But on the topic of tactical consoles, I would hope that they would release improved variations of the different torpedo consoles. Something to encourage people to do something other than simply stacking up energy damage consoles. Right now, kinetic damage is largely useless beyond bringing down unshielded STF structures or using Chroniton Mines in pvp. It'd be nice to have an incentive to actually use that stuff.
Since I think we'll see a few different bonuses to choose from (like the embassy and mine consoles), one I'm hoping for is a +kinetic on energy consoles. So, for example, we'd see:
Fleet Disruptor Induction Coil Mk XII with +32.5% Disruptor damage and +10.5% All Kinetic damage
So a mini generic projectile console bundled with a specific energy console.
Since I think we'll see a few different bonuses to choose from (like the embassy and mine consoles), one I'm hoping for is a +kinetic on energy consoles. So, for example, we'd see:
Fleet Disruptor Induction Coil Mk XII with +32.5% Disruptor damage and +10.5% All Kinetic damage
So a mini generic projectile console bundled with a specific energy console.
So better than any existing disruptor coil, plus boosts other stuff besides? All bonus, with the only drawback being the fighting in fleets trying to provision enough of them (I'd need 17 KDF side, for example). That would make for quite a mess all around.
They should just release mine consoles and consoles for the torpedo types most people skip. No need for more energy weapon damage on top of what is already out there.
Since I think we'll see a few different bonuses to choose from (like the embassy and mine consoles), one I'm hoping for is a +kinetic on energy consoles. So, for example, we'd see:
Fleet Disruptor Induction Coil Mk XII with +32.5% Disruptor damage and +10.5% All Kinetic damage
So a mini generic projectile console bundled with a specific energy console.
This is just a bad idea. It would make running elite STFs with a tac team and these a complete joke. As it was before all these holding consoles, people could complete Cure elite space with 10-11 minutes to spare with a well coordianted RML strategy if the team was good. With all the extra damage, consoles, and elite pet spam, everyone just does RML in record time without any effort. Heck, all that extra damage would just make completing Wave 10 of NWS a complete joke.
So better than any existing disruptor coil, plus boosts other stuff besides? All bonus, with the only drawback being the fighting in fleets trying to provision enough of them (I'd need 17 KDF side, for example). That would make for quite a mess all around.
I don't know if you've noticed, but taking a fleet holding to its Tier 3 completion is a rather large amount of marks and dilithium. Time is money and money is time, and many people convert cold cash into that dilithium, turning fleets into a major profit for PWE/Cryptic.
There are a very small number of fleets that have to have everything, no matter the cost (see Wesley up there). For everyone else, the rewards have to be worth the expense or they're not going to bother with those final expensive upgrades.
Take a look at the Embassy science consoles or the Mine enhanced engineering consoles. They're all objectively better than standard consoles of the same type. They're Ultra-Rare quality, equivalent to a Very Rare of one mark higher, and on top of that they all have a useful secondary function.
So on what basis do you think tactical consoles would break this trend? Cryptic doesn't care about EC prices on the exchange. They want fleets to fill upgrade projects, which requires the temptation of very nice rewards. Grind or buy, either way is fine with them.
I think many people are missing the trend that has been set up.
How many players complained about escorts being OP? how many players are upset about the romulan faction being OP?
SO...what did cryptic do?...they gave us embassy sci consoles with season 7...what ships use the most sci consoles?...sci ships and cruisers...what use the least sci consoles?...escorts...thus, improving the survivability of sci and cruisers.
halfway through seasons 7 and 8, we get dilithium mine...focusing on engineering(dilithium chamber, warp core, ect.)what ships have the most engineering slots?...cruisers and sci...what is centered around engineering?...warp cores, armor, maneuverability...and so again the main focus was improving survivability of cruisers and sci ships, building on strengths, and mitigating weaknesses...solving more of the issue of rampant escort alpha strike kills.
I would expect cryptic to continue on this theme...balancing the game for cruisers and sci ships, while matching content to what can and will be coming out. I dont expect consoles to add procs, nor to add bonuses to acc, dmg, or crit. I could see reduced energy consumption per console, allowing power levels to be redistributed more in favor of shields, engine, and auxiliary. dropping energy usage by 2 per console, and stacking 4 consoles, reduces energy drain by 8 per weapon. on a cruiser, thats 64 extra power to be redirected towards shields, aux, or engines.
I could also see built in tac boff abilities...example: warhead yield with THY3 or TS3 built in...prefire chamber with CSV3 or CRF3 built in...directed energy manifold with BO3 or BFAW3 built in...and so on. Since cruisers and sci ships have limited tac slots, the added abilities would benefit them the most.
The other possible bonus would be building in bonuses for sci and eng skill traits such as EPS or flow caps or subspace decompiler, ect.
Ultimately what all this does is reduce prices for items on the exchange. these is less demant from higher level players, thus prices drop, as the supply of items on the exchange has not dropped in unison. we have already seen drops in prices for sci consoles, armor consoles, rcs consoles, as well as for doffs. doffs however have reduced prices due to increased supply, not increased demand.
This ultimately hurts higher end players due to losing value of their items, however benefits low end players who have a better chance to keep playing due to cheaper access to quality goods, while still offering the higher end players something more to strive for that is worth grinding or paying for.
BTW, the only improvement s I can see to field generator or shield regenerator are either thru future crafting, grinding, or lobi store purchases, like with the Jem mkXI-mk XII upgrade. This makes it possible for an Ultra-rare version of field gen, perhaps adding 2.5% to shield cap as well as a 2nd proc...cov, res, reg, adapt, ect. that cant stack with the current shield type(no double resilient, no double cap, ect.)
You gave us wonderful Fleet Shields, Warp Cores and Eng Consoles, great.
But now give us Fleet Field Generators and Tac Consoles
They should be released, cause I can't spend about 40KK EC to buy a Purple Disruptor Induction Coil MkXII
That price is ridiculous.
So we need Fleet Consoles to get High Performing Consoles.
This could be unfair for them who struggled to get that consoles, but hey: 40KK EC is really too much.
I dunno what your idea of expensive is, but getting an add fleetholding to t3(if it is like the mine and embassy) to get the mk 12 versions of the consoles, is pretty expensive also.
From my personal experience i highly doubt that it would be cheaper. Not to forget the dil and fleetmarks you need to buy them then.
Not that i wouldn't like to have some fleet tac consoles. Gladly the extra holdings are cheaper to lvl then the Starbase.
Reynolds/Thokal
U.S.S. Helios -Vesta Class/R.R.W. Dark Science - Dyson Surveillance Science Destroyer U.S.S. Donut - Fleet Advanced Research Vessel Retrofit TheWiseGuys
I hope Cryptic has the wisdom to make Fleet Tac versions out of the non-specific consoles which have an additional +damage bonus to Phaser/Disruptor weapons (in total would have phasers/disruptors slightly ahead of the MKXII race, while all other energy types remain better off with the old MkXIIs) and another modifier which improves ACC/DEF or something surprising like modify the firing cycle of beams or reduce torpedo cooldowns!
Not flat out fleet energy specific consoles. That would be TERRIBLE in terms of crashing the economy.
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
I hope Cryptic has the wisdom to make Fleet Tac versions out of the non-specific consoles which have an additional +damage bonus to Phaser/Disruptor weapons (in total would have phasers/disruptors slightly ahead of the MKXII race, while all other energy types remain better off with the old MkXIIs) and another modifier which improves ACC/DEF or something surprising like modify the firing cycle of beams or reduce torpedo cooldowns!
Not flat out fleet energy specific consoles. That would be TERRIBLE in terms of crashing the economy.
And in which way would it crash the economy? The only thing that would happen is that the normal consoles getting a bit cheaper, so nothing really dramatic. And to be honest, i wouldn't be sad if some consoles would come down to a more reasonable price lvl.
On the other hand it only matters in pvp sometimes, if you have a very rare mk 12 or only a rare mk 11. In pve it doesn't matter at all, cause you also doing fine there with the rare mk 11 ones.
They are nice to have if you get them cheap, but that is all.
Reynolds/Thokal
U.S.S. Helios -Vesta Class/R.R.W. Dark Science - Dyson Surveillance Science Destroyer U.S.S. Donut - Fleet Advanced Research Vessel Retrofit TheWiseGuys
I hope Cryptic has the wisdom to make Fleet Tac versions out of the non-specific consoles which have an additional +damage bonus to Phaser/Disruptor weapons (in total would have phasers/disruptors slightly ahead of the MKXII race, while all other energy types remain better off with the old MkXIIs) and another modifier which improves ACC/DEF or something surprising like modify the firing cycle of beams or reduce torpedo cooldowns!
Not flat out fleet energy specific consoles. That would be TERRIBLE in terms of crashing the economy.
Because what STO needs is even more pigeon-holing into arbitrary equipment types based on faction choice...
High prices on some things are good for cryptic, This is why the field generator was left out of embassy holdings. Its also why some things will be left out of the tac console's we'll inevitably get ahold of.
People spend real money to buy things in the cstore to sell for EC to pay for these things.
Just the other day someone went and bought 20 keys to trade me for a very rare induction coil mk xii.
We'll get the consoles, most of them, because it effectively monetizes these pieces of equipment, but we wont get all the consoles. eliminating part of the market for traders to speculate craft and deal in.
If we did, console crafting would be completely irrelevant, and you wouldn't need 100+million ec to get a perfect liberated borg romulan engineer to craft your powered alien artifacts.
100 million. that represents something like 70 master keys. at $1.25 each usd.
yea they'll monetize some consoles, most even, but not all.
They'd be stupid to do that.
Field Generators will very likely be one of the last desirable rewards from childrens toys and their price will reflect that in the future.
As for tac consoles, who knows. what i'd like to see are some viable alternatives to the vanilla energyweapon type consoles you mUst use in most cases to be effective. meaning, buffed up generic damage type tac consoles like prefire chambers that add acc or reduce cooldown or something. or DEM Consoles, or Torpedo generic damage consoles. etc.
Something that doesn't make what we have now ( mk xii phaser relays 'n induction coils, phase modulators and pulse generators) and make them irrelevant, but that gives new life to the other tac consoles that have fallen out of use because there's always something better.
This is why the field generator was left out of embassy holdings.
The field generator was left out, because the devs felt it was overused and they wanted to improve the other options competitiveness with field generators.
I believe it was borticus who pretty much stated this directly on the forums.
If they hadn't left it out, almost everyone would have chosen them.
It has nothing do with them caring about the EC value of these.
If your theory was true, we would not have seen RCS consoles, Neutroniums and Monotaniums added to fleet holdings - as these were generally the highest priced sellers of all Eng consoles on the exchange.
The field generator was left out, because the devs felt it was overused and they wanted to improve the other options competitiveness with field generators.
I believe it was borticus who pretty much stated this directly on the forums.
If they hadn't left it out, almost everyone would have chosen them.
It has nothing do with them caring about the EC value of these.
I'm not sure what Borticus has said on the forum, but I believe it was Geko in a podcast interview who said outright that adding field generators to the game in the first place was a mistake and he wished he could remove them completely.
Then again LoR added a Romulan mission with a green field gen as a reward, so STO's left hand doesn't always know what the right is doing.
Remember that it is pure speculation that we will be getting fleet tac consoles... If we do, they are most likely going to be generic ones with a special mod. It will be very interesting to see what they do with this Dyson Spire!
As for tac consoles, who knows. what i'd like to see are some viable alternatives to the vanilla energyweapon type consoles you mUst use in most cases to be effective. meaning, buffed up generic damage type tac consoles like prefire chambers that add acc or reduce cooldown or something. or DEM Consoles, or Torpedo generic damage consoles. etc.
Something that doesn't make what we have now ( mk xii phaser relays 'n induction coils, phase modulators and pulse generators) and make them irrelevant, but that gives new life to the other tac consoles that have fallen out of use because there's always something better.
I don't think we need more ACC in this game because I can foresee instant hate for them for unbalancing things. A+defense console would be better, since there is enough ACC in this game already. A cooldown reducing console for torpedoes would maybe render projectile doffs irrelevant and again possibly create imbalance since you free up doff slots.
Comments
Since I think we'll see a few different bonuses to choose from (like the embassy and mine consoles), one I'm hoping for is a +kinetic on energy consoles. So, for example, we'd see:
Fleet Disruptor Induction Coil Mk XII with +32.5% Disruptor damage and +10.5% All Kinetic damage
So a mini generic projectile console bundled with a specific energy console.
So better than any existing disruptor coil, plus boosts other stuff besides? All bonus, with the only drawback being the fighting in fleets trying to provision enough of them (I'd need 17 KDF side, for example). That would make for quite a mess all around.
This is just a bad idea. It would make running elite STFs with a tac team and these a complete joke. As it was before all these holding consoles, people could complete Cure elite space with 10-11 minutes to spare with a well coordianted RML strategy if the team was good. With all the extra damage, consoles, and elite pet spam, everyone just does RML in record time without any effort. Heck, all that extra damage would just make completing Wave 10 of NWS a complete joke.
I don't know if you've noticed, but taking a fleet holding to its Tier 3 completion is a rather large amount of marks and dilithium. Time is money and money is time, and many people convert cold cash into that dilithium, turning fleets into a major profit for PWE/Cryptic.
There are a very small number of fleets that have to have everything, no matter the cost (see Wesley up there). For everyone else, the rewards have to be worth the expense or they're not going to bother with those final expensive upgrades.
Take a look at the Embassy science consoles or the Mine enhanced engineering consoles. They're all objectively better than standard consoles of the same type. They're Ultra-Rare quality, equivalent to a Very Rare of one mark higher, and on top of that they all have a useful secondary function.
So on what basis do you think tactical consoles would break this trend? Cryptic doesn't care about EC prices on the exchange. They want fleets to fill upgrade projects, which requires the temptation of very nice rewards. Grind or buy, either way is fine with them.
I think I'm just being realistic here.
How many players complained about escorts being OP? how many players are upset about the romulan faction being OP?
SO...what did cryptic do?...they gave us embassy sci consoles with season 7...what ships use the most sci consoles?...sci ships and cruisers...what use the least sci consoles?...escorts...thus, improving the survivability of sci and cruisers.
halfway through seasons 7 and 8, we get dilithium mine...focusing on engineering(dilithium chamber, warp core, ect.)what ships have the most engineering slots?...cruisers and sci...what is centered around engineering?...warp cores, armor, maneuverability...and so again the main focus was improving survivability of cruisers and sci ships, building on strengths, and mitigating weaknesses...solving more of the issue of rampant escort alpha strike kills.
I would expect cryptic to continue on this theme...balancing the game for cruisers and sci ships, while matching content to what can and will be coming out. I dont expect consoles to add procs, nor to add bonuses to acc, dmg, or crit. I could see reduced energy consumption per console, allowing power levels to be redistributed more in favor of shields, engine, and auxiliary. dropping energy usage by 2 per console, and stacking 4 consoles, reduces energy drain by 8 per weapon. on a cruiser, thats 64 extra power to be redirected towards shields, aux, or engines.
I could also see built in tac boff abilities...example: warhead yield with THY3 or TS3 built in...prefire chamber with CSV3 or CRF3 built in...directed energy manifold with BO3 or BFAW3 built in...and so on. Since cruisers and sci ships have limited tac slots, the added abilities would benefit them the most.
The other possible bonus would be building in bonuses for sci and eng skill traits such as EPS or flow caps or subspace decompiler, ect.
Ultimately what all this does is reduce prices for items on the exchange. these is less demant from higher level players, thus prices drop, as the supply of items on the exchange has not dropped in unison. we have already seen drops in prices for sci consoles, armor consoles, rcs consoles, as well as for doffs. doffs however have reduced prices due to increased supply, not increased demand.
This ultimately hurts higher end players due to losing value of their items, however benefits low end players who have a better chance to keep playing due to cheaper access to quality goods, while still offering the higher end players something more to strive for that is worth grinding or paying for.
BTW, the only improvement s I can see to field generator or shield regenerator are either thru future crafting, grinding, or lobi store purchases, like with the Jem mkXI-mk XII upgrade. This makes it possible for an Ultra-rare version of field gen, perhaps adding 2.5% to shield cap as well as a 2nd proc...cov, res, reg, adapt, ect. that cant stack with the current shield type(no double resilient, no double cap, ect.)
I dunno what your idea of expensive is, but getting an add fleetholding to t3(if it is like the mine and embassy) to get the mk 12 versions of the consoles, is pretty expensive also.
From my personal experience i highly doubt that it would be cheaper. Not to forget the dil and fleetmarks you need to buy them then.
Not that i wouldn't like to have some fleet tac consoles. Gladly the extra holdings are cheaper to lvl then the Starbase.
U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
TheWiseGuys
Not flat out fleet energy specific consoles. That would be TERRIBLE in terms of crashing the economy.
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
Support the "Armored Unicorn" vehicle initiative today!
Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
And in which way would it crash the economy? The only thing that would happen is that the normal consoles getting a bit cheaper, so nothing really dramatic. And to be honest, i wouldn't be sad if some consoles would come down to a more reasonable price lvl.
On the other hand it only matters in pvp sometimes, if you have a very rare mk 12 or only a rare mk 11. In pve it doesn't matter at all, cause you also doing fine there with the rare mk 11 ones.
They are nice to have if you get them cheap, but that is all.
U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
TheWiseGuys
Because what STO needs is even more pigeon-holing into arbitrary equipment types based on faction choice...
High prices on some things are good for cryptic, This is why the field generator was left out of embassy holdings. Its also why some things will be left out of the tac console's we'll inevitably get ahold of.
People spend real money to buy things in the cstore to sell for EC to pay for these things.
Just the other day someone went and bought 20 keys to trade me for a very rare induction coil mk xii.
We'll get the consoles, most of them, because it effectively monetizes these pieces of equipment, but we wont get all the consoles. eliminating part of the market for traders to speculate craft and deal in.
If we did, console crafting would be completely irrelevant, and you wouldn't need 100+million ec to get a perfect liberated borg romulan engineer to craft your powered alien artifacts.
100 million. that represents something like 70 master keys. at $1.25 each usd.
yea they'll monetize some consoles, most even, but not all.
They'd be stupid to do that.
Field Generators will very likely be one of the last desirable rewards from childrens toys and their price will reflect that in the future.
As for tac consoles, who knows. what i'd like to see are some viable alternatives to the vanilla energyweapon type consoles you mUst use in most cases to be effective. meaning, buffed up generic damage type tac consoles like prefire chambers that add acc or reduce cooldown or something. or DEM Consoles, or Torpedo generic damage consoles. etc.
Something that doesn't make what we have now ( mk xii phaser relays 'n induction coils, phase modulators and pulse generators) and make them irrelevant, but that gives new life to the other tac consoles that have fallen out of use because there's always something better.
The field generator was left out, because the devs felt it was overused and they wanted to improve the other options competitiveness with field generators.
I believe it was borticus who pretty much stated this directly on the forums.
If they hadn't left it out, almost everyone would have chosen them.
It has nothing do with them caring about the EC value of these.
If your theory was true, we would not have seen RCS consoles, Neutroniums and Monotaniums added to fleet holdings - as these were generally the highest priced sellers of all Eng consoles on the exchange.
I'm not sure what Borticus has said on the forum, but I believe it was Geko in a podcast interview who said outright that adding field generators to the game in the first place was a mistake and he wished he could remove them completely.
Then again LoR added a Romulan mission with a green field gen as a reward, so STO's left hand doesn't always know what the right is doing.
I don't think we need more ACC in this game because I can foresee instant hate for them for unbalancing things. A+defense console would be better, since there is enough ACC in this game already. A cooldown reducing console for torpedoes would maybe render projectile doffs irrelevant and again possibly create imbalance since you free up doff slots.