Probally has been brought up by people before... but hey...
I was fiddling with an oldie of a game the other day, Deep Space 9: The Fallen
A nice old little game on the Unreal engine, and i came to think about one innovative feature it had compared to other Star Trek games.
Phaser Frequency
It was possible to remodulate your phaser for frequency and intensity in real time via a slider bar, which came in handy during certain missions where you could remodulate your phaser to punch through a forcefield and hit the generator on the other side.
What i think both ground and space combat in STO needs is weapons frequencies.
A simple slider would do and a captain could set his shield frequency to whatever he or she chooses.
Now the same thing would go for weapons, rather than just having that sub-par ability that increases bleed through a little one could use the weapons frequency as a way of trying to overcome another players or NPC's defenses.
Matching your weapons frequency with another player/NPC's shields would result in 100% penetetration.
Which would force the target to change his shield frequency to regain shield efficiency.
And another would be the thought of two or three ships in close proximity say within 5Km could attempt to match eachothers shield frequencies to merge the shields and triple the strenght of all 3 ships.
The tradeoff of that of course is they would have to stay in formation which would limit their mobility, and it would be up to the attackers to try to figure out their shield frequency in order to overcome it.
But this not only has a tactical application, it would also open up for a lot more interactive gameplay for episodes
Running into forcefields or needing to take a shuttle to a shielded space station one could for instance try to analyze the shield and use ones weapon or shuttle to penetrate them.
I definitely think this is something Cryptic should look in to, and i imagine it would be well worth while. :cool:
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