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Suggesstion: Ship Evolution

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Okay so this is gonna be somewhat of a long post, for me to explain my idea, I apologize in advance, but appreciate any feedback (negative or positive, just make it constructive). With so many ships, more so on the federation side, available and players being able to rank up very fast, I think it's time we looked at some ship evolutions. I can honestly say for my federation character I am not looking forward, or going to use, a retrofit galaxy class ship...basically because of the horrible turn rate (in my engineer toon anyways) I'd be a sitting duck in pvp. So my idea isn't entirely original to some degree, for those of us who have played Lord of the Rings online, you'll recognize a few things. In Lotro after the Mines of Moria was introduced, legendary weapons were introduced as well. It was simple, players would gather items to craft (speciality items) combine them toghether to make the weapon, then level it up during combat by killing anything that moved. As the weapon leveled up, with it's own xp tiers, once it reached a threshold (usually every 10 levels) you were able to add something more to the weapon, DoT's or damage reduction ect. My idea sort of takes the same concept and applies it to starships but in a more diverse manner.

Lets say, just for a starting point, each starship has 5 additional efficency slots...opened up by gaining experience in combat. We can also add a new section to the crafting area, labeled "starship technology" (just for sake of argument). The additive sections could include, additional armor plating (kin/energy resistence), increased power output (%wise for base stats), you can also get into specifics like shield regen, engine output, weapon power, or aux power. To take it a step further add in additional weapon port modifications, or additional console modifications. These modifications would add a variety of boosts to starship operations, which could be said that your captain has either learned how to operate his/her ship better, or it recieved a "retrofit" upgrade. Now these all would be capped of course, so say our favorite ship the Miranda class could be used up to level 20 if you so desire, before it becomes inefficient against higher level ships. However, this would add more diversity to starship use, and stretch out the ship chain, so we don't keep getting retrofits or these gigantic ships running around.

This idea incorporates crafting because players would have to acquire the materials needed to create or build the modifications for the proficiency slots on the ship....so it actually makes crafting more of an important part of the game (which would needed to be addressed for the klinks too). As the ship levels up in xp it would open a proficiency slot to be used. At this point weapons wouldn't be an issue because you can put Mk X's on the ole Miranda if you wanted, but for those players leveling up it also wouldn't be an issue because once you hit LTC you can also put higher gear on the ole Miranda. So in other words the system somewhat already incorporates the basic concept, you just need to add some flavor in modifications to make the ship more viable against higher level compeition. So you could end up using the favored defiant in RA level combat w/o suffering the current drawbacks it now does.

It's just an idea, but something worth looking at as the cap expands. Again it's open to constructive thoughts, this is just a base idea to work from, and to be honest a reevaluation of base line stats would be needed as well (which I'll leave to the experts).
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