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Dev's: Are the current T5 ships going to be given abilities also?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Just what the title says. I actually don't care either way, but it would be nice to have a nifty ability for my sovereign.

Or, the current T5's could have a list of abilities attached to them when you buy them and then the ship is stuck w/ that ability until sold.

Thanks for any response.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    how about that swirl mounted torpedo launcher? Launching 10 warheads in 3 seconds is fun :) (ofcourse each would be weaker than normal torpedos in game for the shake of balance) (or just make it allow you to fire torpedoes in a 180 degree angle)

    Advanced escorts should have MVAM (yes they said blah blah rubbish but that is rubbish for it is a great advantage to tripple your firepower in trade of for some reduced defences)

    Fleet escorts not so sure really, Same for star cruisers (maybe some supper shield thingy).

    Recon science should have some serious sensor power say something that allows you to target a cloaked klinging and fire at it without it knowing it is targets till it gets hit? (high yield torp on them will make them think twice about aproaching a science ship that close they can be seen)

    Deep space science no idea just like the other ship classes created by cryptic :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    I brought up the idea of a swivel torpedo launcher for the assault cruisers in the cruiser forum a while back. i still like the idea. Maybe it could fire only modified photon torpedoes, and if you use any other type of torpedo it gets the default 45 fore or aft arc.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    I agreed we need powers for those ships, and for the klingons also.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    definately the klingons need ship powers. I still love the giving BoP's the ability to fire while cloaked. i know it needs to be more well thought out and all, but that would be SWEEEET


    And when the rommies come, the scimitar should have fire while cloak.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    definately the klingons need ship powers. I still love the giving BoP's the ability to fire while cloaked. i know it needs to be more well thought out and all, but that would be SWEEEET


    And when the rommies come, the scimitar should have fire while cloak.

    firing when cloaked would be either OP or UP as you would either be that ghost blasting everyone without being seen or been seen soon as you fire and blasted to death in seconds.

    No for a Bop a battle cloak with a 10 second cooldown and a instant activation would be better so they can be true hit and run vessels, though the cooldown might need to be bigger..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Liandras wrote:
    firing when cloaked would be either OP or UP as you would either be that ghost blasting everyone without being seen or been seen soon as you fire and blasted to death in seconds.

    No for a Bop a battle cloak with a 10 second cooldown and a instant activation would be better so they can be true hit and run vessels, though the cooldown might need to be bigger..

    Like I said, I didn't think too thoroughly about it.

    Could be something where they can fire while cloaked, but as soon as they fire theres a chance the target gets a lock automatically (unless the target is targeting another ship). i think we could make a 100 page thread on this topic.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Like I said, I didn't think too thoroughly about it.

    Could be something where they can fire while cloaked, but as soon as they fire theres a chance the target gets a lock automatically (unless the target is targeting another ship). i think we could make a 100 page thread on this topic.

    100 page would be a understatement in a major form :D

    but yes as for the swirl mounted launcher I think it is a must it really adds to the assault cruiser feel and being able to fire your front mounted torps in a 180 angle would be a good bonus.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Just what the title says. I actually don't care either way, but it would be nice to have a nifty ability for my sovereign.

    Or, the current T5's could have a list of abilities attached to them when you buy them and then the ship is stuck w/ that ability until sold.

    Thanks for any response.

    I certainly hope not!

    Those special abilities are balanced out by ships that have a number of disadvantages. To add similar special abilities to the other T5 ships would necessitate taking something away from somewhere. I'd rather they didn't do that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Benfea wrote: »
    I certainly hope not!

    Those special abilities are balanced out by ships that have a number of disadvantages. To add similar special abilities to the other T5 ships would necessitate taking something away from somewhere. I'd rather they didn't do that.

    Ditto. I for one am not planning to use any of the new 'refits' beyond testing them out. I'm too attached to my current T5s... and I'm not too much of a fan of the iconic T4 ships anyway. Besides; Defiants with a cloak outside of the Gamma Quadrant just reeks to me.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Benfea wrote: »
    I certainly hope not!

    Those special abilities are balanced out by ships that have a number of disadvantages. To add similar special abilities to the other T5 ships would necessitate taking something away from somewhere. I'd rather they didn't do that.

    This is the reason we will most likely not be changing the existing ships. The newer ships have a different seat configuration and pro/cons to make up for their abilities.

    That being said - we're always willing to evaluate based on feedback.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    dstahl wrote: »
    This is the reason we will most likely not be changing the existing ships. The newer ships have a different seat configuration and pro/cons to make up for their abilities.

    That being said - we're always willing to evaluate based on feedback.

    that is a good point, and I agree with it, but what about our Klingon brethren? what do they get, and is there a time frame when it is their turn to gets some new toys? ( more then the carrier which does look sweet, but they need more then just that. )
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Unh... I'd take the AWACS function (RSV's have sensor pods, so why should that be a Nebula-only goody based on how they have a sensor pod too?) and a Sci bridge station (instead of a tactical one) anyday for Sedna.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    dstahl wrote: »
    This is the reason we will most likely not be changing the existing ships. The newer ships have a different seat configuration and pro/cons to make up for their abilities.

    That being said - we're always willing to evaluate based on feedback.


    You can do refits of existing ships to bring them some special functions as well. That way players who like the ships as they are now can keep them, and those who want something special, can grab a refit. I would of course expect they lost something to make up for what they gain.

    Advanced escorts should have MVAM, and by adding Saucer Sep for the Gal Refit, you guys have somewhat opened that can of worms.:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    dstahl wrote: »
    This is the reason we will most likely not be changing the existing ships. The newer ships have a different seat configuration and pro/cons to make up for their abilities.

    That being said - we're always willing to evaluate based on feedback.

    it would be nice if when you hit level 51 as you dont get a tier 6 ship as such but more options at a balanced tier 5, that all ships should get a new ability or console or weapon slot slot to make it feel like your being rewarded for and increase in rank.

    so levels 11, 21, 31, 41 we get a new ship with a new ability's, console slots, bo stations or weapons slots. we should get a little extra at 51 for every ship too
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    I would be happy with a minor refit of the current tier 5 ships,change the BO setup a little.The Assault Cruiser for example has 1 Ensign and 1 Lt. tac BO station,a total of 3 tac skills.I would like to see it replaced with 1 Lt.C tac BO station,you still just get 3 tac skills,but you have access to better skills without being OP. Adding a console slot might be pushing it,but that's what Tribble is for.:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Zodi-emish wrote:
    that is a good point, and I agree with it, but what about our Klingon brethren? what do they get, and is there a time frame when it is their turn to gets some new toys? ( more then the carrier which does look sweet, but they need more then just that. )

    Sadly we don't seem to get anything. Once again they give to the Feds and not Klingons. Feds have access to 4 ships with unique abilties (inc Gal-X) and it seems another 2 with unique abilities that will be C-store only. Klingons? 1 carrier.

    Feds get transwarp abilities as part of diplomacy, Klingons? Nope.

    Feds get to have a Klingon faction BO through diplomacy. Klingons? Nadda.

    It can be argued that the the retrofit Gal having a combat pet is the Fed equiv of the Klingon carrier (although the carriers turn rate should be increased to compensate), so I won't take issue with saucer seperation,

    The Defiant with cloak, well Klinks have cloak, I just hope the defiant will have less HP and shields to compensate for cloak, the same way Klinks have lower HP & shielding.

    Where is the Klingon equivelant to Ablative armour though? We have no equivelant to this.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    I'm probably going to get flamed for suggesting this, but....

    Plenty of people would like to be able to Retrofit/Upgrade their ships. So maybe there should be a Drydock option made available either through the C-store, or by setting up something similar to what WoW does with Server Transfers, and so on.

    What Drydock would do is give players a list of changes they can make to their ships to beef them up, these changes would also bring with them built in de-buffs.

    Examples

    Cruisers= The ability to use a swiveling torpedo launcher, de-buff reduced torpedo damage, when using that weapon slot.

    Escorts= better shields, de-buff reduced speed/turning

    Science= Extra weapons slot, de-buff reduced Aux power(or something, I don't know, I like my science ships just fine, but then I don't do PVP, open to suggestions here.)

    That's retrofitting.

    Upgrading would be taking a Tier 2 ship, and making it so it could double as tier 4.

    Upgrades would be making the Boff slots appropriate to the Tier your going for, reductions would be 3/4 to half the Armor of ships of te higher tier, plus the possibility of overloading the ships power grid, and having, oh say Phasers go offline for a minute or two, or something, with the possibility of Overloads happening increasing the more you have to upgrade the ship.

    Both of these options would require the ship to spend time in Drydock(realtime), the bigger the retrofit/upgrade the more time it spends, it could be anywhere from 1 hour to 1 day.

    This would also be available to All factions.

    It's an incomplete idea, I know, but it's not bad for something I came up with 5 minutes ago and expanded on while I was typing it out.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Why in the world would someone want to put heavy cannons on a cruiser? Mine can turn decently but thats because I use an RCS accelerator.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Why in the world would someone want to put heavy cannons on a cruiser? Mine can turn decently but thats because I use an RCS accelerator.

    It's just an example. Like I said, it's something I came up with, pretty much spur of the moment, I fully realize it needs work. That's why I also put in that I was open to suggestions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    I would love to see crafting skills/items that would impact your general ships. Something like being able to upgrade a miranda to LCDR level (add hull and weapon spots etc.). Granted, this would cost a lot of bits but with the new scanning mini-game, getting a lot of bits isn't that hard.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    dstahl wrote: »
    This is the reason we will most likely not be changing the existing ships. The newer ships have a different seat configuration and pro/cons to make up for their abilities.

    That being said - we're always willing to evaluate based on feedback.

    Here's some feedback...if you make iconic ships have powers that are very desirable and leave the other ships as they are, few will fly the old ships. I would almost be alright with that except you sold me skins for the old ships that will soon be obsolete. Let us refit those ships with some type of power comparable to what you're offering the new ships or they will die. I'll also be pretty careful about buying any new ship skins in the future since they'll be obsolete as soon as you make a few new ships for the C-store.

    I feel like I was taken advantage of when I thought I was buying skins for top tier ships, that suddenly will become second rate. I could have saucer separation, cloak, instant travel to distant sectors, or ablative armor, but I'll stick to the ships that have none of those because I like the skin I paid money for? That is unlikely.

    Oh I hear the new ships will have some disadvantage, but I hear the Defiant refit will have cloak, an extra commander bridge slot for the price of one aft weapon slot. Sure, everyone will still fly their fleet escort instead. And pigs are flying around my house. Losing a turret for only a cloaking device and an extra commander level tac skill? Anyone would make that deal. You just killed the fleet escort.

    Sheesh, dstahl, who runs this game anyway? You act like the marketing department is your boss. If they tell you the next ship will cost $100, do you just salute and say "Yes, sir!" I would hope your position actually has some authority. If it doesn't, let the marketing head do the talking since he's the real head of the company. By the way, if he's not in charge, fire the head of the marketing department, he's making a fool of your whole company.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    It's just an example. Like I said, it's something I came up with, pretty much spur of the moment, I fully realize it needs work. That's why I also put in that I was open to suggestions.

    O, i'm sorry, lol.

    What did you think about the rotating photon torpedo launcher with a wider arc, but weaker torpedos.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    Shakkar wrote: »
    Here's some feedback...if you make iconic ships have powers that are very desirable and leave the other ships as they are, few will fly the old ships. I would almost be alright with that except you sold me skins for the old ships that will soon be obsolete. Let us refit those ships with some type of power comparable to what you're offering the new ships or they will die. I'll also be pretty careful about buying any new ship skins in the future since they'll be obsolete as soon as you make a few new ships for the C-store.

    I feel like I was taken advantage of when I thought I was buying skins for top tier ships, that suddenly will become second rate. I could have saucer separation, cloak, instant travel to distant sectors, or ablative armor, but I'll stick to the ships that have none of those because I like the skin I paid money for? That is unlikely.

    Oh I hear the new ships will have some disadvantage, but I hear the Defiant refit will have cloak, an extra commander bridge slot for the price of one aft weapon slot. Sure, everyone will still fly their fleet escort instead. And pigs are flying around my house. Losing a turret for only a cloaking device and an extra commander level tac skill? Anyone would make that deal. You just killed the fleet escort.

    Sheesh, dstahl, who runs this game anyway? You act like the marketing department is your boss. If they tell you the next ship will cost $100, do you just salute and say "Yes, sir!" I would hope your position actually has some authority. If it doesn't, let the marketing head do the talking since he's the real head of the company. By the way, if he's not in charge, fire the head of the marketing department, he's making a fool of your whole company.

    I definitly agree. That marketing guy is single handedly making everyone around him seem like a fool, lol.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    O, i'm sorry, lol.

    What did you think about the rotating photon torpedo launcher with a wider arc, but weaker torpedos.

    That's a good one, in fact hold on a mo.....

    EDIT: there edited.

    So, Retrofit would be to give an existing ship new abilities without changing it's tier.

    Such as Saucer Sep, Cloak, or Torpedo Turrets.

    Upgrade would be taking a low level ship, tier 1 (Nova, Saber, Connie) at the lowest, and making them Tier 2, or higher.

    Another piece of ship equipment that occurred to me was "Linked Torpedo Launcher" it'd fire twin torpedoes but can also be switched to single torpedo rapid fire launching. Cons would be, lower Torpedo damage, and in rapid fire mode, a longer cool down time, in addition to lower torpedo damage.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2010
    I hate game balance used as an argument. In real life, the only reason everyone doesn't make ueber-superships is because they're too expensive. Logistics and maintenance are reasons to have larger numbers of smaller support level ships than fleets of huge flagships. Not sure how that could be translated into the game, but anything else makes it blatantly artifical. Everyone is already running around in T5 ships and will pretty much abandon them for T6 ships...

    if we weren't completely gimped, many of us would be perfectly happy, if not prefer to play Mirandas, Centaurs, Consitutions and Excelsiors...

    Off the cuff, I'd say it should all come down to the crews and damage. I'd like to see crews get injured and killed and ships get damaged to the point you need to return to a starbase and get repairs (paying EC to replace crews). I'd leave the death/damage penalty optional, but not so much for "crew drain," which should be a basic mechanic. I'd like to see periodic EC drain from needing to rotate crews (leave, retiring, newbies coming on board, etc). To simply the game mechanics, make it only be required for usage. IOW, engineering crew would be more heavily worked on regular flights between Sol and DS9, for example. All the more reason why Starfleet would want to pursue their transwarp conduit network. Going into combat would strain all crews, but doing lots of exploration missions would most strain the science crews (which means we could get rid of the completely artificial timers for the daily exploration missions. Your crew endurance and replenishment IS the timer. This of course, leads to socialization and perhaps mini games in the ships own rec facilities during a game. Not interested in that? Fly to Risa or DS9 or a starbase so your crew can go on shore leave, etc which brings their numbers back up.

    Crew drain should be higher on escorts (not as much rec facilities, etc) and slowest on cruisers... cruisers would have such massive numbers, though, that it would near always be a large number. You'd have greater endurance with cruisers, but a bigger headache if you stay on in deep space for a long time. Not interested in that jazz? Go to a smaller Heavy or Light cruiser, if not an Escort or Science ship with a correspondingly less need to manage it.

    Obviously a science lab/exploration type stuff should be the easiest on Science ships, but that's a separate enchilada.
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