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New Ship Slots - Sickbay,Cargobay,Cartography,Laboratory,Shuttlebay ,Warpcore,Hull

SystemSystem Member, NoReporting Posts: 178,019 Arc User
There should be new ship slots, to collect more loot

Sickbay Slot

-Improves crew abilities and heal rating or something

Cargobay Slot

-different level of Cargo Bays add more slots to the inventory

Cartography Slot

-travel faster at sector space

Laboratory Slot

-combine anomaly data yourself to craft stuff

Shuttlebay Slot

-lets you send out x Shuttles/Runabouts of level y, like boarding party, but they will fight with phaser and micro-torpedos

Warpcore Slot

-why the most important thing of a ship is missing, is beyond me, Warpcores obviously improve energy amount and how fast energy can be redistributed

Hull Slot

-why the hull slot is missing is also a mystery, you could have Iridium Hull Plating, Duranium Hull Plating, Ablative Armor Hull Plating, Polarized Ablative Hull Plating, MK I II II IV ... etc etc
Post edited by baddmoonrizin on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    'hull' isnt missing, its just a lumped together with engineering. also while the idea is good thats just..way too many slots in a system thats just too random for drops.

    Prehaps paying for 'enhancments' would be better, like a 'Well stocked Sickbay' enhancment which would add a % to crew regen. This would be kinda like 'enchanting' for STO and we would get to keep our sanity not having to deal with 30 ship slots :P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I like this idea!

    I hope Cryptic does too.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Good idea!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I had a variant idea based on existing ship options. At present, ship design is largely window dressing within a class/tier. Functionally none of the 3 ships within each of the classes per tier are different from each other. You could play around with nacelles, struts, hull and saucer for looks, but no function.

    If we could make those differences tangible, giving each its own default stats, giving a 'pure class' (all miranda parts or all centaur parts or all, etc) an 'item set' bonus if you wanted to stick with a unaltered design. Then in addition to console slots you could slot these sections as well. Perhaps nothing huge, but there's probably precedence and appropriate trek technobabble to explore.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I agreed with this one.We could use with 3 or 4 more slots. Some of which could be ship based.A science ship would have a better higher end sickbay access but a lower end hull.Like they do with weapons.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I also agree there should be far more ship slots and ground slots. It would add way more variables to this game
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Some good ideas here.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Excellent ideas.
    sovok wrote: »
    Warpcore Slot

    -why the most important thing of a ship is missing, is beyond me, Warpcores obviously improve energy amount and how fast energy can be redistributed

    Isn't that the same as Starship Warp Core Training?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    arent some of these ideas alreddy in use with the current science and engineering slots?

    for example: theres alreddy a module that improves how quickly your crew get their health back and it goes into a science slot

    but the idea is good nontheless, id like to see some more slots ...and some larger inventory space
This discussion has been closed.