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[Request] Fleet Vo'Quv - give us 2 variants

cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
edited September 2012 in Klingon Discussion
Devs,


The Vo'Quv deserves to have at least two fleet variants. Use the skin of each ship to base the variant upon.


Vo'Quv = Dreadnaught Variant
VoD'leh = Carrier Variant



The Dreadnaught variant would be the currently set Fleet Vo'Quv.


The Carrier Variant VoD'leh would have the following:


Type: Carrier
Hull: 42,000
Standard Shields: 7000 (Mk X)
Weapons: Fore 2 Aft 2
Can NOT equip dual cannons.
Hangar Bays: 4 (Ship is still limited to 4 deployed wings however)
Crew: 4,000

Bridge Officers:

Lt Tactical
Ensign Tactical
Commander Science
Lt Cmdr Engineering
Lt Cmdr Science

Device Slots:
5

Consoles:

3 Engineering, 5 science, 1 tactical

Turn Rate:
3

Impulse Modifier: 0.15
Inertia rating: 30
Bonus Power: +15 auxiliary power
Cost: 20,000 Fleet Credits, 4 Fleet Ship Module

Abilities:
Launch To'Duj Fighters
Carrier Commands
Subsystem Targeting
Sensor Analysis




The carrier variant would be a dedicated fleet carrier and for this it loses 2 weapon slots but gains 2 hangars for faster launch and increased launch versatility.

It is a bigger, heavier ship and thus it has a worse turn rate.

It gains sensor analysis, a 5th science console and stronger shields to match it with its science-support orientation. It loses one tactical console to gain sensor analysis (supports his pets and the entire team).

Finally, its bridge officer layout is swapped to allow it to focus on its science/support focus:

Lt Cmdr tactical is swapped with Lt science station. The ship will have a Lt Cmdr Science and a Lt Tactical.

It gains an ensign tactical station and +5 extra aux power bonus in compensation for the loss of 4k hull strength. This station will enable tac team to be used so that the ship can better shield tank.
Post edited by cmdrskyfaller on

Comments

  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited August 2012
    Hangar Bays: 4 (Ship is still limited to 4 deployed wings however. 1 per hangar)

    I just want to point out that this would require changing the way the hangar pets work... The number of bays the ship has isnt the limiting factor to how much it can deploy..

    The description for all of the bays generally states something like: "Each hangar supports 2 deployed wings at any given time"

    That means the item itself, say [Hangar - To'duj Fighters], supports 2 wings of 3 , not the slot on the ship.

    So giving a carrier 4 bays, but not changing the equippable pets means that it would be 2 wings per bay... or 8 wings or 24 fighters (or any combination of things).
    7NGGeUP.png

  • lianthelialianthelia Member Posts: 7,884 Arc User
    edited August 2012
    I like new stuff for the KDF but I don't know if many people would really care for it, not being able to launch any more fighters and for how much you lose you don't really gain much in return.

    Between losing 2 weapons and a tac console slot, SA isn't really going to make up the damage, make it hard to do anything solo.
    Can't have a honest conversation because of a white knight with power
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited August 2012
    I just want to point out that this would require changing the way the hangar pets work... The number of bays the ship has isnt the limiting factor to how much it can deploy..

    The description for all of the bays generally states something like: "Each hangar supports 2 deployed wings at any given time"

    That means the item itself, say [Hangar - To'duj Fighters], supports 2 wings of 3 , not the slot on the ship.

    So giving a carrier 4 bays, but not changing the equippable pets means that it would be 2 wings per bay... or 8 wings or 24 fighters (or any combination of things).

    See that's something I do not believe. Pre-F2P the main carriers (2-hangar) did launch a lot more wings per hangar than they do now (if memory serves me right one could have 4 wings per hangar out) while the flight deck cruisers were limited to 2 deployed wings so there is a means of limiting how many wings deployed total per ship rather than per hangar as a universal. The amount launched by the main carriers was reduced because of lag / FPS issues FYI.

    lianthelia wrote: »
    I like new stuff for the KDF but I don't know if many people would really care for it, not being able to launch any more fighters and for how much you lose you don't really gain much in return.

    Between losing 2 weapons and a tac console slot, SA isn't really going to make up the damage, make it hard to do anything solo.

    You are not taking into consideration how the ship works as a whole. You may be seeing only the loss of weapon slots without considering what the ship gains in return.

    1- You have better launch capability and flexibility. Literally, you can launch all 4 wings at once rather than have to wait for the timers to launch 2 at a time.

    2- You can mix the pet loadout in hangars. 4 bops = 4 bops launched at once. Or you can launch 2 bops and 2 todujs.. or 4 todujs.. or a mix of combat and support/drain pets.

    This versatility is really,really big in damage output and survivability/support capability of the carrier. As a dedicated carrier this would be a defining characteristic.

    (one that I believe the fed Atrox should have too but thats another story).

    3- Yes, you lose 2 guns and 1 tac slot. News for you: If you want guns there's the Dreadnought variant. The loss of the 2 guns and tac slot are replaced with the sci console and sensor analysis. Pet damage and science based damage are greatly enhanced by SA.

    Finally you have much stronger shields albeit a slightly weaker hull...and the boff slots make the VoD'leh a very potent science carrier capable of using a lot of science based offensive and support abilities or dedicate them to tanking. Look at the Atrox as a good example, the science slots are the same and it does wonders.
  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited August 2012
    See that's something I do not believe. Pre-F2P the main carriers (2-hangar) did launch a lot more wings per hangar than they do now (if memory serves me right one could have 4 wings per hangar out) while the flight deck cruisers were limited to 2 deployed wings so there is a means of limiting how many wings deployed total per ship rather than per hangar as a universal. The amount launched by the main carriers was reduced because of lag / FPS issues FYI.


    Flight deck cruiser only have 1 bay in which to slot a hangar. So if pre F2P the Vo'Quv was able to launch 4 wings, 2 from each bay, then because a flight deck cruiser half of the available bays it makes sense that it could only launch two wings and not 4... but thats going from 2 bays to 1 bay. Going up from 2 bays to 4 bays will allow an increase in the number of pets that a carrier can launch, because the slots dont limit anything but the actual number of hangar items that can be slotted. The hangar pets themselves are the thing that limits it, and thats why the all say something about how many wings are supported at any given time.

    It doesnt matter why it was reduced in the first place... but they made changes to the actual pet items to do it, and not the carriers themselves.
    7NGGeUP.png

  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited August 2012
    No. Pre-F2P the voquv could launch up to 8 wings total, 4 per hangar. The flight deck cruiser were limited to just 2 wings from their one hangar. When the Kar'fi first came out it had one hangar but launched up to 4 wings too.. it was later given a 2nd hangar so it could launch them faster and just before F2P rolled out they gave it the same launch capability as the VoQuv.

    The change done was to whatever it is that determines how many wings can be launched per hangar and was made universal to the ship system.. before each ship apparently could be given a max # of wings per hangar it had.
  • lianthelialianthelia Member Posts: 7,884 Arc User
    edited August 2012
    See that's something I do not believe. Pre-F2P the main carriers (2-hangar) did launch a lot more wings per hangar than they do now (if memory serves me right one could have 4 wings per hangar out) while the flight deck cruisers were limited to 2 deployed wings so there is a means of limiting how many wings deployed total per ship rather than per hangar as a universal. The amount launched by the main carriers was reduced because of lag / FPS issues FYI.




    You are not taking into consideration how the ship works as a whole. You may be seeing only the loss of weapon slots without considering what the ship gains in return.

    1- You have better launch capability and flexibility. Literally, you can launch all 4 wings at once rather than have to wait for the timers to launch 2 at a time.

    2- You can mix the pet loadout in hangars. 4 bops = 4 bops launched at once. Or you can launch 2 bops and 2 todujs.. or 4 todujs.. or a mix of combat and support/drain pets.

    This versatility is really,really big in damage output and survivability/support capability of the carrier. As a dedicated carrier this would be a defining characteristic.

    (one that I believe the fed Atrox should have too but thats another story).

    3- Yes, you lose 2 guns and 1 tac slot. News for you: If you want guns there's the Dreadnought variant. The loss of the 2 guns and tac slot are replaced with the sci console and sensor analysis. Pet damage and science based damage are greatly enhanced by SA.

    Finally you have much stronger shields albeit a slightly weaker hull...and the boff slots make the VoD'leh a very potent science carrier capable of using a lot of science based offensive and support abilities or dedicate them to tanking. Look at the Atrox as a good example, the science slots are the same and it does wonders.

    Yes there is the Dreadnought variant...my point is honestly I don't know how many people would want this? I mean everything you lose just to launch all four wings at once. Just doesn't seem like it would be worth it.

    But its more than the guns...with a turn rate of three you might as well start your turn and go to the restroom because by the time you get back odds are you wouldn't have made the full turn yet.
    Can't have a honest conversation because of a white knight with power
  • diogene0diogene0 Member Posts: 0 Arc User
    edited August 2012
    Maybe a 3rd hangar bay, but not a 4th one. 4 is definitely too much.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited August 2012
    lianthelia wrote: »
    Yes there is the Dreadnought variant...my point is honestly I don't know how many people would want this? I mean everything you lose just to launch all four wings at once. Just doesn't seem like it would be worth it.

    I would want it. A pure carrier.

    'everything you lose' .. again you're just focusing on the loss of the weapon slots.

    Math it out and consider what the ship is gaining in return.

    Each ToDuj fighter torpedo does 5k damage. There are 3 fighters per wing. 4 wings =12 fighters.

    12 x 5k = 60k damage.

    In less than 5 seconds, by launching all 4 wings, you get 60k damage from their torpedoes alone.

    You think the dreadnaught's 2 extra beam arrays and 1 extra tac slot (compared to VoD'leh carrier variant) can do that in 10 seconds? The Dreadnought variant does 30k dmg with torps from launching 2 wings and its own weapon damage.

    In sustained damage..aka leaving the pets under attack command and ignoring them while you focus on your own ship's gun damage... the Dreadnaught does get an advantage. In spike damage & support abilities the VoD'leh carrier has a significant advantage.

    Two flavors of the same ship. Two different roles.
    But its more than the guns...with a turn rate of three you might as well start your turn and go to the restroom because by the time you get back odds are you wouldn't have made the full turn yet.

    Which is why I put it there. The carrier is not to be a close combat ship thus its weakness.

    The turn rate however can be changed to match the VoQuv and rather have the ship's inertia change so that the VoD'leh CAN turn but it drifts a LOT during the turn (which would be awesome imo). That way the VoQuv variant can have more effective vector change than the carrier but both retain the same ability to point the nose around.
  • yandereprincessyandereprincess Member Posts: 1 Arc User
    edited August 2012
    I don't think the extra "spike" of having the other half of your deployable wings available from the start to be worth it. Considering as all that extra damage you're going on about is just going to impact the shields and not do much. In that which matters, that extra spike at the beginning will pale in comparison to what's needed, long sustained high DPS. And if both carrier variants will only be able to deploy the same exact number of ships in total, the Dread will win out in the DPS fight every time in situations that matter.
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited August 2012
    I don't think the extra "spike" of having the other half of your deployable wings available from the start to be worth it.

    Not exactly correct. The dread loses in pet damage because it cannot replace lost pets or completely swap pet types on the go.
    Considering as all that extra damage you're going on about is just going to impact the shields and not do much.

    You do realize pets do AI type damage right? They do not get damage the same reduction when hitting the shields. Look at the combat log and see the bops/todujs/whatever hitting the target's shield for thousands of damage whereas your own torpedoes hit for barely a few hundred.
    In that which matters, that extra spike at the beginning will pale in comparison to what's needed, long sustained high DPS. And if both carrier variants will only be able to deploy the same exact number of ships in total, the Dread will win out in the DPS fight every time in situations that matter.

    Once again, too much focus on weapon damage as if it was the only thing that mattered. You cant truly expect a science ship to compete with a tac ship (which is what the VoQuv is in comparison). Sustained DPS .. yes, the dread does have an advantage on that. Its why it is the dreadnought variant. The carrier variant has different boff slots and console slots which makes it more of a science ship.

    As far as both deploying the same # of wings: The carrier variant can replace losses constantly and quickly whereas the dread is limited to replacing two at a time. You may have not noticed but in a VoQuv right now, any pet but the bird of prey (which survives longer) tend to lose half of their numbers on every kill they make..simply because the system is not set up to have the pets escape the blast on their own and the 'attack new target' order has a delayed response (pets stop in midair before heading to new target) which lets the explosion catch them.

    The VoD'leh carrier, with its smaller armament loadout would be fighting as a carrier. Aka controlling the pets. Any competent carrier pilot knows how to use the attack/recall cycle to have the pets DPS triple and keep them effective. With 4 wings launched at once and with the ability to replace all 4 at once the carrier maintains its pet dps the whole time whereas the VoQuv variant cannot.

    More importantly, the ability to have two or more different pet types ready for launch at any time. This is a benefit that is underestimated.

    Remember: Carrier variant has sensor analysis. Has lt cmdr science (not tac). Can launch 4 wings at once. All these things help pet damage. Pet damage which is enhanced by the faster launch ability and the multiple pet type launch ability.

    Combine that with the flight deck officer bonuses and you can glimpse how darn good a carrier variant would be for team support and damage assist via pets.
  • zalzanyzalzany Member Posts: 0 Arc User
    edited September 2012
    Carriers normally have weapon systems, striping it down leaves it defenseless against other carrier attacks. More fighters would mean more dps, and I really doubt they will sign on to 4 bays, since that would make its dps far beyond what a science ship should put out. Also in my experience its not that hard to shoot down a fighter, and if they added this I bet the would add more fire at will attacks from npc as well. And replacing dead fighters isn't hard, if you run it science, you have power to auxiliary, and a Doff to speed up the bays. Having 4 just means less work, heck could just ask them to make it auto deploy like the wpns auto fire, and you could go afk during fleet alerts while siting above the star base.

    Using pre-f2p stats is like remembering about when MTV played just music, its a noble thought, but its a thing of the past, just like what ever it was your grandparents complained about to you. The game has been reworked, and changing it now would mean re-balancing everything. Because if they gave you an army of fighters, players would complain about there ships next, or yours. And with F2P its about profit, more people raging about a ship for the faction that is the minority in sales, and pop, means less time for them to be reading about the newest fed zen item.

    I Own and run both the Vo'quv and the Kar'fi and haven't had much trouble keeping up with the bays at all, in fact I have more trouble judging where they are when I am sitting on probe duty and too lazy to turn them from attack to return. As far as I can tell the Vo'quv is already the most powerful science vessel, and probably one of the easiest ships to run, especially when defending, you just park the beasts and pop some grav wells.

    The game has a set system already, I would rather see a new ship then 2 variants of the same ship meant to
    fill the same role. Bad enough when I do fleet events and more then 2 other vo'quv's show up with mine we honestly don't even move for most the event. We just launch the bays, and fire are beam arrays, while turning at a full stop. Making one essentially 2, and striping off weapons just makes it more of a sit in the corner, and let the pets and other players worry about the rest kind of ship.

    Instead of a second one, I would rather see a tanking, engineer carrier. One that is built for engineers, closest I can find is the flight deck fleet variant, and its hull is pretty weak for a tank ship, but it does sport engy console slots, and a bay. Every time I mention that as a ship I want for my tank, people tell me to get the Vo'quv, since it is practically a tank...
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