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Suggestion: Warpcore

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Would be interesting to see Warpcores added to ship equipment customization. Just something to throw more stats on and to allow ppl to hang onto their fav lower tier ships longer. :D Upgrades their power output/drain, ect. maybe trade warp speed for more Aux power or a +5 to engine efficiency, or +2 to shields, or -10% beam damage for +5 turn rate modifier, ect

I'm not good with ideas so bare with me. lol
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I think that's a great idea. It bothers me that everything else on the ship is customizable. Why not warp cores?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Yep, that's something I miss too. And I'd like to have different kinds of reactors. Matter/antimatter, artificial quantum singularity etc.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    K-Tar wrote:
    Yep, that's something I miss too. And I'd like to have different kinds of reactors. Matter/antimatter, artificial quantum singularity etc.

    I could see how they could divide that up to be pretty interesting. From what we know, it would probably be along the lines of:

    Matter/Antimatter Reaction Core: Functions like the way we see our power systems behaving now. Basically the jack-of-all-trades of power reactors, with mid-range power output and power transfer rate. Ideal for Cruisers because it has higher output than a Tritium reactor with a lower power transfer time than the Quantum Singularity.

    Artificial Quantum Singularity Reaction Core: Mentioned in The Next Generation as the power source for Romulan vessels. This would dwarf the standard warp core in sheer power output, but its transfer rate would be ridiculously slow in comparison. Ideal for Science Vessels because of the extra boost to auxiliary power and defensive systems.

    Tritium Reaction Core: Mentioned in Deep Space Nine as the power source for Klingon vessels. Overall lower power output than a matter/antimatter core, but it trades off for a much higher power transfer rate. Ideal for Escorts because they can quickly shift power from their weapons to their shields to help them live longer.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Be Careful what you wish for.

    They might impliment this and Oh, guess what, you get the generic start core that won't run some of your existing cool stuff!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I could see how they could divide that up to be pretty interesting. From what we know, it would probably be along the lines of:

    Matter/Antimatter Reaction Core: Functions like the way we see our power systems behaving now. Basically the jack-of-all-trades of power reactors, with mid-range power output and power transfer rate. Ideal for Cruisers because it has higher output than a Tritium reactor with a lower power transfer time than the Quantum Singularity.

    Artificial Quantum Singularity Reaction Core: Mentioned in The Next Generation as the power source for Romulan vessels. This would dwarf the standard warp core in sheer power output, but its transfer rate would be ridiculously slow in comparison. Ideal for Science Vessels because of the extra boost to auxiliary power and defensive systems.

    Tritium Reaction Core: Mentioned in Deep Space Nine as the power source for Klingon vessels. Overall lower power output than a matter/antimatter core, but it trades off for a much higher power transfer rate. Ideal for Escorts because they can quickly shift power from their weapons to their shields to help them live longer.

    Here i see problem that people will load the most power output core and use all EPs consoles for power transfer (which they do now) making all other cores worse (especially kling one).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    rather they as much focus on different types or cores I'd love to see just different power cores like with the phaser arrays. Upgrading it for more power overall on the ship.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Let me first say that I like this idea. It and other suggestions of new ship components have been brought up before.

    Sadly the only response I have seen from Cryptic about this issue is NO. Adding new ship components would go against their "Vision" of how the game should work. So there will be no upgradeable warp cores, no configurable nacelles, no specialized sensor arrays. Nothing but that is all ready in the game. Sorry all, but "The Vision (tm") take precedence over everything.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    This only is worthwhile if it adds distinctions to the system... otherwise it's just another loot to get high numbers for. That being the case, what different things does it bump?

    Perhaps warp cores could be generated with a bonus to literally any stat.
    +5 weapon power
    +10 to Beams
    +500 shields
    +22% turn rate

    As how your engineer tweaks the warp core make a personal statement as to what you feel is most important.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    i made a suggestion a while back to use warp cores as a way to bundle the newest ships upgrades. for example if you graduate to the intrepid but want to keep the olympic class which is the tier ship before it, then you could just drag the "warp core" into the olympic class and not lose anything by continuing to use that ship.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    seawulf wrote: »
    i made a suggestion a while back to use warp cores as a way to bundle the newest ships upgrades. for example if you graduate to the intrepid but want to keep the olympic class which is the tier ship before it, then you could just drag the "warp core" into the olympic class and not lose anything by continuing to use that ship.

    Yes, if not to add stats it could be used to upgrade ships to include an extra weapon slot or engineer console, ect, but that extra slot runs at 50% efficiency or something. That way its useful at admiral ranks as well, maybe very rare quality could add extra slots that run at 70% or higher efficiency. /shrug
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    darmak wrote:
    This only is worthwhile if it adds distinctions to the system... otherwise it's just another loot to get high numbers for.

    Heh, what MMO doesn't do that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Personally I'd like more items to diversify ship classes. IE escorts only can mount cannons, but the rest is equally shared with all. That's also why imho cruisers fail a bit to shine. (fed cruisers. Klingon cruisers are horrendously overpowered).

    A warpcore specially limited fro cruisers with specific bonuses would be great, like some... uh? deflector? specific for science ships would be great as well.

    And something like that should be done to klingon ships... There's hardly a reason ('cept for a couple of science officers) not to fly a cruiser.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    hunaxor wrote: »
    Here i see problem that people will load the most power output core and use all EPs consoles for power transfer (which they do now) making all other cores worse (especially kling one).

    In the same way that turn rate modules have hardly any effect on cruisers because of their low base turn rate, EPS flow regulators would be nigh useless on low-power transfer powercores because it's based on a % of the original value. The less it is to begin with, the less bonus overall.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Or, even simpler, warp cores could affect the base Warp Speed of your ship. I'm still a bit annoyed that I can't fly my ship faster than 7.2 as an ensign but the same ship goes up to 7.8 when Lt. Cmdr....(although I could probably RP that I taught the crew proper tuning of the warp cores and such but still...)

    On a related note, at RA5, how fast DO you travel?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I agree, we should have Warp Cores as upgradeable.

    While we are at it, Ship's Armor. It's silly having it as a console, it needs to be it's own slot. And have it as 1 slot (with better resists).

    Also, aside from cannons, every ship should have limits on the type of equipment they load. Give people a reason to want to dust off their Sabres or Novas at Tier 5.
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