In this highly edited version of Stormshades post he mentions some of the new ships on the horizon. While it might be too late for this discussion, I'd like to have it just in case we can made a difference.
We're working right now, on:
- Several new ships (Gorn, Orion, Nausicaan, Vor'cha Refit, New Crytpic Design - Klingon Ship)
In the future we hope to make:
- More new ships for the KDF
Now what do you want from these ships? What sort of set up for BO's? What kinds of stats or special abilities (if applicable). What would you like to see in new ships?
The one thing I want to see in a new ship, is a ship with the BO setup of the Fleet Escort (Hermes, Gryphon, Dervish). This has been my favorite setup to play with, but I can't make it work on the Klingon side, even with the universal BO slots for the T5 BoP we are still short one BO.
Please keep this constructive, tell the devs what you want in these new ships, please don't use this thread to bicker or point fingers, we're more likely to get our requests heard if we are constructive. That doesn't mean you have to lick Cryptic's boots, just be constructive with criticism.
Thanks.
Comments
allocate say 13 BO positions per ship where people can play around
with there setups make the little boxes drag & drop.
So if some one wants to have 13 ensign positions that would be entirely up to them.
I would also like to see the same done with console slots.
take for example the bop it gets 3 eng 3 sci & 3 tac consoles.
let people move those consoles around.
like my tac bop would get 3 eng , 2 sci , 4 tac consoles.
my sci bop would get 2 eng , 4 tac , 3 sci consoles
ultimately this would lead to a greater game playing system i feel.
to start with i think you would find that you would have 3 sections
the DPSers , the Tankers & the SCI specialists but after a short time i think
you would find a lot more people with a greater verity of ship setups.
one of the main things i would like to see changed is the ship trees and sections on the kdf, i think the bop and raptor should both be classed as escorts, and then introduce carriers from tier 2 upwards as the classified science ship, let them have the pods still but until tier 4 only allow them one back pod and in tier 2 and 3 allow them to have a bit better turn rate to make up for having a faster turn rate. keep battle cruisers as the cruiser class and that would sort out the trees perfectly and also make it easier to add new ships to lower tiers. that would balance the kdf and fed tier to tier ships.
when i say raptors and bops to both be escorts the idea is that raptors are out and out escorts and bops are recon hit and run escorts whilst they both still have the same stats as they do now as they both should be tactical ships and the bop should never have been used as a science healer ship.
i would also like more customization on the kdf ships we have now, to wings up or down, what guns go on the end and different body styles, we are in the future after all so a few changes could be done and mods to the current ships. maybe take some ideas from the other races ships to hybrid the kdf ships we have now to look different and more personal to the player.
also it would be good if we could get some more bridges but without red light, give us some bridges with normal lights because for myself i cannot spend anytime on the bridge as it gives me major headaches, its also why i shy away from borg stuff as the flashing red screen does exactly the same thing and i cannot find anywhere to turn it off.
For a Vor'cha I rather like the idea of a tac LTC, a tac LT, eng Com, eng ensign, sci LT. Give it the same hull as the Negh'var and Vor'cha maneuverability and 4/4 weapons. It would be what the Kar'Fi should have been.
For the Orion ship, something different like Tac LTC, Eng LTC, and 3x Sci LTs might be interesting, with maybe a science ship shield/hull and turn of 14-15 and 4/3 weapons but no subsystem targeting. I'm thinking a hybrid escort/science ship, so maybe it should be able to use dual cannons considering it still turns slower and doesn't have the tactical slots.
The Nausicaans might have something like 2x Tac LTC, 2x Eng LT, 2x sci ensign. Defiant-R stats everywhere else, including a cloak and missing console.
For the Gorn ship, I'd say a Fed cruiser hull and turnrate of 6, no cloak, 4/4 weapons. Then give it a Tac LT, tac ensign, Eng com, 2x Eng LT, and science ensign. Give it 5 engineering consoles though, and 2/2 for tac/sci.
Any chance the Devs can step in here and give us a little more detail?
It looks similar to the Negh'var, but smoother and with a tear drop shaped bulge in the back, which is a small hangar. It is designed to lead the Klingon fleet to glorious victory by being diverse, taking the fight directly to the enemy, and even letting fighter pilots gain their honor.
Hull: 36000
Crew: 1500
Impulse Modifier.15
Turn Rate 6 deg/sec
Shields 100%
Inertia 20
Four Device slots
Council slots: 4 engineer, 3 science, 3 tactical
Officers: 1 Lieutenant Tactical, 1 Commander Engineering, 1 Ensign Engineering, 1 Lieutenant Science, 1 Universal Lt. Commander
Weapon Slots: 4 forward, 3 Aft, 1 fighter bay
Special Features:
Carries all weapons like any Klingon ship, Has Tactical Cloak control, which can cloak the ship in battle, but only once every two minutes.
The Universal Lt. Commander slot and fighters, coupled with a Tactical cloak, give this monster a wide range of options on how to destroy any who stand before it.
Tier 2:
3 Weapon Slots (2 front, 1 aft)
1 Fighter Bay
Innate Subsystem Targeting
BOs: 1 Ensign Engineer, Lt. Science, Ensign Science, Ensign Tactical
Console Slots: 1 Eng, 2 Sci, 1 Tac
Turn 7°/sec
Hull: 21.000
Crew 800
Tier 3:
4 Weapon Slots (2 front, 2 aft),
2 Fighter Bays
Innate Subsystem Targeting
BO Slots: Lt. Engineer, Ensign Science, Lt.Cmdr Science, Lt.Tactical
Console Slots: 2 Eng, 2 Sci, 1 Tac
Turn 6°/sec
Hull: 28.000
Crew: 1.500
Tier 4: 5 Weapon Slots (3 front, 2 aft)
2 Fighter Bays
Innate Subsystem Targeting,
BO Slots: Lt.Cmdr Engineer, 1 Ensign Science, Lt.Cmdr. Science, Lt.Cmdr Tactical
Turn 5°/sec,
Console Slots: 2 Eng, 3 Sci, 2 Tac
Hull: 34.000
Crew: 2.000
All Fighter bays only carry the "standard" fighters (at the appropriate tier for the ship) of the Vo'Quv. The Bird of Prey only becomes available at Tier 3, under the assumption that the earlier ships will be too small to fit BoPs in their hangars. Hull values are based under the assumption that the Vo'Quv hull to the Fed Cruiser hull ratio will stay true voer the entire game.
Gorn
Heavy Assault Cruiser/Battleship variants.
Carriers -- with fighters that carry plasma torps.
Orion
Escort variants
Science Ship
Light Cruiser -- similar to the Rapter design
Nausicaan
Escort variant
Raider/Privateer -- a Battlecruiser variant
Pirate mothership -- Carrier variant
New Klingon Ship (I would actually like to see two of these)
Science Ship
New Battlecruiser
For Refits...
Raptor, BoP, Vorcha.
Eventually, I would also like to see the Carriers reworked into the following classes:
Assault Carrier (has more of a Battlecruiser feel with less fighters)
Interdiction Carrier (has more fighter bays and better control of long range fighter wings, can also support more light combat ships (BoP) and can be used as a platform for a new type of fighter -- the fast patrol boat, which is heavier than the traditional fighter, and carries more weapons)
Fleet Support Carrier (is heavy on science officers and engineers, has an additional fighter bay)
1. Allow any skill to be set to auto. In a battle I should not have to always select HYT, attack patterns, or reinforce shields. We have a 24th century space crew who can operate on their own, not a bunch of 12th century serfs who need micromanaging (of course in the army today we have a few of those micromanaging scum).
2. Feds are the science race and they have their plethora of science ships and their specialties, the KDF is the warrior race and war is their first concern of a ships design. Weapons and more of them should be allowed on any slot fore or aft. With more tactical BO slots and boarding parties standard with system targeting.
3. Better fleet/team control. The same reasoning as pointed out in #1, command and control should be much better. Many trek games from more than ten years ago had most of these options:
a. The fleet CDR can set the designated target for all ships.
b. Healing/repair can automatically be sent to the most damaged ship.
c. Navigation options to be added: Evasive maneuvers; Pursue target; Orbit target; Emergency stop (can incur damage); and Match target speed.
d. Fire at will should not have to be a learned skill but an option. Firing selections: hold fire; fire at my selected target; fire at any target if none are selected; and weapons facing selected target only fire at target and all others fire at will.
Just a few suggestions I hope are at least looked at.
To clarify it should have the same stats as the T5 BoP 4 fore 2 Aft weapon slots and 3 consoles for each branch.
I agree that the aditional ships variants should be added straight to the faction with any "special" ship (the Chang BoP) as possibly a c-store item.
On a ship design level, I want to see more weapon slots in the rear and more BO slots as well on KDF vessels.
I would even accept a BoP refit that had a mandated two BO slots. What I mean is let's say 1 Lt. Tactical and 1 Lt. Engineering, but the rest would be universal slots.
Also can we please get more BoP refits that look like the classic BoP's like the B'rel/K'vort.