERETS in the tailor
  • nixie50nixie50 Member Posts: 1,396 Arc User
    rattler2 wrote: »
    Right now I think the main issue with Carriers is still the Pet AI. Cannon using hanger pets don't use their cannons effectively, and spend most of their time poking with dinky turrets. Beam pets perform a lot better because of the wider firing arc.

    They should come up with something that makes Cannon pets actually more usable in terms of HOW they fight. Instead of circling around like they do now, they should basically hit and run. Fly at the target using cannons, then fly away before turning around and doing it again. Beam pet behavior is just fine.

    240 degree cannons for pets.
    u7acy6aymfw7.gif
    We Need BERETS in the tailor
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 59,174 Community Moderator
    nixie50 wrote: »
    the flying fish is a far better carrier that the breen ship IMHO

    Kar'fi Carrier? Aka the Catfish?
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
    normal text = me speaking as fellow formite
    colored text = mod mode
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