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Console Sets for Additional Hangars

meldrithpwmeldrithpw Member Posts: 360 Arc User
Since carriers were first introduced (in RL), it has been a long standing tradition to strip down as much as possible on certain ships to put as many planes as possible on the ship.

My suggestion to bring this tradition to STO is the addition of Hangar Module Consoles. Individually, each console has no effect, they simply represent the space that has been cleared to make way for a hangar bay. A full set of each type however, creates a new hanger slot into which carrier pets can be dropped.

---
Specifically, I'm suggesting:

Set 1) Tactical Hangar Module, Engineering Hanger Module, Science Hanger Module

ABOP: One of each can be equipped on any Carrier, Escort Carrier, Flight deck cruiser, or any ship which already has the ability to equip a hangar bay (including the Ar'Kif retrofit and Dreadnaught warbirds.)

Creates a mid-sized hangar that can only equip tier 3 or less (no elite) hangar pets.

---
Set 2) Super-Carrier Modules (4 needed to activate ability)

ABOP: Universal Hangar Module- (limit 4 per ship) can be equipped on any (heavy) carrier or dreadnaught warbird. As with the Tactical Hangar Module, each individual module has no effect, but a full set of 4 creates a fully functional (can equip tier 5 elite) hangar bay.

--

Some of you may be saying this is too much, it would allow certain ships to have up to 4 hangar bays, but you must consider that to do so, the heavy carrier would have to sacrifice 7 console slots, truly making them dependent on their hangar pets and support ships, which has always been the case with carriers in RL.
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Comments

  • jockey1979jockey1979 Member Posts: 1,005 Arc User
    edited February 2014
    The pets are to replace some of the firepower not the consoles.

    So for your idea to work, plus keep some sort of balance, you'd have to give up weapon slots per hanger bay.
  • blitzy4blitzy4 Member Posts: 839 Arc User
    edited February 2014
    I would think if they did something like this, the pets would need to be more catered towards the console slot they live in. Liiike, the engineering one could be a version of the Vulcan ship's healing pet, the tactical one could be a drone similar to the obelisk ones, and the science one could be a drain or debuff pet.
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  • aloishammeraloishammer Member Posts: 3,294 Arc User
    edited February 2014
    While we're at it, can we get consoles to produce ships with a 12/6 weapons layout?

    Yeah, right there's the fatal flaw with this one.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2014
    The game can hardly handly the amount of spam on screen as it is.
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  • norobladnoroblad Member Posts: 2,624 Arc User
    edited February 2014
    Too much spam is a serious concern, esp fed side where everyone uses swarms. It is not so bad for the frigate carriers.


    - replacing every console with a weapon would not give as much dps as you think --- power problems and lack of oomph would probably mean a dps loss with a 12/6 weapon layout and 0 consoles.

    - if hangar bays replace weapons, the JH carrier is OP. I think you are confused: sci ships lose a weapon and make up for it supposedly with sci powers. Several carriers are sci ships and lose a weapon, but the JH is a tac ship and has a normal weapon layout AND pets.

    - replacing weapons or consoles (or, IMHO, crew! I would gladly toss 3/4 of my crew out for a bay) with a bay makes sense IRL and is a neat idea but the spam issue makes it impractical. It would be neat to see how a ship performed with extra pets and less firepower... and I really like the idea of "role" pets based off the console slot replaced --- but I don't see 10 ships with 30 pets each being a good long term strategy in terms of lag management and performance.
  • syndonaisyndonai Member Posts: 348 Arc User
    edited February 2014
    The game can hardly handly the amount of spam on screen as it is.

    This.

    Plus I don't think the game's design would allow something like that to work. Slots are coded to the ship's entity - i.e. you can't add extra console slots via consoles. The only practical way of doing it (that I can see) is having hangar pets that slot into eng/sci/tac slots.
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  • shpoksshpoks Member Posts: 6,967 Arc User
    edited February 2014
    The game can hardly handly the amount of spam on screen as it is.

    Thank the Great Bird of the Galaxy that there are more people that notice this!

    We're at a point where debating if we like it or not, if it's Trek or not bears no weight over the simple fact that the engine as it is already has serious problems with the amount of spam and graphical effects that goes on.
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  • momawmomaw Member Posts: 0 Arc User
    edited February 2014
    I'd be more inclined toward consoles that give special super-pets. My suggestion was to make a C-store variation of the Vo'quv carrier that has a console which spawns a Vor'cha. However, in order to actually be a gameplay feature, Cryptic would have to stop making console abilities suck: The vast majority of consoles that are worth buying and equipping provide passive features. Only a very few provide a "clicky" that's worth anything. What I want is an actual battle cruiser type pet that I can summon and have follow and support me, with extreme firepower and longevity. A "non disposable" pet that I would actually care about and keep track of.

    Failing that, consoles that directly buff pets would be cool:
    ===================================
    Manufacturing Bay. Thanks to having a dedicated facility to build replacement parts and armor plating, fighters launched from this ship have 25% damage resistance and gain the ability to (once per launch) use backup systems to restore 50% of their hull points.

    Advanced Synchronization Matrix. A dedicated C3 upgrade for your small craft that slaves all of their sensor and navigation systems together. Fighters gain 10% bonus to accuracy and 10% chance to evade any attack.

    Elite Pilot Corps. Accommodations, training, and equipment for the best stick jockeys coming out of the Academy. Fighters start at rank 3 when launched, and have a 25% reduction to the cooldown times of their special abilities.


    Set bonus 2:
    Fighter cooldown reduced by 2 seconds per launch

    Set bonus 3:
    External Weapon Pod - All fighters are fitted with a photon torpedo on an external rail. This can only fire once per launch.
    ===================================
  • killdozer9211killdozer9211 Member Posts: 920 Arc User
    edited February 2014
    I feel like according to OP's argument, it'd make much more sense to trade weapon slots for extra hangar bays.

    Which would be cool. +1 to my idea.

    Good meeting everyone.
  • meldrithpwmeldrithpw Member Posts: 360 Arc User
    edited February 2014
    How about sacrificing Device slots for more hangars? or possibly allowing lower quality hangar pets to be slotted into device slots?
  • jockey1979jockey1979 Member Posts: 1,005 Arc User
    edited February 2014
    I feel like according to OP's argument, it'd make much more sense to trade weapon slots for extra hangar bays.

    Which would be cool. +1 to my idea.

    Good meeting everyone.

    I could almost swear that idea had been posted here..... oh yea, post number 2, by me :p

    So +1 to my idea, -1 to the idea stealer :P

    meldrithpw wrote: »
    How about sacrificing Device slots for more hangars? or possibly allowing lower quality hangar pets to be slotted into device slots?

    Can do this all ready with the useable scorpion pets that go into the device slots, but they have no commands and just blindly attack whatever you target.
  • killdozer9211killdozer9211 Member Posts: 920 Arc User
    edited February 2014
    jockey1979 wrote: »
    I could almost swear that idea had been posted here..... oh yea, post number 2, by me :p

    So +1 to my idea, -1 to the idea stealer :P




    Can do this all ready with the useable scorpion pets that go into the device slots, but they have no commands and just blindly attack whatever you target.

    Huh, I thought it sounded familiar... My bad!
  • walshicuswalshicus Member Posts: 1,314 Arc User
    edited February 2014
    The game can hardly handly the amount of spam on screen as it is.

    Just turn off the UI fluff for fighters and shuttles.
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  • shpoksshpoks Member Posts: 6,967 Arc User
    edited February 2014
    walshicus wrote: »
    Just turn off the UI fluff for fighters and shuttles.

    ROFL :D:D Was this suposed to be a solution?
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  • marc8219marc8219 Member Posts: 0 Arc User
    edited February 2014
    There could be the problem of too much lag if more hangars are available.
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  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited February 2014
    Consoles designed to buff pets is far more realistic and in fact getting the 3 set bonus for the Obilesk set does buff your pets. Sadly it can only he used on the Advanced Obilesk which costs a fortune.

    But its high time for consoles designed for pets. And bridge officer abilities. And more choices in consumable fighters.

    I could see a console that allows you to launch a third wing from a hangar bay, that's as close as I see them getting to console based hangar bays (special non hangar pets like the Odysseys Aquirious are different).
  • erraberrab Member Posts: 1,434 Arc User
    edited February 2014
    meldrithpw wrote: »
    Since carriers were first introduced (in RL), it has been a long standing tradition to strip down as much as possible on certain ships to put as many planes as possible on the ship.

    My suggestion to bring this tradition to STO is the addition of Hangar Module Consoles. Individually, each console has no effect, they simply represent the space that has been cleared to make way for a hangar bay. A full set of each type however, creates a new hanger slot into which carrier pets can be dropped.

    ---
    Specifically, I'm suggesting:

    Set 1) Tactical Hangar Module, Engineering Hanger Module, Science Hanger Module

    ABOP: One of each can be equipped on any Carrier, Escort Carrier, Flight deck cruiser, or any ship which already has the ability to equip a hangar bay (including the Ar'Kif retrofit and Dreadnaught warbirds.)

    Creates a mid-sized hangar that can only equip tier 3 or less (no elite) hangar pets.

    ---
    Set 2) Super-Carrier Modules (4 needed to activate ability)

    ABOP: Universal Hangar Module- (limit 4 per ship) can be equipped on any (heavy) carrier or dreadnaught warbird. As with the Tactical Hangar Module, each individual module has no effect, but a full set of 4 creates a fully functional (can equip tier 5 elite) hangar bay.

    --

    Some of you may be saying this is too much, it would allow certain ships to have up to 4 hangar bays, but you must consider that to do so, the heavy carrier would have to sacrifice 7 console slots, truly making them dependent on their hangar pets and support ships, which has always been the case with carriers in RL.

    I do not think that adding more hangers is the route to take with Carriers.

    I feel that giving Carrier Pilots more control and Customization options for their existing Hanger support may be a better route to take with them.

    I for one want to be able to set the power levels that my Hanger Support uses.

    I'd also like to be able to change Energy Weapon Types and Torpedo types used by the Hangers where they apply.

    For Example:

    Phaser Cannons and turrents with Transphasic Torpedo's on one of my Hanger BOP and a completely different load out on the other Hanger BOP.

    How about a Doff that when slotted can add new abilities to the Hanger Support?
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  • killdozer9211killdozer9211 Member Posts: 920 Arc User
    edited February 2014
    meldrithpw wrote: »
    How about sacrificing Device slots for more hangars? or possibly allowing lower quality hangar pets to be slotted into device slots?

    Devices are already of pretty limited use, so you'd have to limit them to carrier ships or something. There's already consumable fighters from old lock boxes and whatnot.
    Consoles designed to buff pets is far more realistic and in fact getting the 3 set bonus for the Obilesk set does buff your pets. Sadly it can only he used on the Advanced Obilesk which costs a fortune.

    But its high time for consoles designed for pets. And bridge officer abilities. And more choices in consumable fighters.

    I could see a console that allows you to launch a third wing from a hangar bay, that's as close as I see them getting to console based hangar bays (special non hangar pets like the Odysseys Aquirious are different).

    I'd much rather that be a Flight Deck Officer's on duty power or something, limit 1-2 per ship of course. We need more carrier doffs, that'd go a long way towards representing the specialization choices carrier ships have to make.
    errab wrote: »
    I do not think that adding more hangers is the route to take with Carriers.

    I feel that giving Carrier Pilots more control and Customization options for their existing Hanger support may be a better route to take with them.

    I for one want to be able to set the power levels that my Hanger Support uses.

    I'd also like to be able to change Energy Weapon Types and Torpedo types used by the Hangers where they apply.

    For Example:

    Phaser Cannons and turrents with Transphasic Torpedo's on one of my Hanger BOP and a completely different load out on the other Hanger BOP.

    How about a Doff that when slotted can add new abilities to the Hanger Support?

    There was talk of doffs that do this in a flight deck officer thread a couple weeks ago, I like that idea a lot. Slot a romulan FDO that turns your fighters into plasma-wielders, klingon for disruptor, etc. You could also create new specializations based on real carrier crew. Ordinance officers or whatever they're called that give your fighters high yield torpedos or tethered mines. Flight control officers that increase their dodge or accuracy or give them subsystem targeting or something. Etc.

    I still like the idea of a weapon slot-based extra wing though. Call it a "Flight Deck Catapult" or something, let the lore be that the energy and space alloted to another weapon is repurposed with a modular fighter-storage compartment and launch aperature.
  • abystander0abystander0 Member Posts: 649 Arc User
    edited February 2014
    You were not here for the happy fun times we had when KDF was the only one with a carrier and could put swarms of pets out I am guessing. You missed all tears over the pet spam from back then.

    Think about this. Do you really want me to have:

    8 Elite Birds of prey

    or

    8 Elite Jem'hadar attack ship frigates

    or

    8 Elite Fer'Jai Frigates

    Or better yet peruse this page and consider having 8 of any elite frigates, or 24 of any elite fighter. Think about how many HY3 torpedoes that is, or Beam Overloads, or any of the happy fun special goodies a particular hangar pet might sport. Think about the nasty combos, like having a JHDC with 6 elite attack ship pets and 6 elite Orion interceptors. What about a Vo'quv with 4 Elite BoPs and 12 Elite Orion Interceptors.

    Now picture those same 24 HY3 torpedoes, that are enchanced by attack pattern beta 2 or 3 and if you have a science captain, sensor scan and Photonic fleet for more fun. The Jem'hadar carrier also has that targeting console too...

    And that is just one carrier.

    Even if the game engine somehow is able keep up with all those units, lets add another carrier.... :D

    I love carriers. I have the JHDC with the elite frigates, as well as the KDF carriers with the Elite pets. I would LOVE to spawn that many pets. But it would also be enormously game breaking. The amount of damage I could do with that many pets would be staggering. While the concept on paper sounds like a good idea, the practice isn't quite so practical given the frailty of the game engine, and the state of carrier pets.
  • jockey1979jockey1979 Member Posts: 1,005 Arc User
    edited February 2014
    You were not here for the happy fun times we had when KDF was the only one with a carrier and could put swarms of pets out I am guessing. You missed all tears over the pet spam from back then.

    Ahh, the good old days.

    Jump in my Vo'quv carrier with 2x To'duj fighters and auto fire mines (plus DPB). Jump in to a PvP match to find 4 other Vo'quv carriers with the exact same setup.

    All of you, with max Aux, spamming mines and fighters, listing targets. The disco of Fed BFAW constantly going in a vain attempt to claw back some kind of frame rate - ironically making it worse as the game now has to render all the spam plus 5 ships with BFAW going at the same time.

    Had some really nice chats with my fellow KDF players back then, as everything was limited to 1 or 2 FPS you had time to get to know fellow players ;)

    Plus the cries of "we want one" follow up with "like the game could take 10 of us doing it".

    Simpler times.
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