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Modifying the Death Penalty using your skills: A proposal

SystemSystem Member, NoReporting Posts: 178,019 Arc User
The Death Penalty/Injury system is in place and for the most part I think it is spot on. Some of the componts can get a little expensive but I can deal with that. However, I got to thinking that certain profession should be alble to repair/heal themselves without needing componets. Afterall we have seen Scotty and Geordi pull the Enterprise out of some tough spots. McCoy and Crusher have done some amazing medical feets. So why not us? So I propose the following. All skills listed must have 9 ranks to get the described benefits.

Engineers:

Skills involved: maintenance on the following systems auxillary, engines, shields and weapons. Also Starship Hull repair.

Benefits: Reduces the chance of suffering damage to your ship by x% (mainly since I do not know cryptics numbes they would have to determine this). Second repair any damage done to your shp without needing componets. 10 minute cool down timer.

Science Captain:

Skills involved: (I based these on my best guess of science skills involved with healing) doctor, xenobilogy, molecular chemistry, toxicology, and physiology.

Benefits: Reduces chance of suffering injuries for you and your bridge officers by x% (see engineer for reason of x). Second you are able to heal all injuries on yourself and your bridge officers without needing componets. Only one bridge officer and yourself are affected by this ability. No componets are needed. 10 mintue cooldown timer.

Tactical Captain: (you didn't think I would leave you guys out did you?)

Skills involved: security, tactics, close protection, and threat control.

Benefits: Reduces ship damage and personal injuries by x%. No ability to heal/repari is granted.


Comments:

The Engineer is fairly straight forward in terms of skills chosen and effects. The science captain I selected what I felt were the most appropriate skills to reflect the benefits received. For the tactical captains I chose the skills I felt most likely reflected the abilities to mitigate or prevent an otherwise damaging attack. Since realistically Tactical officer do not have access to the skills required to repair/heal I did not choose to give them that ability. However, I instead gave them the means to reduced both ship damage and injuries. If anyone thinks other skills are better served please let me know.

As for the reduction percentage. I was thinking a 15-20% reduction. However without knowing the exact numbers and means by which the game calculates damage percentages it is hard to give an exact figure.

I did this because to me it makes sense that those who choose to play on higher levels of difficutlies should have means to deal with the consequences in multiple ways that is consistent with canon. Recognize that to max out the skills I have selected is a significant investemtn. The rewards are appropriate. This is an alternative for those who might enjoy it. You can just buy componets as well.


Comments/suggestions welcome and encouraged.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I just wanted to clarigy that this system should be implemented in addition to the current system. So that you have choices. Don't want to worry about it. Then don't keep on dong what you are now. Like it. Seems to fit your RP ideas then use it. It gives us choices and I thihnk that is good for the game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    The majority of players did not want a death penalty. Then Cryptic lied to us and stated it would be voluntary, yet they forced and involuntary DP system on everyone and lost subs as a result. I seriously doubt they are going to add even more grief to the game to chase off the dwindling number still playing the game. You got your dumb death penalty, now don't push to ruin the game for most everyone else further.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Salexander wrote:
    The majority of players did not want a death penalty. Then Cryptic lied to us and stated it would be voluntary, yet they forced and involuntary DP system on everyone and lost subs as a result. I seriously doubt they are going to add even more grief to the game to chase off the dwindling number still playing the game. You got your dumb death penalty, now don't push to ruin the game for most everyone else further.


    Whoa there hoss back off. First of all I was not excatly a fan of the death penalty. However we now have it and so we must learn to live with it. Secondly it is optional. Don't want it then play on normal. Advanced and elite should be harder including a death penalty. Thirdly my suggestini actually gives a way to help avoid the death penalty. It does nothing but help. Perhaps you should reread the OP and understand what I suggested.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    /10 char bump
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I think its an intresting idea. I would like to be able to repair the damages on my ship.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I think such things are ideally left to special stations in the upcoming ship interiors.

    E.g. after battle,

    * go to engineering and do a minigame to repair your ship.
    * go to sickbay and put a finger upon a damaged artery and call for help.
    * go to the lab and develop a new scientific theory that fixes all damage, but also causes a parallel universe to collapse
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Longasc wrote:
    I think such things are ideally left to special stations in the upcoming ship interiors.

    E.g. after battle,

    * go to engineering and do a minigame to repair your ship.
    * go to sickbay and put a finger upon a damaged artery and call for help.
    * go to the lab and develop a new scientific theory that fixes all damage, but also causes a parallel universe to collapse

    All well and good but not everyone is a fan of the mini-games. This provides yet another avenue of approach. Chooices and options are always good.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Salexander wrote:
    The majority of players did not want a death penalty. Then Cryptic lied to us and stated it would be voluntary, yet they forced and involuntary DP system on everyone and lost subs as a result.

    Last I checked, "Normal" difficulty mode (i.e. what the game was like before difficulty modes were put in) has no death penalty attached to it, so unless I missed something here, the death penalty is still entirely optional.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Last I checked, "Normal" difficulty mode (i.e. what the game was like before difficulty modes were put in) has no death penalty attached to it, so unless I missed something here, the death penalty is still entirely optional.


    Exactly my point!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Yeah there has been a dev post already in the engie reports saying that once they have ship interiors they would like to (most likely) add mini-games in engineering etc to remove injuries.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Exactly my point!

    I know, I was just making it pointier. ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Mothball wrote: »
    Yeah there has been a dev post already in the engie reports saying that once they have ship interiors they would like to (most likely) add mini-games in engineering etc to remove injuries.

    Sigh.. STO does not need mini games. Give me Dabo, Poker etc. Real games. I don't think silly mini-games to get rid of injuries is appropriate.
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