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Maybe a joint captain operated ship in the future Cryptic?

shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
Just an idea is all, I'm thinking maybe something on the lines of a grand total of 1-5 captains operating a single ship. All base captain abilities can be used at any given moment with their own cool downs, but multiple spamming of abilities will not stack. Same goes for skills will not overlap or stack, and captains would be in charge of abilities normally assigned to regular bridge officers and their limited ship ranks. If standard bridge officer's are assigned to ship slots because you are short on actual player's, than their abilities would be controlled by the ship owner to use, or could be assigned to a player captain of the same department whichever would be easier to design into the game in programming. The main ship owner would always be in charge of piloting and weapons, unless an active tactical player is aboard than it becomes their job to be in charge of weapons. If multiple tac players are on board than the jobs are split to one in charge of weapons fire the other in charge of targeting enemies if something like this could work just a basic idea. Unfortunately engineering and science players won't have a whole lot to do other than making sure the power levels are in good shape and the ship is healed and spamming enemies with holds, placates and other nasty debuffs, but they still contribute none the less. This would add to some fun and a sense of co-op between people willing to use this system, as well as allowing the devs or foundry creater's to develop new missions or pve's specifically for this use and adding a level of extreme difficulty and possibly awards and accolades for completions. Now again this is only a possible idea or dream that would be awesome if it could become a reality, but only Cryptic and their design team could answer that. Comments and idea add-on or changes are welcome, and maybe these can be possible in the game's future or maybe not.
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Praetor of the -RTS- Romulan Tal Shiar fleet!

Post edited by Unknown User on

Comments

  • foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited July 2013
    Another captain starts telling my crew what to do, he gets tossed out the airlock on deck three.
  • cptjhuntercptjhunter Member Posts: 2,288 Arc User
    edited July 2013
    As cool as an idea as it sounds, I think this idea rolled around a thread a few years back.The problem...ESTF"We are the Borg." Captain,"Weapons officer.ready cannons, and arm torpedoes."..."Uh, Captain.School nurse just called, I have to pick my kid up." TAC officer logs off.'"Helmsman.."Helmsmen,"Ugh, shouldn't have had that second burrito for lunch." Goes AFK to destroy his bathroom. See the problem?
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited July 2013
    cptjhunter wrote: »
    As cool as an idea as it sounds, I think this idea rolled around a thread a few years back.The problem...ESTF"We are the Borg." Captain,"Weapons officer.ready cannons, and arm torpedoes."..."Uh, Captain.School nurse just called, I have to pick my kid up." TAC officer logs off.'"Helmsman.."Helmsmen,"Ugh, shouldn't have had that second burrito for lunch." Goes AFK to destroy his bathroom. See the problem?

    Lmfao that's good!!!! if a situation arises like this you can quickly swap boff slots with standard npc ones, you might be limited to doing this when not in a red alert situation or than again maybe they will allow it totally up to the devs, but it can be fixed easily.
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    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited July 2013
    This is how STO was supposed to work when Perpetual had the authorization to make STO. Thankfully, Cryptic got the right to make STO and we have the current system. Essentially, STO is about being the Captain and not the Bridge Officer. Captain Kirk and Captain Picard didn't worry about firing the weapons and piloting the ship so why should we. Every time a Bridge Officer skill is used, a weapon is fired, or the ship moves is where the Captain issues a command to his crew.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited July 2013
    starkaos wrote: »
    This is how STO was supposed to work when Perpetual had the authorization to make STO. Thankfully, Cryptic got the right to make STO and we have the current system. Essentially, STO is about being the Captain and not the Bridge Officer. Captain Kirk and Captain Picard didn't worry about firing the weapons and piloting the ship so why should we. Every time a Bridge Officer skill is used, a weapon is fired, or the ship moves is where the Captain issues a command to his crew.

    All I am saying is it would create a system of co-op amongst players who would enjoy something like this, and even add to the fun for RP player's. The ship captain is still in command, all that is happening is he is allowing other captain's aboard his ship the ability to act as a fill in boff atm. He/she still controls who fills that spot whether it be an actual player or npc. Heck maybe they could go so far as to allow a player to pilot a fighter/frigate launched from a carrier.....but probably too much.
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    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • kirkepsilon1kirkepsilon1 Member Posts: 132 Arc User
    edited July 2013
    I like your idea it would give it a more Bridge Commander feel on top of that it would be nice to fly my ship in all three dimensions. However as for Cryptic getting the rights to make this game well you all the see the results of that don't ya :) 'sharpened and blurred textures ' being called a graphics update!!!! yeah right????


    Its a absolute disgrace the things that have happened over the last few months first the farce with LOR and the rampant server crashes that were literally coming out of the storage compartments like tribbles.

    For me that was the primary reason why I decided to step away from STO since I just don't feel inspired to play and they would have to work damn hard to get other players like me to come back . So as for the future of your idea I don't see it being achieved by them maybe someone else with better vision and knowledge :cool:
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited July 2013
    And such a system would be a major hog of resources to implement and only a minority of players would actually use it. Due to lag, afk, complexity, griefing, and incompetence, most people who try it will go back to the current system and the rest won't even try it do to them knowing they won't like it. Only the most hardcore of Star Trek fans would actually like this system and any combat using this system would be exceedingly difficult. Can you imagine the difficulty of trying to complete an elite STF with this system? I doubt it would be even possible to win No Win Scenario or Elite Crystalline Entity with this.
  • kirkepsilon1kirkepsilon1 Member Posts: 132 Arc User
    edited July 2013
    It could be done well if its well executed and most importantly is thoroughly tested before potential release. This might make combat a bit more difficult but the players can adapt to it after a while :)
  • neoakiraiineoakiraii Member Posts: 7,468 Arc User
    edited July 2013
    Dear Q no way, I'm glad Cryptic did not go this way like that other fail company was going to do , and let's keep it that way.
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  • jetwtfjetwtf Member Posts: 1,207
    edited July 2013
    It is an interesting idea but will fail when the helmsman decides to fly away from the enemy and the tac decides to only use torpedos, the science officer decides to scan for anomolies, and the engineer decides all he can do is eject warp plasma when the enemy is far away thanks to the idiot helmsman... It would be too easy to grief and claim to not know what you are doing afterwards.
    Join Date: Nobody cares.
    "I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited July 2013
    cptjhunter wrote: »
    As cool as an idea as it sounds, I think this idea rolled around a thread a few years back.The problem...ESTF"We are the Borg." Captain,"Weapons officer.ready cannons, and arm torpedoes."..."Uh, Captain.School nurse just called, I have to pick my kid up." TAC officer logs off.'"Helmsman.."Helmsmen,"Ugh, shouldn't have had that second burrito for lunch." Goes AFK to destroy his bathroom. See the problem?

    Here's what I could see: MVAM in reverse.

    It's a single ship that can dock with another ship of the same class.

    You pick your role and toggle it on.

    Whenever a ship of the same class with a complimentary role/stance toggled comes within 3 km, they have a "dock" power that becomes enabled.

    So for example, you have four "stances": +eng, +wep, +shield, +aux.

    Whenever someone flying this class of ship in another stance flies close, they can dock. Up to four copies of the ship can dock.

    For each ship docked, they get a 100% boost across the board but certain abilities disabled.

    So if someone with aux bonus docks, their non beam weapons are greyed out.

    Who steers gets determined by a paper rock scissors system. Eng>Aux>Shields>Weapons.

    However, maybe the weapons ship can act as a gunner console and free rotate.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited July 2013
    Soo... basically... you want to be Boffs in the crew of the Ent-J? Ok then. :P
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited July 2013
    It could be done well if its well executed and most importantly is thoroughly tested before potential release. This might make combat a bit more difficult but the players can adapt to it after a while :)

    Not a matter of how well it is done, but the players involved. Say I lose my connection to the internet either through someone unplugging it or just a bad connection. Then the ship loses weapons, shields, impulse engines, or some other system. Then there is the issue of players not doing what the Captain wants because they think they can do their job better. Would be a decent system for people in the Military, but not for the average person that can't follow orders that well. Most of the people disciplined enough to do it are more interested in doing challenging and rewarding content so there would have to be some impressive reward for doing it for them.
  • brian334brian334 Member Posts: 2,219 Arc User
    edited July 2013
    While an interesting idea, this would be an entirely different game. See Star Trek Roleplaying Game by FASA.
  • lykumlykum Member Posts: 382
    edited July 2013
    no, but I would like to be able to run from my bridge, board a shuttle, take my BP to the enemy bridge and capture his ship and beheading it's captain
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
  • kirkepsilon1kirkepsilon1 Member Posts: 132 Arc User
    edited July 2013
    starkaos wrote: »
    Not a matter of how well it is done, but the players involved. Say I lose my connection to the internet either through someone unplugging it or just a bad connection.

    Yep that is a possibility that may happen in fact a similar scenario has played out many times in STFs most annoying when suddenly there are only 4 of you lol. So that is not a good enough reason to give up one of the main jobs of a dev is to solve problems like this one and it could easily be solved with a simple logic gate that says if player A is disconnected then NPC B is inserted to replace that player until they either come back or the battle is won :).

    Second it does matter how well its done for if its poorly executed then players won't use a clunky system which doesn't run smoothly. Bit like ground combat in that respect which is very clunky and not very interesting lol.

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