test content
What is the Arc Client?
Install Arc

Auto Target=Tanking threat option

2»

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    This idea is a very good one. I can tank quite well, so I have always wanted an ability like this. I think that this ability is good for pve and pvp. The only thing that comes close to it is jam targeting sensors ( I think that is a piece of junk). This is an excellent idea for all tanks. I also agree with what the last person said. ( I'm to lazy to copy his name)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    mattk2 wrote:
    ( I'm to lazy to copy his name)

    lol it is quite long
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I've seen a lot of cruisers lately that can take quite a beating and are designed to be "Tanks" but what this game lacks is the ability to utilize them as such.

    I was doing DSE's yesterday with an awesome tank and I had to let her target the enemy first and get off a few good strikes before I initiated my attacks because 1 second after my initial volley they switched targets to me simply because of my DPS. Thankfully I can dismantle a cube in 5-8 seconds and she had the heals enough that I rarely had to utilize my own heals.

    In STF's this would be a great skill for cruisers set to be a tank where they can either
    1) encite the enemy to target them regardless of the DPS being pushed on them
    2) take all or part of the damage being delt to the current target or
    3) cause the enemy to randomly shift between targets so as to give time for regeneration and heals to take place.

    I actually would like to see this be an ability that a cruiser takes all or part of the damage being delt to a friendly target for a few seconds. The reason why I would like this is specifically to make it useable in both PvE and PvP. Where the cruiser is the last target to be taken out this would help to direct some of the damage away from an escort and improve its survivability.

    PvE escorts generally put out so much DPS that they become the primary target reguardless of what else is out there, while in PvP they are the primary for that reason AND the fact that they are the easiest to kill.

    With this being strictly a cruiser ability it wuould utilize them as a true "tank" class and it can be used by both federation and klingon cruisers.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I agree with this last point and will bump this thread for you ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Anyone think of a trek name for an ability like this?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Seems to me that they used "Draw Fire" or "Drawing Fire" in TNG, but can't remember the episode.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Tragamite wrote: »
    Anyone think of a trek name for an ability like this?

    I would say its best to get the exact nature of the skill worked out before a name, cause I currently see 2 skills in the thread that do the same thing, but slightly different.

    First theres the one that moves the ship inbetween the attacker and the target then shifting the focus onto the defender.
    Then theres the Anti-matter spread one that hides everyone in a set area but makes the defender stand out.

    The first one is more like the shows, but the second seems easier to do in a programming point of view and covers from different angles of attack.

    <Insert name here>
    # Used by: Captain
    # Target: Friend
    # System: (not sure)
    # Ability Type: Buff/Target Changer
    # Activation: 1 second
    # Cooldown: 3 Minutes
    # Range: 5 kilometers
    # Innate Cruiser Skill

    Forces all attackers within 10km of Target to change Target to self for 10s and increases Hull and Shield Resist +15% for 30s


    Not sure on details, but anyone feel free to edit bits.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I’ve never really liked the idea of a full on tanking system where combat is brought down to a simple by the numbers rinse and repeat strategy. I’d much rather have mobs that were smart and responded more intelligently to a group and reacted to what the players were doing.

    Also while the idea of breaking line of site with an enemy makes sense simply making them target you rather then somebody else seems silly. if you can manipulate their targeting why not just make them shoot at ships that don’t exists or at each other rather then anybody in your group.

    I've not played a science ship in a while and the game itself on and off. I do remember having a couple powers though that could give a team breathing room in a fight though viral matrix and scramble sensors (the one that makes them shoot each other). I know matrix was nerfed I don’t know to what point though, knowing cryptic it might be in the useless category now. In my head I'd like to see something more along the lines of that then a strait out constant taunt.

    maybe something that for 5-10 seconds would increase another ships dodge chance. Call it mask signature and say its blurring the signature of your buddy. Another option would be an extension of a current power like jam sensors that makes it so they can’t target anybody for a bit. call it blind sensors or something. I know it could be considered op in pvp so just have it not work as well against players.

    I’m not saying there shouldn't be a was to take aggro at all. I just don’t like the idea of combat turning into a constant tank&spank. maybe a power that increased your aggro for a short period of time in exchange for something like maneuverability or shield power or at least give you some really good incentive to not keep it on for very long. In my head I'd like to think of the idea being you're trying to trick the mobs into shooting you rather then your group by presenting a juicer target. so the power would make your ship look like it had some catastrophic failure. Maybe your ship would vent some of the gas from the nacelle and slow you down till you were dead in space or your shield facing would go on and off erratically. I could see it as either a short power or a toggle for something like the shields since keeping it on for a long time would be a challenge unto itself.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Jim-San wrote:
    I would say its best to get the exact nature of the skill worked out before a name, cause I currently see 2 skills in the thread that do the same thing, but slightly different.

    First theres the one that moves the ship inbetween the attacker and the target then shifting the focus onto the defender.
    Then theres the Anti-matter spread one that hides everyone in a set area but makes the defender stand out.

    The first one is more like the shows, but the second seems easier to do in a programming point of view and covers from different angles of attack.

    <Insert name here>
    # Used by: Captain
    # Target: Friend
    # System: (not sure)
    # Ability Type: Buff/Target Changer
    # Activation: 1 second
    # Cooldown: 3 Minutes
    # Range: 5 kilometers
    # Innate Cruiser Skill

    Forces all attackers within 10km of Target to change Target to self for 10s and increases Hull and Shield Resist +15% for 30s


    Not sure on details, but anyone feel free to edit bits.

    Although I think the design would be easier to have the enemy shift to the cruiser I'd like to see the ability hide the original target.

    Something like the original target uses jam sensors on all that was currently targeting it and the only one target left is the cruiser that used the ability.

    I could see science team being able to counter it or some other ability could maybe. But each person who was affected would need to counter it.

    So when this ability is used all people targeting the ally would switch to the cruiser for a duration granting both tge cruiser and the ally target a resist buff or put a damage debuff on all that had been targeting the ally.

    Otherwise what you have setup here is a pretty good idea. Still need a name for it though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I think I have an idea for a few abilities that could be added to the game to fill this role. Of course, I'm pulling these ideas from some things that have been said by previous posters, so give credit where credit is due.

    Ability 1

    Title: Anti-matter Spread
    Game Description: Releases a spread of reconfigured torpedoes, releasing anti-matter which screens friendly ships from enemy sensors. This anti-mater also leaves a sensor trail used by enemies to target your ship.
    Effect Description: Blocks friendly ships from enemy target, leaving your ship as the only targeting option. Applies a defense buff to your ship. Applies a stacking immunity buff to enemy ships, making this effect more likely to fail after repeated use.
    Stats: Time: Lasts 15s. Cooldown 30s.
    Range: 5km
    To Foe: Remove targets from sensors; Allow targeting of user; Apply resistance buff
    To Self: +20 defense

    This ability would work on NPC's and PC's. After 3 immunity buffs, targets would be immune for 60s.

    Ability 2

    Title: Offensive Posture

    Game Description: You take a more aggressive stance. Through repeated attacks, you establish yourself as a threat, causing enemies to focus more on you, than on others.
    Effect Description: Increases aggro caused by your attacks and applies a defensive buff to your ship.
    Stats: Time: Toggle Effect
    Range: N/A
    To Self: +20 defense; +150 aggro to attacks

    This ability would work on NPC's only.

    This is just what I've come up with from reading previous posts. Of course, this would be an ability inherent in all cruisers, similar to subsystem targeting on science vessels. Tell me what you think.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Keru wrote:
    I think I have an idea for a few abilities that could be added to the game to fill this role. Of course, I'm pulling these ideas from some things that have been said by previous posters, so give credit where credit is due.

    Ability 1

    Title: Anti-matter Spread
    Game Description: Releases a spread of reconfigured torpedoes, releasing anti-matter which screens friendly ships from enemy sensors. This anti-mater also leaves a sensor trail used by enemies to target your ship.
    Effect Description: Blocks friendly ships from enemy target, leaving your ship as the only targeting option. Applies a defense buff to your ship. Applies a stacking immunity buff to enemy ships, making this effect more likely to fail after repeated use.
    Stats: Time: Lasts 15s. Cooldown 30s.
    Range: 5km
    To Foe: Remove targets from sensors; Allow targeting of user; Apply resistance buff
    To Self: +20 defense

    This ability would work on NPC's and PC's. After 3 immunity buffs, targets would be immune for 60s.

    This is just what I've come up with from reading previous posts. Of course, this would be an ability inherent in all cruisers, similar to subsystem targeting on science vessels. Tell me what you think.

    I am really digging this one!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    These sound like fun abilities until you consider that in a PvP arena it's going to instantly pull focus fire from everything in sight; and people won't even have to switch target manually it sounds like; this ability will automatically draw focus fire onto you the instant you pop it. I have a hard time imagining who is going to ever want to use it, given that you will live for about sixteen milliseconds at most after you do.

    Even for PvE, is there really anyone who can stand up to getting focused by every cube and sphere in sight for more than a few seconds? For lower end encounters this would not be a problem, but then for those anyone can "tank" them on their own anyway. This is really the underlying problem: it's not just that there aren't tank-like aggro management tools; it's that no build can actually handle extended mass aggro the way we expect classic Main Tanks to in other games.

    Until there are builds that can soak up fire from anything and everything in sight for an appreciable amount of time, any sort of draw fire ability in space is just going to amount to a Self Destruct sequence.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Heezdedjim wrote:
    These sound like fun abilities until you consider that in a PvP arena it's going to instantly pull focus fire from everything in sight; and people won't even have to switch target manually it sounds like; this ability will automatically draw focus fire onto you the instant you pop it. I have a hard time imagining who is going to ever want to use it, given that you will live for about sixteen milliseconds at most after you do.

    Even for PvE, is there really anyone who can stand up to getting focused by every cube and sphere in sight for more than a few seconds? For lower end encounters this would not be a problem, but then for those anyone can "tank" them on their own anyway. This is really the underlying problem: it's not just that there aren't tank-like aggro management tools; it's that no build can actually handle extended mass aggro the way we expect classic Main Tanks to in other games.

    Until there are builds that can soak up fire from anything and everything in sight for an appreciable amount of time, any sort of draw fire ability in space is just going to amount to a Self Destruct sequence.

    Well in PvP the idea would be if you had all your buffs up you could survive for about 10 seconds. During that time the escorts in your team would be able to pound the enemy into destruction unhindered.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Well in PvP the idea would be if you had all your buffs up you could survive for about 10 seconds. During that time the escorts in your team would be able to pound the enemy into destruction unhindered.

    With a good cuiser they can take the beating but an escort could not. The skill would be a cruiser function much like science vessels have BTSS. So a cruiser captain would understand what they were getting into when they use it to protect their allies just as we have seen plenty times over in the shows.

    I would submit that KDF cruisers also have the function. It should only last a few seconds and then you could reestablish the previous target. But it might be just the time needed to reconfigure the attacks.

    And yes it would take the cruiser captain pushing the button to protect the other ship so they don't have to use it and possibly sacrifice themselves for others.

    I know my eng/cruiser combo can take the beating of all 5 enemy ships in PvP for 12 seconds average. However, she deals minimal damage in PvP as she is meant to be a tank/support ship not DPS.

    I know my tac/escort combo captain can take the beating of all 5 enemy ships for about 3 seconds without additional support. I don't feel this would ruin PvP or I'd not suggest it but I do think it would be a more challenging chess match.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    *grumbles about zombies, necromancy and how it only leads to bad things before burrying the zombie*

    If you wish to discuss your new ideas, please do not do so in a thread that is several months old already. Thank you!
This discussion has been closed.