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Klink Carrier suggestion/question

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2010 in Klingon Discussion
I did some thinking after reading some forums about how to nerf the klink carrier to using only one set of ships and thought of a possible way to solve this. The carrier does seem to be a liitle on the strong side if people are allowed to spam those little ships out. So, rather than have to load up 4 modules per port, why not load up one single module per port that spawns multiple ships on a longer timer.

Example:
Common = Per Port = 1x BoP, 1x Fighter, 1x Shield Repair, 0 Siphons | 2 minuite Timer
Uncommon = Per Port = 1x BoP, 2x Fighter, 1x Shield Repair, 1x Siphon | 2:30 minuite timer
Rare = Per Port = 1x Bop, 2x Fighter, 2x Shield Repair, 1x Siphon | 3 minuite timer
Very Rare = Per Port = 1x Bop, 3x Fighters, 2x Shield Repair, 2x Siphons | 3:30 minuite timer

This concept would allow each port to carry one module, have a longer cooldown than the standard ones being used across the board, but a little less on one. If Cryptic reads this I think this idea could result in solving the feds crying nerf this and nerf that for us klinks that are trying to salvage something from our battered up side due to all the crybabies.

Anyone think that something like this could be a viable option?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    they have fixed this in the upcoming patch so that you can use 1 module per port that spawns just one type of ship. this reduces the maximum number of carrier spawns to 6-8 (or 2 if you're using BoPs).

    with your idea, klingons would still be able to spawn higher numbers of ships, and federation players would still complain, because it's the total number of ships that they're unhappy about, not the amount of time between spawns.

    -ken
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Snowreap wrote:
    ... federation players would still complain ...

    Reader's Digest version.


    Having the Carrier blow up upon launching any ships might be an acceptable nerf. But they would still complain that it didn't blow up pretty enough, or that when it blew up their ship took damage, or that when it blows up the Federation anthem should play.



    Klingons - one of the best monsters you can play for $15/month.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I put up a post with my thoughts about the carrier on the tribble feedback forums , would love if the OP would add their thoughts to it, the more options etc we have in that thread the less chance of carriers being killed off
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Snowreap wrote:
    they have fixed this in the upcoming patch so that you can use 1 module per port that spawns just one type of ship. this reduces the maximum number of carrier spawns to 6-8 (or 2 if you're using BoPs).

    with your idea, klingons would still be able to spawn higher numbers of ships, and federation players would still complain, because it's the total number of ships that they're unhappy about, not the amount of time between spawns.

    -ken

    Very amusing, indeed its mostly the number of ships that carries can spawn that has alot of people complaining, i imagine the feds became quite overwhelmed when they start noticing the mine spamming was nowhere near as impressive LOL.

    OP, there is no such word as Klink, almost, "almost" found it offensive, kill that word, do it now!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    QoSheba wrote: »
    OP, there is no such word as Klink, almost, "almost" found it offensive, kill that word, do it now!

    this is a true statement
    it is racist
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