test content
What is the Arc Client?
Install Arc

Idea for a level 60 universal ability.

SystemSystem Member, NoReporting Posts: 178,019 Arc User
So we have brace for impact, abandon ship and ramming speed for all captains. So to round it off, how about deflector burst, as seen in the TNG episode "Best of both Worlds"?

The power could work as follows:

45 degree forward firing arc. If the target leaves the firing arc before the ability completes its cycle, the ability is wasted.

Upon activation:
(Damage listed applies to bare hull. This ability would behave the same way energy weapons do against shields.)

5000 damage per second for 5 seconds at 50% aux power. 500 additional damage per second for every 5 extra power to aux.

Total damage:
50% aux: 25,000
100% aux: 50,000
125% aux: 62,500 (I believe roughly equal to two fully skilled tricobalt torpedoes)

Personally I think damage type should be proton damage.

Penalty: (begins as soon as ability is activated)
For 15 seconds -
Weapons and engines subsystems disabled.
All captain and boff abilities disabled. (exceot for abilities activated previously)

For 5 minutes -
-25% power to all subsystems
-50% power transfer rate

One critical ship injury.

Total ability cooldown time: 20 minutes.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I like the idea of the power, but I think in THOSE stats, the downsides outweigh the benefit.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Martok42 wrote: »
    I like the idea of the power, but I think in THOSE stats, the downsides outweigh the benefit.

    Not if five of you fire on the IKS Kaargh all at once. Or if you want to finish off a lone Borg cube.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Not if five of you fire on the IKS Kaargh all at once. Or if you want to finish off a lone Borg cube.

    Then they are all stunned for 15 seconds and defenseless?? That makes sense.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I have to agree with Martok42. The penalties you cite would leave the player dead in the water and defenseless for 15 seconds and the limping for 5 minutes. Plus a critical injury on top of it all? lots of ouch for the punch. Why not scale it back a bit and put in moderate damage specifically the the deflector dish? That was what happened in the episode after the deflector pulse was fired.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    If it is going to be fleet admiral or the klingon equivalent, I can see it being an ability that will spawn one of your boffs in a respective tier 4 or 5 ship. tact-escort/bop...sci-sci/carrier...eng-cruiser/battle cruiser.

    If you can customize which ship, what type of weapons, what abilities and the like...could be pretty epic in the customization sense, and tactics/strategy.

    What if the ability spawned the same ship as the one your player was flying and "mirrored" the abilities you make (the abilities would be weaker of course)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Martok42 wrote: »
    Then they are all stunned for 15 seconds and defenseless?? That makes sense.

    What I did not want to do was suggest an overpowered solo-pwn ability. When the Enterprise used it, the ship's deflector was completely burned out and the ship itself was absolutely dead in the water, allowing the borg cube to escape. If the borg had attacked, the Enterprise would've been obliterated.

    If you're in a fleet, you'd have your fleet mates to protect and heal you. If you used it solo, it would be more of a finishing move against a big heavy target that you'd have to be judicious about using incase you fired it while other ships were closer than 10km from you.

    I did say the disabling effect starts as soon as you fire the weapon (which takes the first 5 seconds to do all its damage). Then you'd have only 10 seconds after where you'd unable to do anything except reinforce shield facings and transfer energy back to shields, etc.

    Perhaps the disabling effect should be 10 seconds only from when the weapon fires.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    still seems like too much. also what about the people who play on normal? doesnt seem like a worthwhile ability to use in pvp either. infact seems like it would be race to see who could hit that button 1st.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    bigduckie wrote:
    still seems like too much. also what about the people who play on normal? doesnt seem like a worthwhile ability to use in pvp either. infact seems like it would be race to see who could hit that button 1st.

    I don't understand your objection. Why in pvp would you want to hit that button first and disable yourself so the enemy can kill you? And by "too much", what do you mean? Too much penalty?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    well if everyone uses it on a different person its a battle of when to hit that button. think of it as a nuke.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    My idea that bad? Not even worth acknowledgment i guess..../wrists
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    bigduckie wrote:
    well if everyone uses it on a different person its a battle of when to hit that button. think of it as a nuke.

    Remember it's also a 45 degree arc weapon, you can't move or turn for 10 seconds once you fire it, and your target can leave that 45 degree arc, thus making the weapon useless. You'd need to tractor or disable the engines of the target first to make it work.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Acceleron wrote:
    My idea that bad? Not even worth acknowledgment i guess..../wrists

    No, it's just that you're derailing my idea thread with your idea when you could start a new thread and get all the attention on your idea that you want.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Thread was "idea for a level 60 universal ability." Seemed like an open debate deal, and I like trying to keep forum clutter down when I can.

    Sorry mate, my bad for stepping on your toes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Acceleron wrote:
    Thread was "idea for a level 60 universal ability." Seemed like an open debate deal, and I like trying to keep forum clutter down when I can.

    Sorry mate, my bad for stepping on your toes.

    Really my bad, I should apologize for being a little too anal about it.

    Now that that's out of the way, I think your idea is a little too close to the fleet support power that we already get. And why would your boff get only temporary command of a ship that you get to fit out and use whenever you need it? Shouldn't you let your boffs move on and become full captains themselves?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Capulet wrote: »
    I have to agree with Martok42. The penalties you cite would leave the player dead in the water and defenseless for 15 seconds and the limping for 5 minutes. Plus a critical injury on top of it all? lots of ouch for the punch. Why not scale it back a bit and put in moderate damage specifically the the deflector dish? That was what happened in the episode after the deflector pulse was fired.


    The "deflector pulse" was also used in DS9's "Starship Down" with the same effect. The dominion ship was destroyed, but the deflector was overloaded. The rest of the ship was not affected by the pulse.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    to Cuatela
    In that respect...how about the ability really weakening heals/debuffs/buffs.

    to Forgotten-Nemesis
    It is similar to the fleet support/photonic fleet abilities, but the beauty is that your BO has become a captain and is part "your fleet/squad" therefore following your orders and coming to aid your distress signal...THERE'S THE NAME FOR IT...woot
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Cuatela wrote:
    The "deflector pulse" was also used in DS9's "Starship Down" with the same effect. The dominion ship was destroyed, but the deflector was overloaded. The rest of the ship was not affected by the pulse.

    At the beginning of The Best of Both Worlds, Part II Jordi informs Riker the deflector pulse blew out half the systems and fried the main relays to he deflector dish. This cripple the Enterprise enough that it couldn't follow the cube.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    So we have brace for impact, abandon ship and ramming speed for all captains. So to round it off, how about deflector burst, as seen in the TNG episode "Best of both Worlds"?

    The power could work as follows:

    45 degree forward firing arc. If the target leaves the firing arc before the ability completes its cycle, the ability is wasted.

    Upon activation:
    (Damage listed applies to bare hull. This ability would behave the same way energy weapons do against shields.)

    5000 damage per second for 5 seconds at 50% aux power. 500 additional damage per second for every 5 extra power to aux.

    Total damage:
    50% aux: 25,000
    100% aux: 50,000
    125% aux: 62,500 (I believe roughly equal to two fully skilled tricobalt torpedoes)

    Personally I think damage type should be proton damage.

    Penalty: (begins as soon as ability is activated)
    For 15 seconds -
    Weapons and engines subsystems disabled.
    All captain and boff abilities disabled. (exceot for abilities activated previously)

    For 5 minutes -
    -25% power to all subsystems
    -50% power transfer rate

    One critical ship injury.

    Total ability cooldown time: 20 minutes.

    That kind of Reminds me of B5 Crusade. The ship had a similar ability....^^
    Well I dont know I dont like that very much. I do not thing that it will balance the game if you make a super--damage ability available for all (including not-Damage dealing classes/ships). And it probably would 1-hit science and escorts and the cruisers would barely get a scratch....
    Acceleron wrote:
    If it is going to be fleet admiral or the klingon equivalent, I can see it being an ability that will spawn one of your boffs in a respective tier 4 or 5 ship. tact-escort/bop...sci-sci/carrier...eng-cruiser/battle cruiser.

    If you can customize which ship, what type of weapons, what abilities and the like...could be pretty epic in the customization sense, and tactics/strategy.

    What if the ability spawned the same ship as the one your player was flying and "mirrored" the abilities you make (the abilities would be weaker of course)

    I may be wrong the basic Idea is already intendet to come out with season 4.....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I do not thing that it will balance the game if you make a super--damage ability available for all (including not-Damage dealing classes/ships). And it probably would 1-hit science and escorts and the cruisers would barely get a scratch....
    That was my first thought. The damage is just way too much and sounds too much like an "I win" button. Scale down the damage somewhat and it could be possible. I'd hate to get blasted by a triple helping of Tricobalt from Max Yield II and then followed by what the OP states, it's like getting a hit from two torp launchers at once. That kind of damage should be limited to a weapon slot, if you want double the torp damage, you should fit two torps. Even Max Yield and Max Yield II have a common cooldown so you can't launch 5 torps in a row from two launchers.

    If it was entirely a DoT that could be countered with the right skills/BOff abilities, I wouldn't mind so much. You could then remove the debuff to the attacker to compensate for the lack of immediate damage. At least it gives Escorts and Science vessels a chance that way.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I definitely would like to see the Deflector Burst effect in the game. The exact mechanics are negotionable and subject to game balance concerns. Simple approach might be to make it similar to Beam Overload, except that it might temporarily drop shields and reduce shield power or something like that.

    I probably would not make it a Captain ability. It feels a little... too specific for that. You have to consider that almost everyone would use it then (assuming it didn't just suck), and that might get a little ridicilous.
Sign In or Register to comment.