Allow the player to take from any hull type. Give each hull type a set amount of officer slots and their ranks.
then allow the player to costomize
- What officers go where ( for example, one creation of the ship will have cmdr tactical, the next a science as cmdr)
- He gets a total of X Consoles per a ship type, which he can place up to 4 as he see's fit in the 3 area's.
Make this feature Require gold member status
and none of the dodgy, pay one time and get scott free away silliness
he has to continue stub, to use that ship.
This would cause massive OPness, because I could stuff a TRIBBLE ton of tactical consoles on a ship, or tons of armor for an unbeatable tank. Then for icing on the cake I'll give my ship a perfect boff seating.
As I recall from your 8+ threads, aren't you trying to remove OPness?
Hey Uhmari, first of all good to see you again in a new thread .
Second; you mentioned earlier today you wanted to give the newbies a chance, with this lvl 50 specific idea you go heads-on with that previous remark. Why?
Allow the player to take from any hull type.
*snap*
Which in turn create OP against the ones who doesn't have this ship. You say the player might create an "Ubar tank", what if the player actually creates an "Ubar DPS"?
This in turn is a breeding-ground for elitism, something neither of us wants.
Once again; didn't you meant to actually avoid this?
Make this feature Require gold member status
and none of the dodgy, pay one time and get scott free away silliness
he has to continue stub, to use that ship.
Now think a bit further.. what would happen after this is launched? The playerbase who can afford this get the ship, creating the abillity to get OP and shoot the f2p playerbase to bits.
Or... Do you nerf that ship in such a way so it will not be OP anymore and hence not important anymore to buy and as such creating a money drainer?
Once again; didn't you actually meant to avoid this?
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
Hey Uhmari, first of all good to see you again in a new thread .
Second; you mentioned earlier today you wanted to give the newbies a chance, with this lvl 50 specific idea you go heads-on with that previous remark. Why?
level 50 idea was to allow the end games to have a way to make the game money
at current there is no real serious mechanic like this other then buying zen ships.
customizing the ship is a good idea (tank jim for that one)
Originally Posted by uhmari
Allow the player to take from any hull type.
*snap*
its important here by hull type i ment like Akira class ship, or defiant class, or galaxy class etc.
Which in turn create OP against the ones who doesn't have this ship. You say the player might create an "Ubar tank", what if the player actually creates an "Ubar DPS"?
This in turn is a breeding-ground for elitism, something neither of us wants.
Once again; didn't you meant to actually avoid this?
the above mentioned mechanic to limit max consoles would only grant for example
another tactical slot on the current version of an intrepid class.
so its nothing to much, but it can make a difference!
the previous statement i made adds a control / anti-op mechanics.
i think this can be a great way to generate income for the game.
charge 500 or 1000 zen each creation.
or gold member status
That still doesn't help the OP/UP problem you described earlier. Next to that, if it only takes around 500 / 1000 zen. Does the *give back when sub ends* rule still applies?
That would essencially nullify this whole idea, since it will be no different then a normal c-store ship.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
I agree that this seems as though it would create level 50 players with vastly better ships than newer players, which does seem to be counter to what you have been seeking to counter.
I like having the layouts (BOFF slots and console slots) set in stone. I know when I see a Tactical Escort that it has a certain layout and I know what to expect. I know this because my intelligence agency has been spying on my enemies and has the basic specs. This will determine my tactics.
I was looking at more of the idea of moving away from classifitying
Escort, destroy or cruiser from being set in stone as "damage, tank, heals" and allowing them to be a mix of the three.
Example, cruisers that were science ships, etc
You want a ship with a science preference? Buy a science ship.
You want a ship with a dps preference? Buy an escort.
You want a ship with a tanking preference? Buy a cruiser.
That's why we have those three types of ships. You're not going to get served whatever layout you want on a silver platter.
I think in the long run this would actually work against everything you are trying to accomplish. In PvP, which is primarily about dealing damage (again, not a PvP'er so I could be waaaay off base here, someone correct me if I am). So every PvP'er would end up getting a nearly identical setup with very small differences. This would lead to everyone have the same layout (but with a different hull).
part of the whole reason ships have different hull designs in this game is so that I know when I see a Defiant that they are a tac-oriented ship. You would totally TRIBBLE up ship recognition by allowing full customization, and also, you're TRIBBLE over new players and people who can't afford to drop money on whatever the new hotness build is all the time.
I respect your opinions,
However, I am not sold that it will be a big detriment to pvp.
Also, if you cannot recognize how to deal with the ship, things are much
less predictable, and things would get very interesting.
I ask you to consider it with a little more thought!
If you still believe its a bad idea, Ill concede the point.
Also, if you cannot recognize how to deal with the ship, things are much
less predictable, and things would get very interesting.
I presume you want the Gateway to be closed then? And doesn't this lessened predictability once again counter OP/UP-ness? Now newbies still have some idea if they even going to survive an encounter.
Now in your situation, how will the newbie survive against a player with your idea who uses his lvl50 ship as a miranda?
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
I respect your opinions,
However, I am not sold that it will be a big detriment to pvp.
Also, if you cannot recognize how to deal with the ship, things are much
less predictable, and things would get very interesting.
I ask you to consider it with a little more thought!
If you still believe its a bad idea, Ill concede the point.
Fly safe.
I'll consider it some more.
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Read my previous post because I don't feel like posting it again.
Comments
As I recall from your 8+ threads, aren't you trying to remove OPness?
Tricky layouts will resolve the problem.
Lets say you pick Cmdr, Cpt as the first two, to be science, and you
have the intention of building "ubar tank"
You base the Max slots for the console slots on the CMDR + Cpt rank.
So if you pick both for science, your engie slot go's down to max of 2, or 3.
resolving the problem.
Second; you mentioned earlier today you wanted to give the newbies a chance, with this lvl 50 specific idea you go heads-on with that previous remark. Why?
Which in turn create OP against the ones who doesn't have this ship. You say the player might create an "Ubar tank", what if the player actually creates an "Ubar DPS"?
This in turn is a breeding-ground for elitism, something neither of us wants.
Once again; didn't you meant to actually avoid this?
Now think a bit further.. what would happen after this is launched? The playerbase who can afford this get the ship, creating the abillity to get OP and shoot the f2p playerbase to bits.
Or... Do you nerf that ship in such a way so it will not be OP anymore and hence not important anymore to buy and as such creating a money drainer?
Once again; didn't you actually meant to avoid this?
I call it, the Stoutes paradox.
i think this can be a great way to generate income for the game.
charge 500 or 1000 zen each creation.
or gold member status
level 50 idea was to allow the end games to have a way to make the game money
at current there is no real serious mechanic like this other then buying zen ships.
customizing the ship is a good idea (tank jim for that one)
its important here by hull type i ment like Akira class ship, or defiant class, or galaxy class etc.
the above mentioned mechanic to limit max consoles would only grant for example
another tactical slot on the current version of an intrepid class.
so its nothing to much, but it can make a difference!
That still doesn't help the OP/UP problem you described earlier. Next to that, if it only takes around 500 / 1000 zen. Does the *give back when sub ends* rule still applies?
That would essencially nullify this whole idea, since it will be no different then a normal c-store ship.
I call it, the Stoutes paradox.
so if you bought a c-store ship, you'd be able to edit it.
I think a zen cost is better, I am looking for ways to get
gold members to stay gold members (keep paying)
I like having the layouts (BOFF slots and console slots) set in stone. I know when I see a Tactical Escort that it has a certain layout and I know what to expect. I know this because my intelligence agency has been spying on my enemies and has the basic specs. This will determine my tactics.
A Tact Escort should not have 3 science stations.
Escort, destroy or cruiser from being set in stone as "damage, tank, heals" and allowing them to be a mix of the three.
Example, cruisers that were science ships, etc
You want a ship with a science preference? Buy a science ship.
You want a ship with a dps preference? Buy an escort.
You want a ship with a tanking preference? Buy a cruiser.
That's why we have those three types of ships. You're not going to get served whatever layout you want on a silver platter.
I respect your opinions,
However, I am not sold that it will be a big detriment to pvp.
Also, if you cannot recognize how to deal with the ship, things are much
less predictable, and things would get very interesting.
I ask you to consider it with a little more thought!
If you still believe its a bad idea, Ill concede the point.
Fly safe.
I presume you want the Gateway to be closed then? And doesn't this lessened predictability once again counter OP/UP-ness? Now newbies still have some idea if they even going to survive an encounter.
Now in your situation, how will the newbie survive against a player with your idea who uses his lvl50 ship as a miranda?
Done it, and still conceive it as a countersolution to your problem.
I (still) have my Neutronium consoles for that .
I call it, the Stoutes paradox.
I'll consider it some more.
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Read my previous post because I don't feel like posting it again.