test content
What is the Arc Client?
Install Arc

some suggestions

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Normally, I dont post because I find that reading what others have to say and suggest usually answer any questions if you look long enough for the answers. However, in regards to space combat some things definitely need to change.

For one, I dont know how many of the developers or players have actually played EVE, but we need a target locking system similar to there. Between being unable to filter the names off stupid objects like mines and the bad camera angles, tab targetting fails, and so does clicking targets. Now I dont think we need anything too grand like targetting times based on ship size, skills, etc, but a simple target acquisition system that would let you save, lets say, 2-3 targets so that when you F* to one of your team mates, you dont have to find the guy you were shooting before all over again? Or even locking teammates you couldnt invite to your team, because I guess some matches are 7 players, but you can only fit like 5 on a team?

Also have a different angle on the use of crew. Now there are 3 team abilities available, science, tactical and engineering. Personally, I thought the idea was pretty dumb, not so much in what they do, but how they are used. I dont remember any star trek episode where you were able to beam over anything anywhere while shields were up so that kinda makes beaming teams over to friendly ships in the middle of a firefight really ludicrous. Also, how you can only use 1 team at a time? When a ship goes to red alert, Im gonna ssume everyone gets out of their bunks and reports to their stations, so why on STO are they doing shifts like I only have 12 people on my ship? So what I propose are the changes to the teams, instead of them being actual skills, maybe it should be like a setting for individual ships, IE, you dedicate a certain % of your crew to engineering, science or tactical.

There could also be benefits as to where you dedicate your crew by the % you allocate them.
a) More crew for engineering would be better energy levels, better shielding, faster turning, in combat passive hull repair(Doesnt exist as far as I know, only hull regen ive actually seen is when ive been afk for 10 minutes).
b) Science would be your ability to counter an enemy's 'debuffs' such as reducing power drain from systems(Yeah, I know, sounds more like an engineer's job, but if you stack too many things into eng, who would even bother with science).
c) Tactical: I tried real hard to come up with a use for this, but only thing I could think of is that this is really an internal security team ready to fend off boarders but who even uses boarding party.

Now these benefits would always be on and any crew deaths would come from random spots in the population never all in 1 category, it would allow larger ships to actually receive some sort of benefit from their class instead of just penalties to turning and movement.

Firing arcs

Ok, beams are instant and therefore they were made weaker. Fine. Sure. Cannons have travel distance to their target, so therefore damage is not instant, smaller arcs, and therefore they hit harder, ok, fine. But why do cannon shots home in on their target? Im sure youve all seen it, the shot is like a mile off and it will turn around and chase you? That cant happen. I may get flamed for this, but cannons should be linear, once a target has moved out from the original 45 degree arc it was fired from, it should miss, this ideally only affects escort vs escort but wouldnt that make it more real?

Turrets.

Concept is good, utilization is TRIBBLE. From what I understood, their main priority on vessels was point defense. Small, fast tracking, 360 degree rate of fire. That should be their only role, they wouldnt be large enough to do any sort of damage to shields or hull on even the smallest BoP. To this end, torpedoes: quantum, proton, plasma, tricobalt, etc, they need hp and defensive mod for fast movement, and the ability to be shot down, turret maximum(not optimal) range needs to go down to about 2km to reflect the lack of power behind each shot. Also, point defense priority settings so you can set them to shoot down torpedoes targetting you, or an ally.

Cannons

Or really cannons and the rapid fire ability. The rapid fire ability is pretty much rapidly filling your cannons capacitors so they fire quicker, while more power is used. (Not per shot because the shots are the same, but because you are firing quicker) However, there needs to be a drawback, because it is just silly right now. For lack of a better example, EVE had heat meters for weapons, when you overcharged them, they performed better, but overuse on this setting overheated them and eventually caused them to be damaged or even destroyed, we need something like that here. I am not saying to nerf cannons, or nerf rapid fire, but there needs to be something to make someone think twice about continually chaining a 30 second skill without pause like what is going on now. And rapid fire should only affect the larger forward facing cannons because only those would possess the power to be supercharged like that.

If you read all of this, thank you, and any feedback or additional suggestions would be good.
Sign In or Register to comment.