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Console suggestions!

vyktorivyktori Member Posts: 0 Arc User
Forewarning, this is a pretty large post. There isn't much I can do about a TLDR, because it is mostly lists to begin with.

The way it works now, tactical consoles just add damage based on mark/rarity. 1 Rarity = 1 mark, so a Mk XI Blue is equal to a Mk XII Green. That seems a little too basic. My suggestion is add a bonus to add a bonus based on rarity.

For example... (Mods are only added to the damage type of that console. Base damage mod on the consoles remains as is, with these bonuses...)

Green = +1% Accuracy
Blue = +1% Accuracy, +4% Crit Damage
Purple = +2% Accuracy, +4% Crit Damage, +0.5% Crit rate.

Another suggestion is for engineering consoles. They work the same as tactical consoles. 1 Rarity = 1 mark as far as resists go.

My idea... Add defense BASED ON THE RESISTS THAT CONSOLE ADDS. So when it says + Defense, it means specifically against those energy types. Defense = Chance to be hit, not damage reduction.

For consoles with 2 resists (Diburnium, Electroceramic, Parametallic)
Green = +2.5% Defense
Blue = +5% Defense
Purple = +7.5% Defense + 1% Absorb and add to shields (Like Reverse Shield Polarity)

For consoles with 4 resists (Ablative, Tetraburnium)
Green = +1.5% Defense
Blue = +3% Defense
Purple = +4.5% Defense + 1% Absorb and add to shields (Like Reverse Shield Polarity)

Neutronium Alloy:
Green = +1% Defense
Blue = +2% Defense
Purple = +3% Defense + 1% Absorb and add to shields (Like Reverse Shield Polarity)

Monotanium Alloy:
Green = 2.5% Crit Damage Reduction from Kinetic damage
Blue = 5% Crit Damage Reduction "
Purple = 7.5% Crit Damage Reduction " + 2% Chance to restore 15% of hull over 10 seconds when hit by a Kinetic damage

As for science consoles...

Sensor Probes:
Green = -10 Stealth per hit stackable debuff when hitting an enemy ship
Blue = -20 Stealth per hit "
Purple = -30 Stealth per hit " + 0.5% Chance to decloak enemy when hitting them

Power Insulators:
Green = 0.5% Chance to add +1 to a random power level for 10 seconds when receiving damage (Up to 5)
Blue = 1% Chance to add +1 "
Purple = 1% Chance to add +1 to -All- power levels for 10 seconds when receiving damage (Up to 5)

Flow Capacitors:
Green = 1% Chance to lower a random power level of an enemy you hit it by -1 (up to -5)
Blue = 2% Chance to lower a random power level "
Purple = 2% Chance to lower all power levels of an enemy you hit by -1 (up to -5)

Countermeasure Systems:
Green = 0.5% Chance to placate an enemy for 1 second when you receive damage
Blue = 1% Chance to placate an enemy for 1 second when you receive damage
Purple = 1% Chance to Confuse an enemy for 2 seconds when you receive damage

Graviton Generators:
Green = Adds small Threat generation to Tractor Beam and Tractor Beam Repulsors
Blue = Adds moderate Threat generation "
Purple = Adds large Threat generation " + Lowers target defense by 5%/Sec (Up to 10)

Particle Generators:
Green = Adds +1 Repel to Energy Weapons and +6 to Torpedoes
Blue = Adds +2 Repel to Energy Weapons and +12 to Torpedoes
Purple = Adds +3 Repel to Energy Weapons and +18 to Torpedoes - Double Repel on Crits

Some of the other science ones, I'm not amazingly sure about, but you get the idea~

I don't think this would really break anything. I think it would add more variety to builds. It would be interesting to see a ship with Particle Generators, stunting the advance of enemy ships in Khitomer, Cure or Infected Space STF missions. Countermeasure Systems could add to the survivability of ships that are getting hit a lot. The devs commented on how shield capacity consoles are overused. I think having these options would give more of a reason to go for something other than shield capacity, instead of discarding it for 7k.

I expect some people will say these ideas suck. That's fair, some people have different opinions. However, I'm getting a bit tired of having every ship the same. If anyone has more suggestions or criticism, feel free to add it. This is meant to be constructive and maybe give the devs some insight on what players want. I came up with these ideas to make certain things less useless, not overpower them. Nobody gets the short end of the stick here. People obsessed with DPS will still have that bonus on Tac consoles. Those who want to be more defensive will have several more options open to them. Other little things are in there too for more variety. Also, keep in mind these mods are per console, so hypothetically they could be stacked a few times.
Post edited by vyktori on

Comments

  • haravikkharavikk Member Posts: 278
    edited January 2013
    Some really nice ideas! I do agree that rarity should be more of a factor on consoles.

    I have two main comments; firstly, the changes to tactical consoles would only make them even more necessary to every build. I think they should be accompanied by a change in how they work so that they suffer diminishing returns like armours, with three consoles being the sweet spot for maximum damage bonus. This way there is more reason to actually take a mixture of consoles. Could be even more interesting if consoles only stacked with the same type, so for example you could take 2x plasma energy consoles and 2x all energy consoles for an all-beam build as diminishing returns would result in 4x plasma energy consoles actually being worse. Taking one torpedo warhead console, one mine console, and one plasma projectile console could have a big impact on a build with both plasma torpedoes and mines since none of the three consoles would suffer diminishing returns as they don't stack with each other directly (as far as the diminishing returns would be concerned). So you'd still be able to stack your ship for improved damage, but hopefully making mixed builds a lot more viable.


    Secondly; I'm not sure what you mean by threat generation on Graviton Generators? Doesn't seem like it would have much impact unless you mean it would reduce your threat versus your target?


    Anyway, I like the idea of adding some useful effects; science consoles in particular need a boost, I'd like to see them scaled up in their effect so that they're closer to the +50 mark for Mk XII Very Rares, as +30 to most skills doesn't really make as much of a difference as slapping a Field Generator onto your ship does I've found.
  • vyktorivyktori Member Posts: 0 Arc User
    edited January 2013
    haravikk wrote: »
    Secondly; I'm not sure what you mean by threat generation on Graviton Generators? Doesn't seem like it would have much impact unless you mean it would reduce your threat versus your target?

    Actually, I meant Graviton Generators would make your tractor beam/repulsor -add- threat. More of a direct tanking skill. If you tractor beam something, it makes it more likely to target you. With a purple console it would add a stackable debuff, decreasing the targets defense, making coordination important. One person tractors/pulls agro and lowers its defense, everyone else shoots it because of its weakened state while it focuses on the tank.

    I see what you mean about the consoles just being better though. Maybe certain energy types could get a different bonus, like Phasers get the +Acc, Disruptors get the +CrtD, some others get +CrtH or something.
  • borgresearcherborgresearcher Member Posts: 451 Arc User
    edited January 2013
    oh yeah ! thats an awesome idea, i love it, really ! i was reading the forum to check the daily whining and wow ... i really had to log in and comment this fabulous thread ! excellent idea man, really love it
  • vyktorivyktori Member Posts: 0 Arc User
    edited January 2013
    oh yeah ! thats an awesome idea, i love it, really ! i was reading the forum to check the daily whining and wow ... i really had to log in and comment this fabulous thread ! excellent idea man, really love it

    Hopefully enough people feel the same way and it gets heard by some high-up people. :)
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