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bareelbareel Member Posts: 3 Arc User
1) Why is there no option to have an auto redistribute shields that is always on once activated similar to the autofire option for weapons? As is players who make a custom keybind on spacebar already have this but it is still annoying and I'm sure is part of the reason some players struggle to say alive.

2) Why do the new doff missions on New Romulas, and Commendation Reports on the Starbase, give a lower success rate for using the proper doff type? Would it be that difficult to move the Specialization to the critical success category?

3) Why do Engineering SIF Generator consoles give 50% less skill increase than the Science Shield Emitter consoles? This just makes no sense to me.

4) Why do Science Shield Emitter Amplifier (+Regen) consoles ignore the ship's shield modifier rating for their math when the Field Generator consoles do not?

5) Why do some Fleet Ships have a flat bonus to their shield total while having a low shield modifier rating that greatly decreases their passive shield regen and decrease the benefit of getting a better shield?

6) Why do only some endgame set engines have warp speeds above 10 but not others? It restricts the options unless you enjoy swapping engines all the time.

7) Why are the energy credit rewards from ground combat so much worse than space combat? It makes it not only annoying to do ground, but hurts the rewards as well.

8) Why do offensive boff abilities increase your damage by a % while defensive abilities like heals grant a flat amount regardless of your shield type or hull type?

9) Why does bonus defense cap at the same impulse speed for all ships even though some have different impulse modifiers?

10) Why do +Cannon Tactical consoles provide a lower bonus than +Plasma Energy consoles?

11) Why are some weapon proc effects increased with science skill levels such as tetryon while others are not like phaser and plasma?

12) Why is having a larger crew still less desirable than a smaller crew?

13) Why do some disable/confuse abilities place an immunity buff on the player such as phasers but others do not like subsystem targeting?

*14) Why do I need another player to train a Boff some skills and yet am unable to let them train bound Boffs like the new Embassy ones or many others?


I'm sure someone has a good answer to these questions but to them I ask is the value added from these inconsistencies and annoyances worth it?
Post edited by bareel on

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    dma1986dma1986 Member Posts: 541 Arc User
    edited January 2013
    1)Just use Tac Team like everyone else :P

    2) ALL unfailable DOff missions do this.

    3)Because shields are supposed to fall off and be replenished a hell of a lot more than hull is. Treating hull and shield the same is asking for trouble.

    6)Canonically, only a small handful of races can break warp 10. If the race can't break warp 10 in canon, it most likely won't break warp 10 in-game.

    8)What would you base the weapon boosts on if they weren't a percentage? Giving a turret an extra 25 DPS is a massive boost, but that same 25 more on a DHC is pitiful. Percentages are ideal for weapon-side scaling.

    10)If the generic consoles gave the same boost as the specific ones, no-one would use specifics. Either specialise and get better damage, or don't and be gimped by lower DPS potential. It also relates to your question 13, the game needs lower DPS for multi-colour builds to lower the attraction of several different procs (such as a Polaron drain, Disruptor lowering your resists, Plasma burn, and Phaser shutdown of weapons, for example) hitting at the same time.
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    cyresofbsgocyresofbsgo Member Posts: 16 Arc User
    edited January 2013
    dma1986 wrote: »
    1)Just use Tac Team like everyone else :P

    2) ALL unfailable DOff missions do this.

    3)Because shields are supposed to fall off and be replenished a hell of a lot more than hull is. Treating hull and shield the same is asking for trouble.

    6)Canonically, only a small handful of races can break warp 10. If the race can't break warp 10 in canon, it most likely won't break warp 10 in-game.

    8)What would you base the weapon boosts on if they weren't a percentage? Giving a turret an extra 25 DPS is a massive boost, but that same 25 more on a DHC is pitiful. Percentages are ideal for weapon-side scaling.

    10)If the generic consoles gave the same boost as the specific ones, no-one would use specifics. Either specialise and get better damage, or don't and be gimped by lower DPS potential. It also relates to your question 13, the game needs lower DPS for multi-colour builds to lower the attraction of several different procs (such as a Polaron drain, Disruptor lowering your resists, Plasma burn, and Phaser shutdown of weapons, for example) hitting at the same time.

    1) if everyone has to, or does use a skill, then it's no longer a skill CHOICE, but a requirement, that needs to be removed from skill list and granted to everyone

    2) all unfailable Doff missions need fixed, like this one

    3) the BASE skill to heal hull should represent the difrence needed NOT the bonus % from a console (if base skill's modifiyer makes it 1/4 a shield skill's modifiyer and both get the same % from consoles of their type, then naturaly the hull one would be scaled lower but not confuse as many players by the console showing low %

    6) STO staff has to run things like warp speeds through the copyright holders, those engiens will not be going any faster than warp 10

    8) they ment why isn't shields based on %, a corv shield gets a lower % from a flat boost than a regenitive.

    10) a cannon consol is NOT general, it is instead SPACIFIC TO CANNONS, no torps, no beams, no mines. (it is less spacific than 1 energy type though, so a small difrence in % is called for, not to mention stacking cannon + plasma consoles will grant a nice damage boost compared to running 2 plasmas)
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited January 2013
    dma1986 wrote: »
    8)What would you base the weapon boosts on if they weren't a percentage? Giving a turret an extra 25 DPS is a massive boost, but that same 25 more on a DHC is pitiful. Percentages are ideal for weapon-side scaling.

    You missed the point. We all get why Weapon boosts are percentage based the point was that heals aren't when they really should be as it would make certain ships require certain play styles (See yoyo manoeuvre), it would also allow for better healing vs damage balancing.
    ZiOfChe.png?1
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    bohiapbohiap Member Posts: 535
    edited January 2013
    bareel wrote: »
    1) Why is there no option to have an auto redistribute shields that is always on once activated similar to the autofire option for weapons? As is players who make a custom keybind on spacebar already have this but it is still annoying and I'm sure is part of the reason some players struggle to say alive.

    You answered your own question. Keybinds can be used, if you so desire, and they're actually not that hard.

    Most of your questions have to do with game balance and have alot of math underneath.
    There used to be a dev that was really good at math (can't think of his name) and would do spots on STOked (which is no longer a video podcast) and explain stuff like that.
    As for the rest I'll give it a shot.
    7) Why are the energy credit rewards from ground combat so much worse than space combat? It makes it not only annoying to do ground, but hurts the rewards as well.

    Because the game is called "Star" Trek and the devs have always focused more on space. With the exception of the ground combat revamp they did a couple of seasons ago they generally don't do much for ground. It may also be a staffing issue. None of the devs may be good at working with ground combat systems.
    10) Why do +Cannon Tactical consoles provide a lower bonus than +Plasma Energy consoles?

    11) Why are some weapon proc effects increased with science skill levels such as tetryon while others are not like phaser and plasma?

    Because the cannon console is a generic "Jack of all trades, master of none." If you want a higher buff you get one of the energy-specific consoles. The same is true of torpedoes.
    This is also a legacy of the original leveling system that required you to train up in specific energy types. Phasers and photon torpedoes were cheap and easy, then it went up from there.
    12) Why is having a larger crew still less desirable than a smaller crew?

    Because originally the crew size had an effect on hull regen ability, but that mechanic has basically been tossed out. Which means that crew size is basically meaningless.
    *14) Why do I need another player to train a Boff some skills and yet am unable to let them train bound Boffs like the new Embassy ones or many others?

    It's the payoff for them being hard to get. They are hard to get so they are made unique. Imagine how pissed you'd be if you did all that work to get it and then it was common as green grass.
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    bareelbareel Member Posts: 3 Arc User
    edited January 2013
    bohiap wrote: »
    You answered your own question. Keybinds can be used, if you so desire, and they're actually not that hard.

    And what exactly does this add to the game for the player? If the intent was for it to be something that required player attention and yet they allow a work around for the small part of the player population willing to learn and use keybinds doesn't that seem like a mechanic that punishes a large portion of the playerbase for no real benefit?
    bohiap wrote: »
    Because the game is called "Star" Trek and the devs have always focused more on space. With the exception of the ground combat revamp they did a couple of seasons ago they generally don't do much for ground. It may also be a staffing issue. None of the devs may be good at working with ground combat systems.

    It is a database detail nothing more. They can easily add a 0 to the value of all ground items when being sold, or add new loot drops that sell for a good amount of EC that only drop on the ground to fix the inequity.
    bohiap wrote: »
    Because the cannon console is a generic "Jack of all trades, master of none." If you want a higher buff you get one of the energy-specific consoles. The same is true of torpedoes.
    This is also a legacy of the original leveling system that required you to train up in specific energy types. Phasers and photon torpedoes were cheap and easy, then it went up from there.

    So it would be overpowered if one was using half phaser weapons and half disruptor weapons and still had the same damage bonus? Especially considering we now have what nearly half a dozen hybrid two proc weapons plus the consoles? While it does make *logical* sense the way it is does it actually help the game or hinder it?
    bohiap wrote: »
    Because originally the crew size had an effect on hull regen ability, but that mechanic has basically been tossed out. Which means that crew size is basically meaningless.

    Then it needs removed or fixed. Not to have attributes attached to new gear that effect a defunct mechanic. All these things do is clutter up the game, punish those with a low amount of game mastery, and make it look sloppy.
    bohiap wrote: »
    It's the payoff for them being hard to get. They are hard to get so they are made unique. Imagine how pissed you'd be if you did all that work to get it and then it was common as green grass.

    Didn't ask why they are not common, I asked why I cannot have them trained properly. Perhaps the training system or mechanic needs to be re-looked at or an alternative but more costly option added?



    Don't mean to pick on ya mate but as I said in the OP, does the 'value added' from these things really justify the downsides that come with 'em? Granted I also must add that the question of does changing these add enough value for the cost to Cryptic?
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    fovrelfovrel Member Posts: 1,448 Arc User
    edited January 2013
    7) Why are the energy credit rewards from ground combat so much worse than space combat? It makes it not only annoying to do ground, but hurts the rewards as well.


    I just pick one thing. When I kill a combatant, I can pick up his items and gear and those will have some value. When I destroy a starship I might find usable things among the debris, an engine, engine parts, deflector etc, And those have some value to, much more than a gun, personal shiels and armour.

    The why is here, why do we get EC for combat loot, why is combat making us rich. This is a very un-trekkie thing. It is in our time very outdated to have war profit. Suppose Kirk says, shoot them up, perhaps we can sell some junk and spend it to have a good time. Starfleet a war band?
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    skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited January 2013
    adamkafei wrote: »
    You missed the point. We all get why Weapon boosts are percentage based the point was that heals aren't when they really should be as it would make certain ships require certain play styles (See yoyo manoeuvre), it would also allow for better healing vs damage balancing.

    *sigh* If you really wanted the game to work that way, DO realize the yoyo would have to have its dps substantially increased to compensate for its low damage uptime. I hardly imagine you would want that.
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    hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited January 2013
    *sigh* If you really wanted the game to work that way, DO realize the yoyo would have to have its dps substantially increased to compensate for its low damage uptime. I hardly imagine you would want that.

    No, he just wants his excel to be almighty.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
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    foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited January 2013
    dma1986 wrote: »
    1)
    6)Canonically, only a small handful of races can break warp 10. If the race can't break warp 10 in canon, it most likely won't break warp 10 in-game.



    So, why isn't there a transwarp boost on the Adapted MACO Engines?


    The standard MACO engines have a boost but it's lost ont eh Adapted ones? that seems... stupid.
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    matchstick606matchstick606 Member Posts: 233 Arc User
    edited January 2013
    foundrelic wrote: »
    So, why isn't there a transwarp boost on the Adapted MACO Engines?


    The standard MACO engines have a boost but it's lost ont eh Adapted ones? that seems... stupid.

    Thats because the adapted maco is not maco. It's just a copy of the KHG set. the same goes for the KDF. there adapted KHG is not the true KHG it's maco.

    the sets were swapped to allow both FED and KDF to use the same sets.

    FED: adapted maco= KHG
    KDF: adapted KHG= maco
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited January 2013
    No, he just wants his excel to be almighty.

    What he really wants now is a science ensign on his Excelsior, and I can yoyo in my escort with 99% uptime
    ZiOfChe.png?1
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