Suggestion summary: New upgrade token for T6-X2 ships to swap 1 rear weapon for 1 aft weapon
Restrictions: Cannot be used on any ship 5 fore weapons, or any ship with 1 aft weapon. Additional restriction: only some ships will be enabled to use this token, based on a whitelist.
How it would work: Sell item on C-Store, similar to the Tier 6 Experimental Upgrade Token (EUT). For the sake of simplifying discussion, let's call it the "Neo Token". Similar to how the "Upgrade" button is already present for use of the Tier 6 EUT, you could have a "Sidegrade" button. Any ship where you use the token would swap from T6-X2 to T6-N (or T6-NX?), then only the last aft weapon would be unequipped (so at least 1empty inventory slot or bank slot would be required), then 1 of the aft weapon slots would be reduced in order to increase by 1 the fore weapon slots. (If a player wanted to swap back, the "Sidegrade" button could be clicked again, as the ability to convert weapon slots would become a toggleable ability in the "Manage Ship" screen. When toggling off this upgrade, the same process would happen, just in reverse.)
This would enable 4/2/Exp ships to become 5/1/Exp ships. Or 4/4 ships to become 5/3. And so on. It would allow more players to play with the ships they enjoy playing the most, or that look the coolest, as opposed to just playing the ships that have the best stats. Ideally, this would be enabled for a short duration on the test server (like, maybe test it for two weeks), and only for a few to several of ships (maybe 5-10 ships). And if it doesn't work, then the idea doesn't go to production server, and also gets axed from the test servers. Gathering player feedback on this could be a great way to assess whether it's a good idea or not. Additionally, if it does go into production and feedback from the general player base isn't as positive on the handful of ships where this is enabled, a pause could be made on adding more ships to be on the list where the "Neo Token" is enabled for use. So there's ways to mitigate negative feedback.
Additional considerations: Ships that would become too powerful would obviously be skipped. Also, for some ships, they might lose their charm or design intent if they have this change enabled, so for those ships this could be skipped as well. This could also be tested to ensure that not all ships become too similar, and that ships don't stop feeling special.
Player satisfaction: Mainly, this could be used to make ships which aren't very desirable right now (like the Parliament or the Saber), to become more competitive. So it's mainly a tool to help increase game balance and to improve overall player/customer satisfaction. Also, this gives players an interesting way to mix their playstyle of their existing ships up. And it gives a boost to the community in terms of renewed interest, as there would be a huge burst of new ship builds enabled by this change. And players who have become bored with their existing ships can find new ways to play around with their existing ships. Lastly, it doesn't require buying a new set of ships, or even a single ship. It improves the flexibility and number of playstyles enabled with existing ships.
PVP: Also, this could make PVP a bit less predictable, as there would be one more variable to take into consideration when trying to assess how powerful a ship might be or what builds might be possible on it.
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Just some suggestions. Maybe this has already been made as a suggestion. Hoping the idea here might come true, given the limited rollout strategy I proposed, and given the toggleable sidegrade through upgrade token in C-Store approach I suggested (maybe that aspect of this idea is new).
Anyways, been enjoying the game. Many thanks to the Devs for their great work over the years. Both those still present, and those who are no longer with the team, and also of course to those Devs who will join the team in the future. I really appreciate the work y'all have done and will do.
This would make PvP even more predictable, not less and there is not much difference between 5/3 and 4/4 unless you are running cannons, so your 'more competitive' argument doesn't really wash.
As for testing, Cryptic are more than aware the effect the hardpoint count has on ships and there are apparently balance reasons why some ships have 5/3 and 4/4 specs. The variety of ships is Cryptic's life blood, and I don't see them doing this as it would reduce potential income from new ship designs.
That being said, if Cryptic wanted players to play around with ship specs more, this would have been implemented a decade ago.
"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.
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rattler2Member, Star Trek Online ModeratorPosts: 58,576Community Moderator
There is another factor to consider as well. You'd be effectively creating another ship code wise. This wouldn't be as simple as changing clothes in RL. You'd have to code the exact same ship again, but with the altered layout. We already have something similar with the T6X and X2 variants, but its not as invasive as swapping weapon slots.
So... code wise you're effectively DOUBLING the amount of ships just for that one new variable. The X upgrades don't risk breaking existing versions because they're not shuffling things around. They're just adding.
Now we already have something somewhat similar to this. Non token based ship variants like all the various Miranda line ships, Mirror variants, ect.
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As for testing, Cryptic are more than aware the effect the hardpoint count has on ships and there are apparently balance reasons why some ships have 5/3 and 4/4 specs. The variety of ships is Cryptic's life blood, and I don't see them doing this as it would reduce potential income from new ship designs.
That being said, if Cryptic wanted players to play around with ship specs more, this would have been implemented a decade ago.
So... code wise you're effectively DOUBLING the amount of ships just for that one new variable. The X upgrades don't risk breaking existing versions because they're not shuffling things around. They're just adding.
Now we already have something somewhat similar to this. Non token based ship variants like all the various Miranda line ships, Mirror variants, ect.