Trouble as at the same time I imagine if they start turning off effects it could create problems...you end up getting stuff like invisi-torps...but instead of just the Borg it's widespread...another thing they'd need to fix.
Well in that case... "link" your weapons together so they all fire as one beam. Kind of like emitters on an array, the more you have the more damage you have. Only problem with that is it nullifies the point of having tactical consoles for phaser damage. Way around that could be say if you have four/five phaser arrays on on your fore slots (which could be renamed phaser emitters or something) you have a chance to overload the emitters and take your weapons offline for a time, the tactical console could be something to reduce that chance meaning you would have to look at a risk/reward basis for how much DPS your ship puts out.
Looking for a dedicated Star Trek community? Visit www.ufplanets.com for details.
I'd like to see them diversify ways to reach high levels of particle gen. skills so it is not such a far reach for many players.
I'd also like to see other, non particle gen, science skills and abilities boosted in PvE.
I'd like to see viable all torpedo and torpedo mine builds supported. Perhaps PvE synergies consoles (Boosting penetration increased damage, bypass, or irradiate damage) (Weird attacks could include disco ball psionic attacks, sonic attacks (e.g. those screeching attacks that rendered the crew disabled in TOS), vibratory, scent, psychological warfare, or chemical attacks, a Hello Kitty torpedo, whatever.) could help.
The synergy consoles could simple buff mine or torpedo attacks or create a synergy in your weapons layout for an improved result. e.g. chance to disable, reduce energy output, slow subsystems, hold, hide you from the enemy, not allow them to target you, or using x and y torpedoes or mines to produce z effect.
More gimmick consoles that let us do cool things from the shows but make them slot-table in device slots instead of console slots so people actually use them.
I'd like to see a trait that increases your pitch up and down turning rate so we can increase our ascending and descending speeds
Retired Rear Admiral-Jay Maverick-
Known simply as -Maverick-
Klingons should Beware of Maverick.
Maverick loves a fight and tends to be victorious even as the underdog.
He has an aptitude for tactics,guerrilla warfare and security.
"United Federation of Planets"
12th Fleet - Intelligence Division "Khalija" - Alpha Group
Not on Current Assignment.-On Retirement leave at Leach Lake in Minnesota
Starship Traits: Master Engineer - Obtained via T6 Voth Bulwark - Engineering and Command variant of Reciprocity.
Veteran Engineering Team - T6 Original Cruisers and Cruiser Warbird - Use of Engineering Team will CD reduce all hull-repair skills (Including Engineering Team itself and Hazard Emitters). Dependent on crew rate (full crew = 75% CD reduction). 30 second CD.
Exotic Efficiency - Obtained via T6 Tholian Tarantula - Science and Science-Based Specialization variant of Reciprocity.
Veteran Science Team - T6 Original Science Ships and Science Warbird - Use of Science Team will CD reduce shield-repair skills (including Sci Team itself and Reverse Shield Polarity). Dependent on crew rate (full crew = 75% cooldown). 30 second CD.
Top Gun - T6 Original Pilot Specialist Ships - Extreme confidence in yourself, in your crew, and in your ship reduces Pilot ability CD (both Captain Pilot skills like Rock and Roll and Boff Pilot skills). Procs on enemies missing you and with use of each Pilot skill, every 10 seconds.
Plasma Phantom - T6 Romulan Warbird - Plasma DoTs or Plasma Hazards do not do damage; instead, they steadily build stacks. Once 10 stacks is reached, the ship discharges a plasma phantom of the ship, which shortly detonate with the equivalent of a HY1 Romulan Plasma Torp. The stacks build continuously as the player is suffering from Plasma DoTs or Plasma Hazards, and can thus spawn multiple Plasma phantoms.
Ace of Aces - T6 Original Pilot Specialist Ships - Allows access to several click abilities that are variations of Rock and Roll. Shares a CD with Rock and Roll and themselves, affected by Rock and Roll bonuses (including the damage immunity). Intended to allow for quick circling to get back on target or get behind the target (since there's no true vertical travel, some also allow for height changes).
- Immelmann
- Kulbit
- Half Cuban 8
- Split S Active Traits: Disable Subsystem Safeties - Space - Mastery of Intel Specialization - Greater power boost than OsS3, but takes down 2 subsystems (maybe 3 or all 4). Lowest possible CD until the subsystems comes back online is 5 seconds for one and 10 seconds for the second (then 15 for the 3rd, and 20 for the fourth, if going more than 2 subsystems). Lasts longer without Leadership Boffs or points in Subsystem Repair. Upon shutdown, forces a standard 30 second CD on Engineering Team (the subsystems blew out and disabled the teams monitoring them), leaving the only means of bringing them back up faster either by the appropriate battery or capacitor.
Call Artillery Bombardment -Ground and Space - Mastery of Command Specialization - In space, calls in 5 groups of 3 Defiants/T'Varos/BoPs to begin a massive carpet bombing run in a + formation towards the selected target. On the Ground, calls in multiple orbital strikes over a large area, not just beams, but torpedo blasts too. Consoles: Borg Adaptive Shield Refrequencer - T6 Tal Shiar Adapted ship - Adds the Adaptive ability of Fleet shields to any equipped shield on any Tal Shiar ship with the module. 4-pc set bonus is adaptation to 2 damage types instead of 1.
Exotic Absorption Matrix - Original Sci ship(s) (for all 3 factions) or T6 Deep Space Science Vessel (and KDF and Rom equivalents) - Absorbs half the damage taken by Exotic damage per tic to repower (effectively CD-reduce) its own Exotic damage abilities like Tyken's Rift and Gravity Well.
Nanite Weapon Infuser - New Tal Shiar Lockbox Universal Console - Each cannon or beam shot to hull now absorbs 1% of the enemy's hull and restores it to the player's own hull.
Fluidic Cloak - New Undine Lockbox Universal Console or T6 Undine Ship - Allows the equipped ship to hide in Fluidic space. Unable to attack or lock on while in Fluidic space. While in Fluidic space, the player begins to build Fluidic Discharge stacks (up to 10 stacks), which, upon leaving Fluidic space, grants a temporary bonus to weapons to slow targets (25% at full stack). Beams have the odd yellow-orange tint that Fluidic AP has during this short duration.
Hawking Spatial Anomaly - T6 Temporal Ship (new ship or T6 Wells) - Temporarily distorts a small section of space; freezing enemies within it for 5 seconds. After 5 seconds, the enemies will either be replaced by Mirror friendlies or left as-is (50% chance of replacement or non-replacement). As well, there is a chance of random Mirror Terrans appearing. VS Players, chance to create a Friendly Mirror Copy who will fight against their original self. 3-pc Temporal set now allows the Mannheim Device to create past and future versions of allies (NPCs and Teammates) within a 5km range of the ship, also subject to accelerated damage. Use wisely.
Mersini-Houghton Well - New Temporal Lockbox Universal Console - Creates a Chroniton-infused Gravity Well at the target's location, that creates past and present versions of the drawn enemies for 10 seconds. During this time, further attacks to both the enemies and their past and future selves results in accelerated damage (basically, a reverse Mannheim Device). Shares a CD with Gravity Well. Affected by PartGens and GravGens.
Antiproton Absorption Matrix - Lockbox Universal Console - When active, absorbs all forms of antiproton damage (including Antiproton Sweep and Antiprotion Cascade) and uses it to boost power to all subsystems, as well as providing a temporary boost to hull and shields (continuously adds more and more bonus hull and shields with each received antiproton attack).
Nadeon Burst - T6 Armitage variant - Launches a sphere of Nadeon Detonator enhanced Photon Torps that burst within a 5km range, causing multiple small Photonic Shockwaves. 3-pc bonus upgrades the Torpedo Point-Defense to have Photonic Detonations, and upgrades the Phaser Point-Defense to have slight 1km AoE similar to the Nadeon Saturation Bomb.
Expanded Hangar Bay - T6 Carrier - Adds 1 extra frigate, or 2 extra shuttles, or 3 extra fighters per hangar, based on equipped hangar pet.
Reinforcement Rush - T6 Carrier - Functions similar to Fleet Support (both the Captain ability and the Fleet queue items), except without the low HP need and calls in anything lower than a battleship, which remain in the fight until destroyed. Recharge doesn't begin until the last called ship is destroyed or you give them the order to warp away.
Reactive Phaser/Disruptor/Plasma Cascade - Lockbox Console - Faction-version of the Obelisk Reactive Antiproton Cascade console.
Phaser/Plasma/Disruptor Lance Mines - Unspecified Specialist T6 faction ships - Deploys 3 "mines"; up to 9 with DPB III, which upon detecting a target within range, fires a single high-power beam lance at the target from each mine before exploding.
Augmented (or Secondary) Torpedo Launcher - Lockbox Console - Continuous passive to torpedo launchers. Adds a unique torpedo based on the ship it's equipped on to each torpedo fired (in effect, 2 torpedoes at once from the first launcher), as well as to TS, HY, and Nadeon Detonator. Has a 12 second CD between extra torpedo launches. For example:
- If equipped on a Tholian ship, fires a Thermionic Torpedo alongside any equipped torpedo.
- If equipped on a Tal Shiar, adds a Shrapnel Torpedo.
- If equipped on a Breen ship, a Transphasic Cluster Torpedo.
- If equipped on a Voth ship, a Transphasic Chroniton torpedo.
- If equipped on a Temporal ship, a Temporal Disruption Device.
- If equipped on an Elachi ship, an Elachi Torpedo.
- If equipped on a Vaadwaur ship, a Tricobalt Cluster torpedo.
- If equipped on a KDF Bird of Prey, a Hargh'peng torpedo.
The extra torpedo is affected by TS, HY, and Nadeon detonator, except for the Cluster and Hargh'peng types, and takes on either a targettable or stronger hitscan torpedo depending on the ship. So if you fired an HY Photon from a Tholian ship, you'll get the Photon HY plus a Thermionic HY targettable, whereas if you fired that HY Photon from a Voth ship, you just gain an HY1 burst of Transphasic Chroniton torpedoes. When firing under TS, each volley has one extra torpedo. So TS from that Tholian ship would add a Thermionic torp to each spread.
as I got it this thread is about ideas for consoles - not sure if such a thing exists but if it does I had not meet that one in the game: +% turn rate -% inertia modifier - may sound weird or something but that may make sense on some specialised escort builds when having very narrow arc of aiming in the front and making big rounds in order to make next pass-by makes it extremely difficult to have onuses from the things like pedal to the metal trait.....
[as I understand it inertia modifier affects how fast ship is changing direction of movement and accelerating/deccelerating while turn rates is how fast is turns (duh) so increasing turn rate whie decreasing inertia modifier cn let you take much narrower turns without actually slowing down and by thus - maintaining full throttle of your engines does not yield too much issues as it does now without such feature]
1. Craftable dual system batteries
2. A device per reputation. Something unique to each reputations species.
3. Decompiler help.
That is a very expensive skill to invest in. And there's not a lot of ways to boost it currently.
Some consoles for this would be welcome imo.
I would like to see a Phase Cloak console for the Federation, since you know, they invented the darn thing yet they are the only faction in the game WITHOUT a phase cloak.
"Why all the sales"?
And a merry freaking Christmas to you too, Ebenezer.
-jonsills, 'Cryptic Why the sales..instead of Fixing XP leveling and this game?'
as I got it this thread is about ideas for consoles - not sure if such a thing exists but if it does I had not meet that one in the game: +% turn rate -% inertia modifier - may sound weird or something but that may make sense on some specialised escort builds when having very narrow arc of aiming in the front and making big rounds in order to make next pass-by makes it extremely difficult to have onuses from the things like pedal to the metal trait.....
[as I understand it inertia modifier affects how fast ship is changing direction of movement and accelerating/deccelerating while turn rates is how fast is turns (duh) so increasing turn rate whie decreasing inertia modifier cn let you take much narrower turns without actually slowing down and by thus - maintaining full throttle of your engines does not yield too much issues as it does now without such feature]
I think you want+ inertia for that. low inertia causes (Occasionally hilarious looking) power slides.
I'm currently quasi-roleplaying an electric-themed toon for my latest delta recruit and would love more electric-based, exotic damage attacks. For instance, the electric effect from the satellite that holds your ship in "Coliseum" as an "ionized <any-damage-type>" console that counts as exotic damage with the damage type proc. Could also do the same with fire (herald solar gateway ability visuals), cold (breen weapon visuals), etc.
So many ideas... How about miniature inspirational leaders? Activating science abilities gives +15 to tactical skills stacks up to three times Tactical > Engineering and Engineering > Science.
Just a rough draft.
How about a new captain trait 'Big Package' where you have a chance to send a holo-image to the attacking ship which discourages them and makes then fly away in shame...
How about just some simple, basic game mechanics like.
Tactical Officers should be strong in Tactical, Middle in Engineering, and Weak in Science.
Engineers should be strong in Engineering, Middle in Tactical, Weak in Science
Science officers should be strong in Science, Middle in engineering, weak in tactical.
If they made this as the Career Path standard, even for ships, how would the game differ?
Think about it. Right now the Career Path only makes a difference on the ground.
Worst idea ever. Talk about TRIBBLE every ship in the game! Tactical cruisers would be gimped and anything not a science ship would suck at science! Are you sober right now dude!?!
The only thing regarding traits I care about is this:
Separate "Personal Traits" into "Personal Ground Traits" and "Personal Space Traits."
Separate "Active Reputation" into "Active Ground Reputation" and "Active Space Reputation."
While it would be nothing more than a quality of life improvement, it would be a pretty big one. Having to switch traits in and out constantly for ground vs space is pretty unappealing gameplay.
- - -
As for consoles, here's my thoughts:
1) Change the current console setup: Engineering, Science, Tactical
Into something that makes a bit more sense to new players and overall: Hull Plating, Weapon Upgrades, System Upgrades, and Advanced Consoles
- Hull Plating: The engineering consoles that reduce damage from 1 or more types would go here. (Neutronium Alloy, etc) That's mostly what gets used here, anyway.
- Weapon Systems: Current tactical consoles. (Antiproton Mag Regulator, etc)
- System Upgrades would be for any other stat-boosting consoles. (Graviton generators, current universal consoles that boost stats, etc)
- Advanced Consoles (new section): Any of the current "universal" consoles that add ship powers.
Worst idea ever. Talk about TRIBBLE every ship in the game! Tactical cruisers would be gimped and anything not a science ship would suck at science! Are you sober right now dude!?!
-999,999,999,999,999,999,999 from me.
And that is my point. Anything that isn't a full on sci ship should be weak in sci. Just like a sci ship would be weak to tactical.
The favored cruiser would still be you base mid-liner ships.
This would require more thought from teh players... oh wait. Players and having to think about more than pew pew. Right.. I'll take that -999,999,999,999,999,999,999 and walk away with my head held high. Because I don't like the idea of All-in-one ships. But then I also like to think.
And that is my point. Anything that isn't a full on sci ship should be weak in sci. Just like a sci ship would be weak to tactical.
The favored cruiser would still be you base mid-liner ships.
This would require more thought from teh players... oh wait. Players and having to think about more than pew pew. Right.. I'll take that -999,999,999,999,999,999,999 and walk away with my head held high. Because I don't like the idea of All-in-one ships. But then I also like to think.
With the value this game places on dishing out heavy damage above all else, making sci players "bad at tactical" would basically make sci pretty much TRIBBLE. Besides, as things stand now:
Tactical players have innate abilities like attack pattern alpha, which increases their damage by quite a bit.
Engineering players have innate abilities like rotate shield frequency to boost their defensive ability, and eps power transfer to boost all power levels by a fair amount.
Science players have innate abilities to weaken and otherwise mess with foes.
So in a sense, what you're asking for already exists, just not in a way so massive it pigeonholes players into a single role, no matter what.
Bad ideas Salami and Borticus can come up with:
1) Console or ship trait with heals. Frankly, there is enough heal to just spam heals left and right and tank there forever.
2) Escape consoles or abilities. Vapers have so many consoles to choose from plus R&R, that there is absolutely no need for yet another "run away" console.
3) DPS console for existing energy weapons. Except for poor proton which was a bad design of a weapon, there is no need for more of these. People complain about torpedoes being weak, but they pack a punch in the right hands. Mines are the only weapons that have been left to rot and could use help.
4) More part gens exotic damage. Love science myself, but I think we have enough of that.
5) Damage resistance consoles. We have plenty of that already.
6) Yet more cool down reductions. Let me guess, you're thinking of making a pilot abilities one.
7) No more placates or space holds. Plenty of junk in that department also.
Good ideas to come up with:
1) Something to help with countering new spec tree abilities that lack counters.
2) Some console(s) or traits to boost or give a secondary proc to those junk abilities that have been left to rot like aceton beam, photonic shockwave, charged particle burst, viral matrix, photonic officer, mask energy signature, or boarding party.
3) Consoles or traits to boost the two science skills stuck so far up the skill tree and so useless, most people don't bother with them at all.
4) Something to actually get people to use mines in the game.
Best things you've come up with lately that are great:
1) The Voth Aceton and shield reflection consoles were awesome, and the two piece bonus great.
2) The 4 piece command ship consoles were extremely well designed with the bonuses. Only complain there is you created two consoles that would have been awesome on a sci ship instead (Fleet support and tachyon beam)
3) The constriction anchor if very popular, but that is because for the awesome part gens damage boost because the other effect is not that great..
4) The R&D consoles (Sci and Eng) are very good, but only with some mods.
Your preaching to the choir. STO has NEVER listen to playerbase feedback. What makes you think that after 5 years they will start? Nice try and goodluck :D:D
With the value this game places on dishing out heavy damage above all else, making sci players "bad at tactical" would basically make sci pretty much TRIBBLE. Besides, as things stand now:
Tactical players have innate abilities like attack pattern alpha, which increases their damage by quite a bit.
Engineering players have innate abilities like rotate shield frequency to boost their defensive ability, and eps power transfer to boost all power levels by a fair amount.
Science players have innate abilities to weaken and otherwise mess with foes.
So in a sense, what you're asking for already exists, just not in a way so massive it pigeonholes players into a single role, no matter what.
True. But I'm not really asking for pigeonholing either. I mean some small, wouldn't make a huge impact.
Like,
Tactical Captains getting a +10 to Tactical Skills.
Engineering Captains getting a +10 to Engineering skills.
Science Captains getting a +10 to Science skills.
You know just a little baseline buff to that Path. This puts a little more strength in to their chosen path, but doesn't limit anything else.
I use to enjoy my Sci officer. I was one of the few that loved stacking the abilities. You know, drop a Grav Well, then pop a Tyken's right next to it, and mix that with teh Sci Cpts abilites. Everything in that area just had a really bad day.
but with all the consoles, shields and such that have passive debuff removers, I actually have to rekill my Sci's in to a more Part Gen build any how.
My basic combo use to be, Grav Well, Boarding Party, Target Subsystem Shields, Tyken's Rift, and then just cruise with some beams, maybe some torps.
So as it is right now, I'm already kind of pigeonholed as far as builds go.
Give starships Targetable regions. Simular to the raiders flanking ability but with a little more thought put into it. For example, give each starship 3 diffrent locations that can be Tab targeted. 1 of the 3 spots will take 1.5x the damage as the other 2. The spot that takes the most damage will be diffrent for each ship class. Science ship will take 1.5x the damage if thier Deflector area is Targeted, Crusiers main hull and escorts pylons or engine area (witch this is all subject to change and can be diffrent for each ship to add a better play experience.
TBH the Space and Ground combat in STO has gone completely stale. New weapons and New abillitys are nice for the character but what we need is a Enviromental change. We need playable areas with a destructable enviroment. We also need a combat area that doesn't feel like it always takes place in a High School Gym. As of right now PVE combat is about as boring as watching the grass grow.
P.S. Why in the World hasn't one of your developers created a PVE battle that has the Galaxy X decloaking and swooping in to save our butts. Imagineation people and if you don't have any. Recreate the Nostalga that the Star Trek T.V. Shows and Movies did. Get to it !!
I would rather see selectable traits on BoFFs with a "superior operative " trait available to the Jem'Hadar Tac, maybe the Breen and probably the android.
On Consoles:
I'd like to see a separate row for universal consoles. This would help a little with power creep because it would limit the number used.
Bring back the old Transwarp Computer console with the locations and not the time reduction
More non consumable devices like reusable batteries and such.
One thing that absolutly gets on my nerves more that ANYTHING in this game is how unbelievably unspecial, special consoles and special ship abilitys are. Phaser Lance.. Need I say more. I do have a suggestion how to make these (some iconic btw) special abilitys feel more special. Its simple. Increase the damage they do in PVE by about 3x but when in PVP leave them where they are. For some consoles and traits 3x won't be enough but its a start.
Here a console/trait idea Id like to see Tactical Resonant Shield Overload
Essentially, once you activate it, 15% of all incoming damage is stored in the shields until it reaches a critical point and explodes outward, causing 15-20K damage to all enemy ships within a 5km range and disabling all engines or- weapons for 5 seconds, essentially leaving them dead in the water for that time.
The drawback? Once your shields have released this power they are offline for 5 seconds, leaving your hull completely exposed, at which point they will regen. I would assume DOFF and other personal traits/abilities would possibly help raise your spent shields faster, but who knows?
Exotic Efficiency - Obtained via T6 Tholian Tarantula - Science and Science-Based Specialization variant of Reciprocity.
Exotic Absorption Matrix - Original Sci ship(s) (for all 3 factions) or T6 Deep Space Science Vessel (and KDF and Rom equivalents) - Absorbs half the damage taken by Exotic damage per tic to repower (effectively CD-reduce) its own Exotic damage abilities like Tyken's Rift and Gravity Well.
Normally I'd say good ideas, but things are bad enough as they are without adding your first idea into the mix since there is All Hands on Deck available to reduce science cooldowns. As for the second one, yet again, those two get enough of a reduction already.
We need stuff for the non-popular exotic damage abilities.
I will say this, given the new abuse of TBR+Struct collapse 3+ISO cannon, it would be nice if they added a trait giving a weak pull to Tykens, or a resistance reduction to energy siphon to balance the field a bit.
Both were written prior to AHOD being unveiled, which works well enough (depending on how many Tac seats you have available to cycle in 5-6 sec increments). Moreso if you combine Photonic Officer and Temporal Negotiator to keep most abilities at global or less.
A boost to Tyken's would be great, but Energy Siphon itself needs a buff like Tachyon Beam (which was also formerly ignored and unused prior to its buffing) before anyone will bother spending a Starship Trait slot or a DOFF slot on an ability that would only slightly buff it.
Of course, one way around that is tying a Starship Trait to work off Flow Cap-related abilities.
I'm also interested in having batteries stack in the system tray similar to the way hypos stack. Hypos are stacked in the inventory in multiples of 20, but multiple stacks in multiple inventory slots cumulatively stack in a single system tray slot (i.e. 3 stacks of 20 in the inventory stack as 60 in a single slot in the tray). In using a very rare quartermaster that reduces the cooldown time to 1 minute, limited battery stacks can be used up fairly quickly in longer firefights, especially if you spam their use or neglect to resupply your tray.
A ship trait that allows one hanger bay to accept any owned pet.
A ship trait upgrades a fighter hanger bay to a frigate hanger bay.
A ship trait that increases the angle of beams and cannons and torps (it would be better to have one trait of each and it only being a 10% increase.
Comments
Well in that case... "link" your weapons together so they all fire as one beam. Kind of like emitters on an array, the more you have the more damage you have. Only problem with that is it nullifies the point of having tactical consoles for phaser damage. Way around that could be say if you have four/five phaser arrays on on your fore slots (which could be renamed phaser emitters or something) you have a chance to overload the emitters and take your weapons offline for a time, the tactical console could be something to reduce that chance meaning you would have to look at a risk/reward basis for how much DPS your ship puts out.
Looking for a dedicated Star Trek community? Visit www.ufplanets.com for details.
I'd also like to see other, non particle gen, science skills and abilities boosted in PvE.
I'd like to see viable all torpedo and torpedo mine builds supported. Perhaps PvE synergies consoles (Boosting penetration increased damage, bypass, or irradiate damage) (Weird attacks could include disco ball psionic attacks, sonic attacks (e.g. those screeching attacks that rendered the crew disabled in TOS), vibratory, scent, psychological warfare, or chemical attacks, a Hello Kitty torpedo, whatever.) could help.
The synergy consoles could simple buff mine or torpedo attacks or create a synergy in your weapons layout for an improved result. e.g. chance to disable, reduce energy output, slow subsystems, hold, hide you from the enemy, not allow them to target you, or using x and y torpedoes or mines to produce z effect.
Known simply as -Maverick-
Klingons should Beware of Maverick.
Maverick loves a fight and tends to be victorious even as the underdog.
He has an aptitude for tactics,guerrilla warfare and security.
"United Federation of Planets"
12th Fleet - Intelligence Division "Khalija" - Alpha Group
Not on Current Assignment.-On Retirement leave at Leach Lake in Minnesota
I'd like for them to reduce the floor and ceiling from maps so that PvP isn't a huge game of hide and seek.
Master Engineer - Obtained via T6 Voth Bulwark - Engineering and Command variant of Reciprocity.
Veteran Engineering Team - T6 Original Cruisers and Cruiser Warbird - Use of Engineering Team will CD reduce all hull-repair skills (Including Engineering Team itself and Hazard Emitters). Dependent on crew rate (full crew = 75% CD reduction). 30 second CD.
Exotic Efficiency - Obtained via T6 Tholian Tarantula - Science and Science-Based Specialization variant of Reciprocity.
Veteran Science Team - T6 Original Science Ships and Science Warbird - Use of Science Team will CD reduce shield-repair skills (including Sci Team itself and Reverse Shield Polarity). Dependent on crew rate (full crew = 75% cooldown). 30 second CD.
Top Gun - T6 Original Pilot Specialist Ships - Extreme confidence in yourself, in your crew, and in your ship reduces Pilot ability CD (both Captain Pilot skills like Rock and Roll and Boff Pilot skills). Procs on enemies missing you and with use of each Pilot skill, every 10 seconds.
Plasma Phantom - T6 Romulan Warbird - Plasma DoTs or Plasma Hazards do not do damage; instead, they steadily build stacks. Once 10 stacks is reached, the ship discharges a plasma phantom of the ship, which shortly detonate with the equivalent of a HY1 Romulan Plasma Torp. The stacks build continuously as the player is suffering from Plasma DoTs or Plasma Hazards, and can thus spawn multiple Plasma phantoms.
Ace of Aces - T6 Original Pilot Specialist Ships - Allows access to several click abilities that are variations of Rock and Roll. Shares a CD with Rock and Roll and themselves, affected by Rock and Roll bonuses (including the damage immunity). Intended to allow for quick circling to get back on target or get behind the target (since there's no true vertical travel, some also allow for height changes).
- Immelmann
- Kulbit
- Half Cuban 8
- Split S
Active Traits:
Disable Subsystem Safeties - Space - Mastery of Intel Specialization - Greater power boost than OsS3, but takes down 2 subsystems (maybe 3 or all 4). Lowest possible CD until the subsystems comes back online is 5 seconds for one and 10 seconds for the second (then 15 for the 3rd, and 20 for the fourth, if going more than 2 subsystems). Lasts longer without Leadership Boffs or points in Subsystem Repair. Upon shutdown, forces a standard 30 second CD on Engineering Team (the subsystems blew out and disabled the teams monitoring them), leaving the only means of bringing them back up faster either by the appropriate battery or capacitor.
Call Artillery Bombardment -Ground and Space - Mastery of Command Specialization - In space, calls in 5 groups of 3 Defiants/T'Varos/BoPs to begin a massive carpet bombing run in a + formation towards the selected target. On the Ground, calls in multiple orbital strikes over a large area, not just beams, but torpedo blasts too.
Consoles:
Borg Adaptive Shield Refrequencer - T6 Tal Shiar Adapted ship - Adds the Adaptive ability of Fleet shields to any equipped shield on any Tal Shiar ship with the module. 4-pc set bonus is adaptation to 2 damage types instead of 1.
Exotic Absorption Matrix - Original Sci ship(s) (for all 3 factions) or T6 Deep Space Science Vessel (and KDF and Rom equivalents) - Absorbs half the damage taken by Exotic damage per tic to repower (effectively CD-reduce) its own Exotic damage abilities like Tyken's Rift and Gravity Well.
Nanite Weapon Infuser - New Tal Shiar Lockbox Universal Console - Each cannon or beam shot to hull now absorbs 1% of the enemy's hull and restores it to the player's own hull.
Fluidic Cloak - New Undine Lockbox Universal Console or T6 Undine Ship - Allows the equipped ship to hide in Fluidic space. Unable to attack or lock on while in Fluidic space. While in Fluidic space, the player begins to build Fluidic Discharge stacks (up to 10 stacks), which, upon leaving Fluidic space, grants a temporary bonus to weapons to slow targets (25% at full stack). Beams have the odd yellow-orange tint that Fluidic AP has during this short duration.
Hawking Spatial Anomaly - T6 Temporal Ship (new ship or T6 Wells) - Temporarily distorts a small section of space; freezing enemies within it for 5 seconds. After 5 seconds, the enemies will either be replaced by Mirror friendlies or left as-is (50% chance of replacement or non-replacement). As well, there is a chance of random Mirror Terrans appearing. VS Players, chance to create a Friendly Mirror Copy who will fight against their original self. 3-pc Temporal set now allows the Mannheim Device to create past and future versions of allies (NPCs and Teammates) within a 5km range of the ship, also subject to accelerated damage. Use wisely.
Mersini-Houghton Well - New Temporal Lockbox Universal Console - Creates a Chroniton-infused Gravity Well at the target's location, that creates past and present versions of the drawn enemies for 10 seconds. During this time, further attacks to both the enemies and their past and future selves results in accelerated damage (basically, a reverse Mannheim Device). Shares a CD with Gravity Well. Affected by PartGens and GravGens.
Antiproton Absorption Matrix - Lockbox Universal Console - When active, absorbs all forms of antiproton damage (including Antiproton Sweep and Antiprotion Cascade) and uses it to boost power to all subsystems, as well as providing a temporary boost to hull and shields (continuously adds more and more bonus hull and shields with each received antiproton attack).
Nadeon Burst - T6 Armitage variant - Launches a sphere of Nadeon Detonator enhanced Photon Torps that burst within a 5km range, causing multiple small Photonic Shockwaves. 3-pc bonus upgrades the Torpedo Point-Defense to have Photonic Detonations, and upgrades the Phaser Point-Defense to have slight 1km AoE similar to the Nadeon Saturation Bomb.
Expanded Hangar Bay - T6 Carrier - Adds 1 extra frigate, or 2 extra shuttles, or 3 extra fighters per hangar, based on equipped hangar pet.
Reinforcement Rush - T6 Carrier - Functions similar to Fleet Support (both the Captain ability and the Fleet queue items), except without the low HP need and calls in anything lower than a battleship, which remain in the fight until destroyed. Recharge doesn't begin until the last called ship is destroyed or you give them the order to warp away.
Reactive Phaser/Disruptor/Plasma Cascade - Lockbox Console - Faction-version of the Obelisk Reactive Antiproton Cascade console.
Phaser/Plasma/Disruptor Lance Mines - Unspecified Specialist T6 faction ships - Deploys 3 "mines"; up to 9 with DPB III, which upon detecting a target within range, fires a single high-power beam lance at the target from each mine before exploding.
Augmented (or Secondary) Torpedo Launcher - Lockbox Console - Continuous passive to torpedo launchers. Adds a unique torpedo based on the ship it's equipped on to each torpedo fired (in effect, 2 torpedoes at once from the first launcher), as well as to TS, HY, and Nadeon Detonator. Has a 12 second CD between extra torpedo launches. For example:
- If equipped on a Tholian ship, fires a Thermionic Torpedo alongside any equipped torpedo.
- If equipped on a Tal Shiar, adds a Shrapnel Torpedo.
- If equipped on a Breen ship, a Transphasic Cluster Torpedo.
- If equipped on a Voth ship, a Transphasic Chroniton torpedo.
- If equipped on a Temporal ship, a Temporal Disruption Device.
- If equipped on an Elachi ship, an Elachi Torpedo.
- If equipped on a Vaadwaur ship, a Tricobalt Cluster torpedo.
- If equipped on a KDF Bird of Prey, a Hargh'peng torpedo.
The extra torpedo is affected by TS, HY, and Nadeon detonator, except for the Cluster and Hargh'peng types, and takes on either a targettable or stronger hitscan torpedo depending on the ship. So if you fired an HY Photon from a Tholian ship, you'll get the Photon HY plus a Thermionic HY targettable, whereas if you fired that HY Photon from a Voth ship, you just gain an HY1 burst of Transphasic Chroniton torpedoes. When firing under TS, each volley has one extra torpedo. So TS from that Tholian ship would add a Thermionic torp to each spread.
[as I understand it inertia modifier affects how fast ship is changing direction of movement and accelerating/deccelerating while turn rates is how fast is turns (duh) so increasing turn rate whie decreasing inertia modifier cn let you take much narrower turns without actually slowing down and by thus - maintaining full throttle of your engines does not yield too much issues as it does now without such feature]
2. A device per reputation. Something unique to each reputations species.
3. Decompiler help.
That is a very expensive skill to invest in. And there's not a lot of ways to boost it currently.
Some consoles for this would be welcome imo.
And good read, lots of good ideas here.
And a merry freaking Christmas to you too, Ebenezer.
-jonsills, 'Cryptic Why the sales..instead of Fixing XP leveling and this game?'
I think you want+ inertia for that. low inertia causes (Occasionally hilarious looking) power slides.
Just a rough draft.
How about a new captain trait 'Big Package' where you have a chance to send a holo-image to the attacking ship which discourages them and makes then fly away in shame...
Tactical Officers should be strong in Tactical, Middle in Engineering, and Weak in Science.
Engineers should be strong in Engineering, Middle in Tactical, Weak in Science
Science officers should be strong in Science, Middle in engineering, weak in tactical.
If they made this as the Career Path standard, even for ships, how would the game differ?
Think about it. Right now the Career Path only makes a difference on the ground.
Worst idea ever. Talk about TRIBBLE every ship in the game! Tactical cruisers would be gimped and anything not a science ship would suck at science! Are you sober right now dude!?!
-999,999,999,999,999,999,999 from me.
Separate "Personal Traits" into "Personal Ground Traits" and "Personal Space Traits."
Separate "Active Reputation" into "Active Ground Reputation" and "Active Space Reputation."
While it would be nothing more than a quality of life improvement, it would be a pretty big one. Having to switch traits in and out constantly for ground vs space is pretty unappealing gameplay.
- - -
As for consoles, here's my thoughts:
1) Change the current console setup: Engineering, Science, Tactical
Into something that makes a bit more sense to new players and overall: Hull Plating, Weapon Upgrades, System Upgrades, and Advanced Consoles
- Hull Plating: The engineering consoles that reduce damage from 1 or more types would go here. (Neutronium Alloy, etc) That's mostly what gets used here, anyway.
- Weapon Systems: Current tactical consoles. (Antiproton Mag Regulator, etc)
- System Upgrades would be for any other stat-boosting consoles. (Graviton generators, current universal consoles that boost stats, etc)
- Advanced Consoles (new section): Any of the current "universal" consoles that add ship powers.
And that is my point. Anything that isn't a full on sci ship should be weak in sci. Just like a sci ship would be weak to tactical.
The favored cruiser would still be you base mid-liner ships.
This would require more thought from teh players... oh wait. Players and having to think about more than pew pew. Right.. I'll take that -999,999,999,999,999,999,999 and walk away with my head held high. Because I don't like the idea of All-in-one ships. But then I also like to think.
Oh wait, they have those already.
Tactical players have innate abilities like attack pattern alpha, which increases their damage by quite a bit.
Engineering players have innate abilities like rotate shield frequency to boost their defensive ability, and eps power transfer to boost all power levels by a fair amount.
Science players have innate abilities to weaken and otherwise mess with foes.
So in a sense, what you're asking for already exists, just not in a way so massive it pigeonholes players into a single role, no matter what.
Your preaching to the choir. STO has NEVER listen to playerbase feedback. What makes you think that after 5 years they will start? Nice try and goodluck :D:D
True. But I'm not really asking for pigeonholing either. I mean some small, wouldn't make a huge impact.
Like,
Tactical Captains getting a +10 to Tactical Skills.
Engineering Captains getting a +10 to Engineering skills.
Science Captains getting a +10 to Science skills.
You know just a little baseline buff to that Path. This puts a little more strength in to their chosen path, but doesn't limit anything else.
I use to enjoy my Sci officer. I was one of the few that loved stacking the abilities. You know, drop a Grav Well, then pop a Tyken's right next to it, and mix that with teh Sci Cpts abilites. Everything in that area just had a really bad day.
but with all the consoles, shields and such that have passive debuff removers, I actually have to rekill my Sci's in to a more Part Gen build any how.
My basic combo use to be, Grav Well, Boarding Party, Target Subsystem Shields, Tyken's Rift, and then just cruise with some beams, maybe some torps.
So as it is right now, I'm already kind of pigeonholed as far as builds go.
TBH the Space and Ground combat in STO has gone completely stale. New weapons and New abillitys are nice for the character but what we need is a Enviromental change. We need playable areas with a destructable enviroment. We also need a combat area that doesn't feel like it always takes place in a High School Gym. As of right now PVE combat is about as boring as watching the grass grow.
P.S. Why in the World hasn't one of your developers created a PVE battle that has the Galaxy X decloaking and swooping in to save our butts. Imagineation people and if you don't have any. Recreate the Nostalga that the Star Trek T.V. Shows and Movies did. Get to it !!
On Consoles:
I'd like to see a separate row for universal consoles. This would help a little with power creep because it would limit the number used.
Bring back the old Transwarp Computer console with the locations and not the time reduction
More non consumable devices like reusable batteries and such.
Essentially, once you activate it, 15% of all incoming damage is stored in the shields until it reaches a critical point and explodes outward, causing 15-20K damage to all enemy ships within a 5km range and disabling all engines or- weapons for 5 seconds, essentially leaving them dead in the water for that time.
The drawback? Once your shields have released this power they are offline for 5 seconds, leaving your hull completely exposed, at which point they will regen. I would assume DOFF and other personal traits/abilities would possibly help raise your spent shields faster, but who knows?
Think of it as a "Death Blossom"...
Normally I'd say good ideas, but things are bad enough as they are without adding your first idea into the mix since there is All Hands on Deck available to reduce science cooldowns. As for the second one, yet again, those two get enough of a reduction already.
We need stuff for the non-popular exotic damage abilities.
I will say this, given the new abuse of TBR+Struct collapse 3+ISO cannon, it would be nice if they added a trait giving a weak pull to Tykens, or a resistance reduction to energy siphon to balance the field a bit.
A boost to Tyken's would be great, but Energy Siphon itself needs a buff like Tachyon Beam (which was also formerly ignored and unused prior to its buffing) before anyone will bother spending a Starship Trait slot or a DOFF slot on an ability that would only slightly buff it.
Of course, one way around that is tying a Starship Trait to work off Flow Cap-related abilities.
http://sto-forum.perfectworld.com/showpost.php?p=22780491&postcount=30
I'm also interested in having batteries stack in the system tray similar to the way hypos stack. Hypos are stacked in the inventory in multiples of 20, but multiple stacks in multiple inventory slots cumulatively stack in a single system tray slot (i.e. 3 stacks of 20 in the inventory stack as 60 in a single slot in the tray). In using a very rare quartermaster that reduces the cooldown time to 1 minute, limited battery stacks can be used up fairly quickly in longer firefights, especially if you spam their use or neglect to resupply your tray.
A ship trait upgrades a fighter hanger bay to a frigate hanger bay.
A ship trait that increases the angle of beams and cannons and torps (it would be better to have one trait of each and it only being a 10% increase.