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So....Refits have "special" abilities, right???

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited September 2010 in Klingon Discussion
I have been thinking about this off and on for the past few weeks. I am sure that others have as well...but the only mention I see of "special" powers for the KDF refits is a BoP that can fire while cloaked....

To be candid...I don't think that this is much of a special abillity -- but to each their own, I guess.

In any case, I thought I would throw out some ideas for KDF special abilities, and see what others might come up with as well. My initial thought on this was to not have any special abilities at all -- just more higher ranking BO slots...but that idea probably will not fly in any case. So...here are some other suggestions to consider. Each refit "class" has two suggestions...not completely fleshed out, but the outline of the idea is there....

Battlecruisers (Vorcha Refit)
1. Displacement Device. This is a beam with a 180 degree front arc. It is built into the hull of the warship, and does not take up a weapons slot. It can be used both offensively and defensively. When activated, the beam creates a spatial bubble around the target and then randomly displaces the target 12 KM in a random direction. This can be used to break up enemy formations, save a team mate who has lost shields and needs space, or can even be self targeted to get yourself out of a tight spot. Cooldown is 45 seconds.

2. Battle Command Array. When activated, the battlecruiser is surrounded by a sphere of disrupter-armed drones that begin firing on all enemy targets witihin range. While active, the host ship is immune to scramble and jam sensors. The drones only last for 30 seconds, and the special ability has a 1 minute cooldown. The drones have two targeting options -- they can "fire at will" at any target in range (great for anti-mine or torpedo defense) or they can be slaved to the host ship targeting controls and will focus their fire on the Battlecruiser's target. Each drone is equivalent to either a turret or beam array. When used, 16 drones will spawn.


Raptor Refits
1. Electrostatic field. When activated, the Raptor is engulfed in what appears to be a static electric field. The field can be "set" to either an offensive or defensive mode. As an offensive tool, all targets within a 5 KM radius will be struck by bolts of lightning -- damage is polaron-based and does the same type of damage as a beam array. As a defensive tool, the field becomes an energy absorbtion field that transfers all inbound energy to charge up internal power systems as well as recharge the main shield (similar to reverse shield polarity). The Electrostatic field lasts for 30 seconds, but the power of the field diminishes over time. The ability has a 1 minute cooldown.

2. Variable Torpedos. This is not a skill -- it is a function built specifically into the hull of this type of ship. This special ability has two modes -- the first mode creates a new configuration for any torpedo launcher equipped on the vessel -- it creates four torpedoes that fire in a single volley -- when they hit their target, instead of exploding on a single shield facing, they create an energy bubble around the target and then implode, striking all shield faces at once with double torp damage. The second mode is a "sprint" mode -- when activated, it affects your torpedo launcher in the same manner as Cannon Rapid Fire does for cannons. Torps will cycle 3-4 times faster than normal for 30 seconds. This ability has a 1-minute cooldown.

Bird of Prey

1. Firing torps while cloaked. Enough said -- this has been discussed in detail elsewhere. Personally, I don't see the attraction...but to each their own!

2. Shield Tunnel. This ability, when activated, creates a "tunnel" that attempts to lock onto an opponents facing shield. If a lockon is achieved (there will be a percentage chance for success) the tunnel will create a gap in the target's shields -- basically a hole -- in which all forward-firing weapons can travel down and impact on bare hull. The shield tunnel has a forward 45 degree arc, stays active for 15 seconds, and has a cooldown of 1 minute.

Well, that is all for now...

Of course, some are going to think that these are overpowered...but let's be candid...any special ability given to the KDF is going to cause all sorts of angst no matter what....
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Agreed..

    Regardless of what we get, it will create a ocean of Fed E-Tears.

    Nice powers btw :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    I don't have a Klingon toon, but I would really love to see some unique abilites to fight against. Would certainly make PvP a more varied experience anyway.

    I would just like to say about the ability to fire while cloaked... if you were allowed to fire beams while cloaked, surely someone could just fire at the source of the beams?? Seeing as they are a glowing line which leads straight to your ship. It makes sense canonically, and also the ability to fire all weapons while cloaked would be a pretty major advantage, unless all weapon power levels were much lower, no?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    the battle cruiser powers in there are good but might be op, i think something along the lines of active armour or tractor beam rejector might be better.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Firing while cloaked in STO does not appear that great on paper due to the fact that everybody has thier shields up and torps do horribly against shields. Its a concern that exists until the Chang Bop is released and we can see how it plays ingame.
    Otherwise I like the OP's suggestions for Klingon special Abilities.

    My addition;
    Battle hardened Armor: A simple increase in the base HULL of a Battle Cruiser refit with possibly a mild +% resistance to Phaser dammage?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Roach wrote: »
    Firing while cloaked in STO does not appear that great on paper due to the fact that everybody has thier shields up and torps do horribly against shields. Its a concern that exists until the Chang Bop is released and we can see how it plays ingame.
    Otherwise I like the OP's suggestions for Klingon special Abilities.

    My addition;
    Battle hardened Armor: A simple increase in the base HULL of a Battle Cruiser refit with possibly a mild +% resistance to Phaser dammage?

    I think the real problem is balancing this. After all..if you were to take on a tac officer in an escort and you could fire all your weapons while cloaked...what chance would he have? He would have no way to fire at you and he would be as good as dead.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    I really don't want to see a bunch of gimmicky special abilities. I'd prefer a strong basic ship. I don't like the special abilities of most of the Fed refits, and because they are not reliable, and they trade off something else for them, I have no serious interest in using them.

    With the KDF, we don't even have the options of solid basic ships. Its one in each category. We need more diversity first without tossing wild, situational, long cooldown abilities into the mix.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Roach wrote: »
    Firing while cloaked in STO does not appear that great on paper due to the fact that everybody has thier shields up and torps do horribly against shields. Its a concern that exists until the Chang Bop is released and we can see how it plays ingame.
    Otherwise I like the OP's suggestions for Klingon special Abilities.

    My addition;
    Battle hardened Armor: A simple increase in the base HULL of a Battle Cruiser refit with possibly a mild +% resistance to Phaser dammage?

    The solution would be a built in Torp that by passes shields.
    Quetzaal wrote:
    I think the real problem is balancing this. After all..if you were to take on a tac officer in an escort and you could fire all your weapons while cloaked...what chance would he have? He would have no way to fire at you and he would be as good as dead.

    You are not firing all your weapons, you are only firing torps. This is based on the BoP seen in Undiscovered Country. Yes it was a proto-type, but then so were the one offs that the Feds have been given access to as refits.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Varrangian wrote: »
    The solution would be a built in Torp that by passes shields.
    .

    Or the abilty to fire with whatever torp the player see fit to use.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Foxrocks wrote:
    I really don't want to see a bunch of gimmicky special abilities. I'd prefer a strong basic ship. .

    I agree that the Dev's need to expand our base ship choices before releasing cstore "special" vessels.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    They should make it: "Lay mines while cloaked."

    Makes more sense, and would be more useful.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Varrangian wrote: »
    The solution would be a built in Torp that by passes shields.



    You are not firing all your weapons, you are only firing torps. This is based on the BoP seen in Undiscovered Country. Yes it was a proto-type, but then so were the one offs that the Feds have been given access to as refits.

    I was speaking hypothetically. I know that atm it is not all weapons. A torpedo that could bypass shields would be incredibly OP'd. You would have more reason to stay cloaked than not. Perhaps they could increase the bleedthru. But still - if a fed had no way to detect a cloaked ship (ie not a sci officer/ship) how exactly could they fight you if you could destroy them in a few seconds while cloaked?:eek:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Quetzaal wrote:
    I was speaking hypothetically. I know that atm it is not all weapons. A torpedo that could bypass shields would be incredibly OP'd. You would have more reason to stay cloaked than not. Perhaps they could increase the bleedthru. But still - if a fed had no way to detect a cloaked ship (ie not a sci officer/ship) how exactly could they fight you if you could destroy them in a few seconds while cloaked?:eek:

    Feds will now have a number of ways to detect cloak. The Sci Capt. Ability, the BO skill Charged Particle burst and the Nebula's new built in Cloak detection grid. There is no reason they can't detect cloak.

    If it is one Torp getting through the shields ala Undiscovered Country, it shouldn't be too OP'd as most ships (outside of BoP's) can take a number of hits to the hull.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    I think all the ships involved in Star Trek VI had their shields down at the time. but that is hardly the point.

    My escort would not be able to survive many hits to the hull if my shields weren't up. I just happen to be a sci captain, but many (most) aren't and even less people would consider carrying CPB as one of their science skills. They would have no way to detect a cloaked ship, so you could equip your ship with two torpedoes fore and you could obliterate their ship without a single shot from the fed. Hardly a fair fight.

    While I agree that STO pvp is mainly team based - that sort of pwnage shouldn't be possible. Perhaps they could allow 15 seconds of torpedo fire (with extra bleedthru) and then your cloak will fail? That would bring this special power in line with others.;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Quetzaal wrote:
    I think all the ships involved in Star Trek VI had their shields down at the time. but that is hardly the point.

    My escort would not be able to survive many hits to the hull if my shields weren't up. I just happen to be a sci captain, but many (most) aren't and even less people would consider carrying CPB as one of their science skills. They would have no way to detect a cloaked ship, so you could equip your ship with two torpedoes fore and you could obliterate their ship without a single shot from the fed. Hardly a fair fight.

    While I agree that STO pvp is mainly team based - that sort of pwnage shouldn't be possible. Perhaps they could allow 15 seconds of torpedo fire (with extra bleedthru) and then your cloak will fail? That would bring this special power in line with others.;)

    I'm sorry but PvP should not be brought down to the LCD just because people don't usually carry CPB does not mean that PvP should be built as if that skill doesn't exist. If you're entering a PvP battle and you know one of your opponents skills is cloak than you should be prepared for it. If you do not prepare for it that is your own fault.

    As stated here they are already considering a BoP that can fired torps while cloaked.

    http://forums.startrekonline.com/showpost.php?p=2988648&postcount=26
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Quetzaal wrote:
    While I agree that STO pvp is mainly team based - that sort of pwnage shouldn't be possible.

    It is a similiar belief that is making the KDF players question the pwnage capabilities of a "Cloak-detecting" vessel with an expandible net capabilty possibly being able to lock down the pvp arena's. Until it is tested or released none of us can do anything but speculate.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Varrangian wrote: »
    The solution would be a built in Torp that by passes shields.

    You are not firing all your weapons, you are only firing torps. This is based on the BoP seen in Undiscovered Country. Yes it was a proto-type, but then so were the one offs that the Feds have been given access to as refits.
    \

    AHH Alas THAT type of torpedo is SUPPOSSED to be the transphasic torpedo. And it sounds like the Chang BOP will have to deal with some of the same situation that the Refit Intrepid does, (weapons wise anyway)..
    Does the Chang BOP get a defensive/offensive bonus while cloaked? (Just wondering)
    In my opinion it should.

    When playing the Intrepid retro, I use a Tricobolt . If find that by the time I have to use the ablative armor, I've weekend the targets shields, (or taken them down), that these along with the breen cluster mine torpedo work quite nicely.

    I would love to fly one of those Chang BOP's! They sound sweeeeeet!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Roach wrote: »
    It is a similiar belief that is making the KDF players question the pwnage capabilities of a "Cloak-detecting" vessel with an expandible net capabilty possibly being able to lock down the pvp arena's. Until it is tested or released none of us can do anything but speculate.

    It's speculation, but hey...i like speculating.

    Anyway, I am just giving my thoughts on how to balance the BoP. Nothing is set in stone as it is. The ship can still be changed... We haven't actually had any more information than the fact it is a BoP that can fire while cloaked.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    I like all of them but this one....
    ZTempest wrote:
    2. Battle Command Array. When activated, the battlecruiser is surrounded by a sphere of disrupter-armed drones that begin firing on all enemy targets witihin range. While active, the host ship is immune to scramble and jam sensors. The drones only last for 30 seconds, and the special ability has a 1 minute cooldown. The drones have two targeting options -- they can "fire at will" at any target in range (great for anti-mine or torpedo defense) or they can be slaved to the host ship targeting controls and will focus their fire on the Battlecruiser's target. Each drone is equivalent to either a turret or beam array. When used, 16 drones will spawn.

    That just seems like a little too much. You'd have the equivalent of 16 beam array's thrown down for 30 seconds with just a minute between them? Its like having three or four extra teammates for 30 seconds....and then repeating it a minute later? Feds can do fleet support to get more firepower, but they don't get 16 beam arrays and it has a helluva long cool down. And it can't be used until the hull is under 50% anyway.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    Quetzaal wrote:
    It's speculation, but hey...i like speculating.

    Anyway, I am just giving my thoughts on how to balance the BoP. Nothing is set in stone as it is. The ship can still be changed... We haven't actually had any more information than the fact it is a BoP that can fire while cloaked.

    Wasn't trying to shut anybody down, just trying to keep things from falling into ranting. No worries.:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    boglejam wrote: »
    I like all of them but this one....



    That just seems like a little too much. You'd have the equivalent of 16 beam array's thrown down for 30 seconds with just a minute between them? Its like having three or four extra teammates for 30 seconds....and then repeating it a minute later? Feds can do fleet support to get more firepower, but they don't get 16 beam arrays and it has a helluva long cool down. And it can't be used until the hull is under 50% anyway.

    Ummm....Photonic Fleet anybody? How about a Sci officer in an advanced cruiser -- photonic fleet + saucer seperation + fleet suppport...

    suddenly, 16 mine-like temporary drones that stay stationary to the host ship does not sound so OP after all, eh?

    And look at carriers -- they have up to eight fighters. Those fighter last until destroyed, which makes them better than a temporary ability....but still, the precedent is there....and all of those fighters fire...photons. Yep. Torps.

    Maybe 16 is too much after all. 12 is maybe a more workable number....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    I don't really have an issue with 16 as much as the cool down time. Doing that every other minute is a bit crazy, don't you think?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2010
    ZTempest wrote:
    Of course, some are going to think that these are overpowered...but let's be candid...any special ability given to the KDF is going to cause all sorts of angst no matter what....

    Some of the ideas might be hard to implement. Some are kind of overpowered. But I like the creativity. I like the imagination being shown. And think this thread is great as it gives a starting point for what to do. Some tweaking and arguing over the details is probably needed, but so what ... Kudos for taking the initiative and putting these ideas out there.

    /em salute
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