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Allow us to use Full Impulse at Red Alert

squishkinsquishkin Member Posts: 0 Arc User
While at Red Alert, we can't transport out, we can't use full impulse, and can't depart a system. Quite honestly, this is the single thing that frustrates me most about STO, and there seems to be no reasonable purpose for it whatsoever.

Aside from the fact that there's no good story/canon reason why you can't transport out under fire (After all, it's not a great way to escape from a tricky situation :rolleyes:), it makes the game incredibly frustrating at points.

Some examples:

1. While doing the Tau Dewa Sector Block patrols, I have to defeat five waves of enemy ships. When the last ship is destroyed, I receive a hail telling me my presence is no longer required... but I can't leave the system because I'm still at Red Alert. So I have to dawdle about until the computer decides to clear Red Alert. What's the point of that?

2. While doing the Vault Ensnared, we have to chase down the Vault Weavers which are all over a very large area. Unfortunately for me, I can't boost into full impulse half the time because either I'm taking fire or waiting for Red Alert to cool off, which means that I am left ambling around at mediocre speed in frustration.

With the 'leave zone' issue- Warp/Transport out- it doesn't make sense to prevent us doing it at Red Alert. The primary use I can see is to leave a mission, either because you want to abort it or because you're finished. The whole Red Alert prevents this mechanic doesn't add anything and is just a waste of everyone's time.

With the full impulse, full impulse already has tradeoffs. You can't use your weapons at full impulse and it causes a huge hit to power drain on other systems. Basically, apparently in STO Starfleet Command has decided that the Federation never runs away from a fight, so they're going to cripple your engines if someone is firing on you. :mad: (I don't know what the KDF's excuse is).

Not only is this nonsensical, it gets in the way of a meaningful tactical tradeoff which is often totally worthwhile, especially, for example, in Vault Ensnared or Khitomer Accord Space where you may be harrassed by a target you can't/ don't need to engage (a gate or random little Tholian ships) and just need to move around quickly.

So yes. Get rid of this silly restriction and let us use our Shift-R key at our own pleasure!
Post edited by squishkin on

Comments

  • grievasgrievas Member Posts: 0 Arc User
    edited November 2012
    the restriction on full impulse in combat is a game mechanic to create danger for the player. there are abilities in place that will save you from that danger (evasive, emergency to engines and impulse burst console).

    There would be no purpose for these abilities if you could go to full impulse in combat.
  • elandarkskyelandarksky Member Posts: 1,013 Arc User
    edited November 2012
    While it would be nice, im pretty sure its there for a reason (why eludes me at the moment)

    But as for the beaming thing there is always the valid excuse 'ship is under fire.. no droppy shields for transporters) buuuut then again that has been completely ignored in some tv shows on occasion (i vaugely remeber VOY having a few instance, but dont remeber when ^^)

    I can also see full impulsing away in a PVP match to be most irritating

    Guess you just gotta make do with eating an engine battery and evasive manueve the hell out of there :p (or deuterium surplus, or that FED cstore KDF cross faction engine boost)

    Or of course just shift all power to engines and evasive*, if you wish to save on engine batteries :p
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  • squishkinsquishkin Member Posts: 0 Arc User
    edited November 2012
    grievas wrote: »
    the restriction on full impulse in combat is a game mechanic to create danger for the player. there are abilities in place that will save you from that danger (evasive, emergency to engines and impulse burst console).

    There would be no purpose for these abilities if you could go to full impulse in combat.
    Sure there would. Full impulse doesn't give you the maneuverability boost that the others do. More to the point, full impulse also disables your weapons and drains all your other energy levels. It's only useful for going from point A to point B quickly.

    It doesn't create danger, it just makes things incredibly inconvenient for everybody.
  • lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited November 2012
    You already do get full impulse @ red alert. You're engines get whats available AFTER shields/weapons/combat systems take their cut as they have priority.

    What your asking for is ability to drop to 'green alert' where NO POWER is going to shields and weapons, thus more available to engines.
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  • felderburgfelderburg Member Posts: 853 Arc User
    edited November 2012
    I certainly agree that the ability to leave a mission once completed should be available at any time - or they should keep the "Leave map now" option off the screen until we can actually use it.

    I would also agree that once all the enemy ships are dead / exploded, we should be able to use full impulse, instead of waiting however long.

    I guess the best solution is to reduce the time we're at Red Alert. That way, there's no question of using it combat, but it's also better for people that don't like sitting around.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited November 2012
    An observation:

    In PvE queue missions, you get a "Leave map" button and a timer on the screen at the end and can click it to beam/warp out immediately, even in combat.

    In other missions, you get a message from some character or other telling you to leave, with a button to do exactly that, but selecting it before the red alert times out will just throw an error message.

    Why?
  • darimunddarimund Member Posts: 318 Arc User
    edited November 2012
    warpangel wrote: »
    An observation:

    Why?

    lolcryptic
  • agentorange886agentorange886 Member Posts: 21 Arc User
    edited November 2012
    They also need to make it so you're not at red alert when you respawn so you can get back in the fight quicker.
  • psycoticvulcanpsycoticvulcan Member Posts: 4,160 Arc User
    edited November 2012
    Instead of abolishing the "no impulse at red alert" rule, I think they should just make it possible to stand down the red alert at will. Since it'll come back the second you take damage, it won't make much of a difference during combat, but once the fighting is over you'll be able to quickly impulse out to the next fight.
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  • foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited November 2012
    I'd just like to shut down red alert.


    If I haven't taken any hits in five seconds and the people I just helped are telling me that the area is clear and offering thanks, why am i still at red alert?
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited November 2012
    squishkin wrote: »
    While at Red Alert, we can't transport out, we can't use full impulse, and can't depart a system. Quite honestly, this is the single thing that frustrates me most about STO, and there seems to be no reasonable purpose for it whatsoever.

    Aside from the fact that there's no good story/canon reason why you can't transport out under fire (After all, it's not a great way to escape from a tricky situation :rolleyes:), it makes the game incredibly frustrating at points.

    Some examples:

    1. While doing the Tau Dewa Sector Block patrols, I have to defeat five waves of enemy ships. When the last ship is destroyed, I receive a hail telling me my presence is no longer required... but I can't leave the system because I'm still at Red Alert. So I have to dawdle about until the computer decides to clear Red Alert. What's the point of that?

    2. While doing the Vault Ensnared, we have to chase down the Vault Weavers which are all over a very large area. Unfortunately for me, I can't boost into full impulse half the time because either I'm taking fire or waiting for Red Alert to cool off, which means that I am left ambling around at mediocre speed in frustration.

    With the 'leave zone' issue- Warp/Transport out- it doesn't make sense to prevent us doing it at Red Alert. The primary use I can see is to leave a mission, either because you want to abort it or because you're finished. The whole Red Alert prevents this mechanic doesn't add anything and is just a waste of everyone's time.

    With the full impulse, full impulse already has tradeoffs. You can't use your weapons at full impulse and it causes a huge hit to power drain on other systems. Basically, apparently in STO Starfleet Command has decided that the Federation never runs away from a fight, so they're going to cripple your engines if someone is firing on you. :mad: (I don't know what the KDF's excuse is).

    Not only is this nonsensical, it gets in the way of a meaningful tactical tradeoff which is often totally worthwhile, especially, for example, in Vault Ensnared or Khitomer Accord Space where you may be harrassed by a target you can't/ don't need to engage (a gate or random little Tholian ships) and just need to move around quickly.

    So yes. Get rid of this silly restriction and let us use our Shift-R key at our own pleasure!

    About the only serious criticism you have here is with missions like Vault Ensnared. You know what you do in situations like that? You press that little button that's called 'evasive maneuvers', and you amble your space whale (I assume that's what you're flying) out of range. It's 10 friggin seconds to get out of Red Alert, you can wait that long.

    Or, even better, just get an Impulse Capacitance Cell (if possible), aim yourself in the right direction, and vroom across 50km of space in a few seconds. Combine with evasive maneuvers right afterwards for extra win.

    The 'cooldown' on Red Alert has a purpose, they're not gonna get rid of it because some players can't possibly stand waiting a few more seconds to Kirk it out.
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  • squishkinsquishkin Member Posts: 0 Arc User
    edited November 2012
    About the only serious criticism you have here is with missions like Vault Ensnared. You know what you do in situations like that? You press that little button that's called 'evasive maneuvers', and you amble your space whale (I assume that's what you're flying) out of range. It's 10 friggin seconds to get out of Red Alert, you can wait that long.
    Mobius Temporal Destroyer, actually, and I have both APO and Evasive Maneuvers. It doesn't nearly make up for full impulse.
    The 'cooldown' on Red Alert has a purpose, they're not gonna get rid of it because some players can't possibly stand waiting a few more seconds to Kirk it out.
    So what is that purpose, exactly?
  • th3xr34p3rth3xr34p3r Member Posts: 0 Arc User
    edited November 2012
    The time on active red alert after combat needs to be cut in half.
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  • khayuungkhayuung Member Posts: 1,876 Arc User
    edited November 2012
    The purpose is PVP. Full Impulsing away from an alphastrike is something ALL ESCORTS wish they have. I'd very much rather not have to drop to 50% hull for that to happen.

    Removing the no FI rule means an insane buff to anything that specializes in hit and run. So let's not go down that path.


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  • coupaholiccoupaholic Member Posts: 2,188 Arc User
    edited November 2012
    th3xr34p3r wrote: »
    The time on active red alert after combat needs to be cut in half.

    Agreed. It'll make sense to stay at red alert a little while after the action, but it only needs to be a few seconds - as it is it feels like an age.

    Especially for me. I'm an engineer and one of the few people in the game who actually heals other ships in FA's, and it's real irritating to be late for fights because healing team-mates keeps me in red alert longer.
  • th3xr34p3rth3xr34p3r Member Posts: 0 Arc User
    edited November 2012
    khayuung wrote: »
    The purpose is PVP. Full Impulsing away from an alphastrike is something ALL ESCORTS wish they have. I'd very much rather not have to drop to 50% hull for that to happen.

    Removing the no FI rule means an insane buff to anything that specializes in hit and run. So let's not go down that path.

    Or They could setup PvP and PvE flags in the system so the current timer stays for when in PvP matches and the primary flag is toggled for halftime when in PvE.
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  • felderburgfelderburg Member Posts: 853 Arc User
    edited November 2012
    squishkin wrote: »
    Mobius Temporal Destroyer, actually, and I have both APO and Evasive Maneuvers. It doesn't nearly make up for full impulse.


    So what is that purpose, exactly?

    Make sure your engine power is boosted when you hit those. If you're on the default Attack power setting, they won't do much. But with 75 - 100 engine power, you zoom away pretty swiftly.
    th3xr34p3r wrote: »
    Or They could setup PvP and PvE flags in the system so the current timer stays for when in PvP matches and the primary flag is toggled for halftime when in PvE.

    Ah, if only there was a PvP and PvE flag for every power. It would make life so much easier. For the players, anyway - although maybe for the devs, too, since they wouldn't have to walk some fine line between making powers that are not too much for PvP but still awesome in PvE. Just give every controversial power a PvP and a PvE version.
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited November 2012
    coupaholic wrote: »
    Agreed. It'll make sense to stay at red alert a little while after the action, but it only needs to be a few seconds - as it is it feels like an age.

    Especially for me. I'm an engineer and one of the few people in the game who actually heals other ships in FA's, and it's real irritating to be late for fights because healing team-mates keeps me in red alert longer.

    It's only 10 seconds, unless you get shot at again or activate certain abilities.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • adorkabledoriadorkabledori Member Posts: 237 Arc User
    edited November 2012
    Hmmm, why not ? How many times in the series were J.L. Picard, K. Janeway, Kirk not able to go full warp to lure, avoid, evasive an opponent in battle? Nearly all the time. Why shouldn't it be possible in the game ?
  • psycoticvulcanpsycoticvulcan Member Posts: 4,160 Arc User
    edited November 2012
    It's only 10 seconds, unless you get shot at again or activate certain abilities.

    15, actually.
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  • endafreshendafresh Member Posts: 0 Arc User
    edited November 2012
    You can use transporters while shields are raised (at least in the Voyager timeframe) through certain engineering transporter trickery.

    If you match the shield harmonics of your origin and destination *exactly* and you create a tiny hole in the shields large enough for the transporter beam to go through but without having to drop shields completely, then you can transport with 'shields up' without a noticeable drop in defense.

    You can even transport with shields up on both target and destination while you're both traveling at warp speed. Torres (Engineer) from Voyager perfected this technique during the many hostile alien encounters in the Delta Quadrant.

    For obvious balance reasons, this functionality isn't present in STO.
    Full Impulse at Red Alert doesn't seem ideal. Instead, allowing us to cancel Red Alert at any time is a better proposition (since that way you can't use FI to run away from a losing fight).

    Essentially, the strategy of space combat is RISK. If you go offensive you're taking the risk of biting off more than you can chew. If you go full shield-power then you have slightly less damage output but higher survivability. It is the tradeoff that you get from making choices.

    I do agree that letting us cancel Red Alert after all hostiles are destroyed would be pretty sweet. I'm taking a random guess that it would break a few scripted things on their end if they were to do this outside of certain limited instances (like at the end of SB24 space fleet actions).
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