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FIRING RANGE re: Equipment failure

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited April 2010 in The Academy
What would you do to survive equipment failure during a battle? Use a repair skill? Substitute other tactics? Flee the field?
Can we have a Firing Range (on star bases and star ships or star fields), and a weapons locker to store weapons, and a place to test, repair and modify our weapons? (contemplating occasional weapon failures added to missions if maintenance is not performed - that maintanace would prevent failures and it exemplifies the point of the Coby Massouru Test ?spelling?).
A player's character could place a weapon on the test bed and initiate a test (of players choice) on the target - the test would show on a display, all of the weapon's parameters, i.e., charge, discharge and recharge rates, Damage per shot and per time unit, Knockback and Knockdown rates, charge and discharge states, MTBF, Deviation from standard parameters, etc, and record an ID and history for the weapon. (Mods as well as good stats, would increase value, and, sub-standard performance would decrease value).
That any engineer would be able to repair, adjust, and modify weapons on a sliding scale according to the level of training and skill - after reaching a certain skill level, the engineer would do training missions at Memory Alpha and it wouldn't be so easy - require detailed training, a bit of FX, blow up a few things :). Similar testing for star ship weapons, shields, and engines, would be totally grand features to give us.
I think it would add an exciting element of chance to both ground and space battles. Seems to me, a lazy Capt could experience nasty equipment failures. OMG, shields are failing, or, My weapon stopped working, help, I'm gonna die, or, impulse is failing captain, or, intermittent shields captain, or, some type of partial/complete failure if equipment is not maintained. :(

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tbone11
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