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Ship Sets & Mission Pods

SystemSystem Member, NoReporting Posts: 178,019 Arc User
So now that we've got [in testing at least] ship equipment with visible effects on the ship, is it time to re-evaluate how mission pods work?

At present they're a cosmetic model choice applied in the ship tailor. They have no impact on the game itself. I believe that taking the mission pods out as a cosmetic set of options and reworking them as [visible] equipment with separate bonuses and powers is a better solution.

Why do I think this is a good idea? It will reduce the effect of a ship's tier on its performance. Equipping a high-tier mission pod on a low-tier ship would go some way to making that ship more competitive without fundamentally altering the base stats of the ship itself. Adding a new equipment slot with associated items means more loot, more crafting and more trading.


What do you guys think?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    interesting idea.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I don't really like this idea because it removes a choice of customization for the player.

    That said, it wouldn't really affect me as long as you can turn off the visuals like with sets because I think most of the non-standard visuals are ugly :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Cecil0812 wrote: »
    I don't really like this idea because it removes a choice of customization for the player.

    That said, it wouldn't really affect me as long as you can turn off the visuals like with sets because I think most of the non-standard visuals are ugly :)
    I'm a little confused. In what manner do you believe it would remove choice of customisation? I was rather thinking it would facilitate more variety.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Walshicus wrote:
    I'm a little confused. In what manner do you believe it would remove choice of customisation? I was rather thinking it would facilitate more variety.

    You would be forcing players to use various mission pods that they may not like ascetically in order to get the bonuses associated with them.

    I LOVE the new borg and aegis sets because not only do they each add distinct visual parts and sounds to your ship but you can also individually turn off parts.

    Say that you like the aegis "tron" effect on your ship but you don't like the deflector and impulse engine effects. You can just turn off the impulse and deflector effects while retaining the "tron" light effect and sound from the shield grid and all the bonuses from equipping the entire set.

    So awesome! :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Fenrir1536 wrote: »
    You would be forcing players to use various mission pods that they may not like ascetically in order to get the bonuses associated with them.

    I LOVE the new borg and aegis sets because not only do they each add distinct visual parts and sounds to your ship but you can also individually turn off parts.

    Say that you like the aegis "tron" effect on your ship but you don't like the deflector and impulse engine effects. You can just turn off the impulse and deflector effects while retaining the "tron" light effect and sound from the shield grid and all the bonuses from equipping the entire set.

    So awesome! :p

    Indeed - I've disabled every Aegis effect except the shields. I'm proposing using the same technology here though, so you could just as easily disable said mission pods from appearing on the ship.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I am all for a system that allows you to make your vessel more role specific at any given time. We now from much of the extended universe that at various times Starfleet has given ships mission specific modifications or equipment depending on what they were doing at the time. Would it not be interesting if you could take a science vessel and kit it out so that its actually got more attuned sensors and scanners for detecting anomalies in space? For example you are in the Sirius sector block heading from Earth Starbase 24 lets say. On your way there your ship, which has been refit with this upgraded sensor system, could have a change to detect a non persistent anomalous event in mid flight. Think of it in terms of the DSE's but something less combat oriented, such as encountering a rogue planet, or a derelict ship, or something that could spawn and give some form of side mission(how often throughout the run of ST have missions gotten sidetracked by the events that are actually shown in the episodes after all?) Now of course there would need to be a price of some sort for doing this. Perhaps, using the sensor upgrades for example, this puts a higher strain on the warp core meaning less power for weapons and special abilities for the ship. This is a rough proposal and open to change and criticism so I now turn it over to you to suggest ideas.


    As a side note, a ship such as the Nebula is a great example of something that would work in this role, since it is actually designed with this concept in mind.
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