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SystemSystem Member, NoReporting Posts: 178,019 Arc User
A new kind of kit for the future?

Something along the lines of the kit being a backpack framework that you can insert new modules into to get different ability sets? Have it as a tab on the character screen, you gain more slots as you rank up, with the ability to put higher ranked versions of the abilities as well.

This avoids having to create a new set in the database for every possible combination, and allows the players freedom to pick and choose what abilities they want this mission.

Also gives us more stuff to craft. Perhaps even a few universal power modules that any class can use as well.

I like the idea anyway.
Post edited by Unknown User on

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Good idea. Id like one
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Hravik wrote:
    A new kind of kit for the future?

    Something along the lines of the kit being a backpack framework that you can insert new modules into to get different ability sets? Have it as a tab on the character screen, you gain more slots as you rank up, with the ability to put higher ranked versions of the abilities as well.

    This avoids having to create a new set in the database for every possible combination, and allows the players freedom to pick and choose what abilities they want this mission.

    Also gives us more stuff to craft. Perhaps even a few universal power modules that any class can use as well.

    I like the idea anyway.

    No. This would unbalance ground PvP in a major way.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    There is ground PvP ? :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    There is ground PvP ? :rolleyes:

    That's what I was wondering.

    Who's to say something like this couldn't be included in the balance pass when ground combat gets its overhaul anyway?

    How would it unbalance PvP anyway? You wouldn't have access to any powers you don't have already, just in new combinations.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Hravik wrote:
    A new kind of kit for the future?

    Something along the lines of the kit being a backpack framework that you can insert new modules into to get different ability sets? Have it as a tab on the character screen, you gain more slots as you rank up, with the ability to put higher ranked versions of the abilities as well.

    This avoids having to create a new set in the database for every possible combination, and allows the players freedom to pick and choose what abilities they want this mission.

    Also gives us more stuff to craft. Perhaps even a few universal power modules that any class can use as well.

    I like the idea anyway.

    I'm always in favor of more options and variety. I think this idea has potential.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Hravik wrote:
    That's what I was wondering.

    Who's to say something like this couldn't be included in the balance pass when ground combat gets its overhaul anyway?

    How would it unbalance PvP anyway? You wouldn't have access to any powers you don't have already, just in new combinations.

    Because if you are able to cherry pick only your class's best abilities and roll them all into one kit, you would be seriously OP. Here is an example for an engineer:

    Seeker Drone - Weapon Malfunction - Phaser Turret - Shield Recharge

    Now you've got high damage and high healing combined with enemy neutralization. Good luck ever killing me while I unleash massive damage on you.

    Kits, as they are now, are trade-offs. In general, you get a couple decent abilities and a couple not so decent ones. This is for balance purposes and a way to specialize in your class. You can be a science officer that specializes in exposes, crowd control or healing. But if you combine all of those together in one kit, you become a walking god. This is a standard philosophy for all MMOs. Think of your kit abilities as spells. While two characters can both be mages, you won't see any tossing both fire and ice nukes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    But if you combine all of those together in one kit, you become a walking god. This is a standard philosophy for all MMOs. Think of your kit abilities as spells. While two characters can both be mages, you won't see any tossing both fire and ice nukes.

    So I must have been imagining things back in the days of EQ where I could 'cherry pick' my spell line up for my casting classes to suit the fight I was about to do? Wizards for instance have fire, ice, and magic based nukes. They can and do use all of them for some fights.

    Standard operations indeed. How would it be any different than 'cherry picking' your bridge officer abilities in space combat? Consider those spells as well.

    As an engineer with the fab kit as it stand now, I can lay down a mortar, phaser turret, seeker drone and a medical generator. Combine that with the standard eng abilities I can add a cover shield, reroute power to my own shields, support drone, engineer specialist to recharge my shields and add resistance. I can already lay down this massive firepower you speak of.

    PvP is always a smaller subset of any PvE based game. It is in WoW, it is in EQ, it also is in STO. Beyond that, ground PvP is a fractional subset of that subset. Don't handcuff options based purely on what could happen in just one part of the game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Personally I would not mind something like the Aegis Research being adapted to ground types, eg Aegis Body Armor, Aegis Kit Aegis Shield and so on, not exactly "Aegis" but an equivalent for ground usage that sort of allows STO to have a "prestige class setup".

    I agree that module kits would be a bad idea for allowing players to become "demi-gods". But perhaps players could be limited to combing certain modules that are compatible?

    Edit - changed "comparable" to "compatible" on last line.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I don't think the OP meant every ability to be universal. That would make it pretty pointless when picking a class to play at the start. Some could cross over with longer c/d and/or lower level but only an engineer can have the best engineering kit.

    Some abilities would have to be class specific, a tactical officer knows little or nothing about engineering so they would only be able to work to a very limited level based on the limited knowledge they have. That would rule out some of the abilities that would make a single class too OP if they crossed over. For example, there are times when I would like my Engineer to use a stealth module to get behind an enemy to plant a turret and flank them with it. As an Engineer, his stealth would be weak but unless someone was really watching, it could be done.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    When I mention universal powers, I'm thinking more along the line of new powers instead of crossing the normal abilities of the classes.

    Stuff that would make sense any Starfleet captain can do, regardless of his specialty training.

    My brain is too fried right now to come up with good examples, maybe I'll add something after the sweet sweet embrace of sleep.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I've recently come to regard kits in a new light after reading some other Random post.

    Kit powers should only be those that need tools in order to do them. For example a lot of the healing powers would need some sort of hypo spray or dernal regenerator, or whatever. So a kit with these abilities make sense. When you remove the kit you don't forget how to do these abilities you simply no longer have the tools to do them.

    On the other hand a kit should not be required in order to do a leg sweep or a lunge Kick. Makes no sense. There are tactical abilities that would require tools like grenades And such. Besides even star fleet physicians are normally trained in hand to hand combat. I think everyone should be able to train in things like lunge kick or leg sweep without the use of a kit.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Hravik wrote:
    When I mention universal powers, I'm thinking more along the line of new powers instead of crossing the normal abilities of the classes.

    Stuff that would make sense any Starfleet captain can do, regardless of his specialty training.

    My brain is too fried right now to come up with good examples, maybe I'll add something after the sweet sweet embrace of sleep.

    I'm all for new kits and new abilities. At one point, I was thinking we might get a new engineering kit from the Breen missions with a cryro mortar.
    Pikoy wrote:
    I've recently come to regard kits in a new light after reading some other Random post.

    Kit powers should only be those that need tools in order to do them. For example a lot of the healing powers would need some sort of hypo spray or dernal regenerator, or whatever. So a kit with these abilities make sense. When you remove the kit you don't forget how to do these abilities you simply no longer have the tools to do them.

    Right. This is the difference between sci-fi and magic.
    Pikoy wrote:
    On the other hand a kit should not be required in order to do a leg sweep or a lunge Kick. Makes no sense. There are tactical abilities that would require tools like grenades And such. Besides even star fleet physicians are normally trained in hand to hand combat. I think everyone should be able to train in things like lunge kick or leg sweep without the use of a kit.

    Anyone can perform a variety of unarmed combat moves, including a Kirk style, double fisted haymaker. It's a real shame we can't lay out a double drop kick, though.

    However, to support your argument... it's canon! Just saw "Suspicions" the other day where Beverly Crusher opened a can of whoop TRIBBLE on Jo'Bril in the shuttle.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Right. This is the difference between sci-fi and magic.

    Whenever I equip my martial arts kit I always hear Keanu Reeves saying "I know kungfu!" lol
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