Just wanted to talk about endgame for both PvP and PvE. I know its been discussed before and most of these ideas have already been mentioned but people might find a few new ideas in here, but it is in my opinion the single most important part of making STO successful for the future, so I would like to keep the topic in the devs minds. Cryptic don't seam to be big on player dominated endgame in CoH or CO so I would every much like STO to break that pattern.
If the Devs add this it will go along way to making many people happy and giving people reason to play once they hit the level cap, other than just farming for badges or rolling an alt. Task forces are all well and good but they dont make you come back day after day after day.
Sorry fairly long post.
We need a system that will cater for both types of players, the PvP and the PvE players. This is very important not to exclude people from their chosen gaming style.
I would propose making one new sector block that is divided into two separate divisions, one is for PvP and one for PvE. (Depending on how many people they can fit into an instance in the future might mean there needs to be several instances within the divisions, although ideally I would like to see these zones designed to house hundreds of players)
PvP Division
Each sector block has 15 systems. 5 per sector
Each faction starts with 7 systems under their control, with 1 system in the centre as neutral.
Each system has two or three planets, and four, five or six starbases (more planets and starbases the further you get into enemy territory), dotted around the map. To take control of a system one faction must control and lock down all starbases and all planets before the system falls under their control.
The initial system will have one planet for Klingons and one planet for Feds, and two starbases each. Once one faction controls all 6 objectives they will control the system. To capture an enemy starbase you must first destroy mounted PvE defences, then click on the starbase to capture it (these starbases can be upgraded by the other side using credits or possible points won during scenario PvP to improve their defence) and then hold the location for a set amount of time.
To capture planets orbital weapon platforms and shipyards must first be destroyed before again clicking on the planet to capture it, until it becomes susceptible for attack. Captains must then beam down to the planets surface to capture a ground facility and destroy a PvE boss. The rival faction will try to stop you by defending from both space and ground and by attacking your already captured locations at the same time, meaning tactics and player co-operation will be needed to co-ordinate attacks whilst defending what they have.
Once you capture that system, it becomes yours and the next enemy system opens up for attack. All locations will be under their control this time and the attacking faction will have to capture all locations before moving onto the next. If the enemy faction can hold out for a set time and lock their on locations down without falling to the attacking faction, the fight swing back the other way.
If one faction can lock down the 14 systems then the last and final system is open for attack. This area would be similar to DS9 or starbase 01 in its functionality with several objectives to be completed by the attacking faction before they control the system. These arears need to be kitted out like true social hubs. Give the players a reason to defend it. This objective would be similar to a fleet action, in that they must destroy a set number of enemies, capture locations , kill a boss etc before they can fall.
Several other systems could be placed around the sector block offering death match style PvP scenarios or capture the hill that also contribute points towards each faction, like supply zones that open up depending on the sector that is currently contested, gaining points from this zones should be important and add to the factions strength or ability to upgrade its defences.
PvE Division
The PvE would work almost identically except that there is only one player controlled faction and the enemies are computer controlled, set at a fixed difficulty setting thats not too easy but not super hard.
There would have to be further division between the PvE zone so that Klingon players and fed players dont meet or have an impact on the other side, other than each side can see how well the other is doing, to add a sense of competition to it.
The computer PvE enemies would mainly defend their systems unless a certain period of time elapses without a system being captured then they would go on the attack, sending out a distress call to all players to help defend the system.
I would probably have the PvE system reset once all have been captured but I think I would leave the PvP arears as they are. If players want their systems back they will have to take them. Certain shops and PvP equipment and maybe even mission givers should only be available from these planets, so to get access to them you have to capture or defend them to have access to their goods
I probably would split the instances by rank but only have it available for lieutenant commanders upwards and probably just split it into two groups (lieutenant commanders and commanders in one, and then captains and RA in another)
I would block lieutenants out to begin with to let them get used to the game and how to play and give them an incentive to level up.
Once the Romulans are opened up I would add a Romulan/Fed sector block and a Klingon/Romulan sector block for both PvP and PvE.
0