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Feedback on Space Combat

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Space combat is probably the most enjoyable part of this game. There are a few things about it that bug me though and frankly disappoint (especially since I used to be a big fan of Starfleet Battles and Starfleet Command).

Crew members listed as "dead" magically return back to life? Losing your crew is a huge deal, it should affect the effectiveness of all your ships systems. So it doesn't make sense to me that while I have only a handful of crew members left my ship's systems perform at 100% efficiency. (Yes I know my hull repairs faster, but that's another point, next).

EVE I think did an outstanding job with the whole "shields, armor, hull/sub-systems" damage. You can repair shields rather quickly (since they're just energy they slowly restore themselves), armor cannot be fixed except in space dock (or if you have special repair systems) and the same with subsystems. I gather STO is trying to be a more "casual game" but watching my hull go from a spark fest to pristine shiny smooth metal in just a few seconds isn't very realistic. It would of been more interesting to have people visit the roaming freighters to to effect repairs immediately or allow your hull and subsystems to slowly repair while you're in sector space. Having it repair while in normal space as fast as it does in the middle of combat is simply silly.

Also I would expect a ship who has either little crew or little hull left to have reduced abilities. Yet oddly weapons still fire at full strength, no sub-systems are ever lost for more than a few seconds. Have you guys ever watched StarTrek?! Many battles end with both ships nearly disabled and only a cleverly placed photon torpedo, tractor beam or declaration of "ramming speed" wins the day. Instead what we are left with is a weak and simplistic "pew pew" fest with some positioning tactics and skills but little else. It makes takes the tactical out of tactical space combat. This isn't StarWars...
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Crew/death penalty isn't working correctly yet.

    There is never going to be performance degradation because Cryptic decided that failure cascades aren't fun (which is true, MMO's have them but players generally refuse to play while affected by them). Strangely enough they still believe stuns are fun.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    They're missing this market then imho. Playing SFC I'm expecting something to go wrong when my ship is badly damaged. I'm not saying everything has to stop working but you should suffer one random system loss of some type at 50% hull damage, and maybe another at 75%.

    It's their game though ... if they want to make it uninteresting to play that's their choice. At some point it's going to just get boring and I'll be back in EVE or playing something with a little more tactics.

    theCorvus wrote:
    Crew/death penalty isn't working correctly yet.

    There is never going to be performance degradation because Cryptic decided that failure cascades aren't fun (which is true, MMO's have them but players generally refuse to play while affected by them). Strangely enough they still believe stuns are fun.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    nuveal wrote: »
    It's their game though ... if they want to make it uninteresting to play that's their choice. At some point it's going to just get boring and I'll be back in EVE or playing something with a little more tactics.

    Failure cascading isn't tactical. There is subsystem targeting (inherent to science ships, and tactical boff abilities, also phasers have a 5% chance per shot to knock a system out).

    An in depth systems failure and repair system would work for slower paced combat.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    It only knocks them down for at most 2-3 seconds, hardly worth worrying over if it happens to you.


    theCorvus wrote:
    Failure cascading isn't tactical. There is subsystem targeting (inherent to science ships, and tactical boff abilities, also phasers have a 5% chance per shot to knock a system out).

    An in depth systems failure and repair system would work for slower paced combat.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I think Star Trek Bridge Commander had the right amount of Space-Sim/Space-Fighting, you can target their subsystems i.e. warp core, aft weapons, sensors or even blow a torpeado at the warp necell and watch it drift off into space and go BOOM... this is what they need to bring into the game!

    Also they could bring back the Dorsal & Ventrual shileds, 6 shields are better then 4 atleast you know what and where they are hitting you!

    And they should make weapons more customal, where you can legaly place a phaser strip, most star ships either have 2 long/curved ones on the suacer section which could do more damage OR some ships have 4 smaller ones which recharge quicker but less powerful... depending on which one you chose like 2 Long ones you can have MK5 or above where the small ones can only go upto MK4, this is an example btw... also place disrupter cannons where you like.
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