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Can we please only die when we initiate Self Destruct?

kayajaykayajay Member Posts: 1,990 Arc User
The hole blowing-up and then waiting to respawn thing has always bothered me...and then I was noticing some of the ships in the episodes.

The Enterprise, Defiant, Rhode Island and Voyager...instead of blowing up, they get to go "repairing".

It also reminds me of how in Q Winter Wonderland, when a snowman has "killed" you, you're just held until you've recovered.

To be honest, I don't even slot the Self Destruct button in my tray any more...since you're choosing to die, you should have to wait to respawn and it doesn't really do any damage.

Comments

  • risian4risian4 Member Posts: 3,711 Arc User
    edited January 2016
    I like this idea. Alternatively, a heal option like we have on ground (resuscitate) could be implemented.

    Anything would be better than dying and respawning without any help or repairs needed.

    And Abandon ship should be removed. I also never slot this. It makes no sense to be able to sacrifice your own ship, and then return while destroying an enemy that will remain dead. If the player can suddenly have his ship returned to full health after blowing it up, then the damage that was done while using self destruct should be undone too. Since SD would be completely useless once this change - which is needed to make it a bit more logical - has been implemented, SD might as well be removed.

    Abandon ship has, to me, always been the weirdest ability in the game given that it has literally no consequences whatsoever.

    Edit: death --> dead
  • risian4risian4 Member Posts: 3,711 Arc User
    edited January 2016
    Or perhaps Self destruct/Abandon ship should not be removed... but at least there should be some sort of penalty. Like a need to wait until your ship's wreckage is salvaged and repaired. Meaning you won't be able to use your ship anymore during the same mission where you self destructed.

    Maybe one of your other ships could warp in then... say I'm flying a Defiant, initiate self destruct, watch my ship's remnants being towed away and then my Sovereign cruiser warps in (after a minute or so) to complete the mission.

    Doesn't matter much what changes are made, anything that would add some negative effects and consequences to using SD/AS and dying in general would be welcome.

    Edit: this could also mean that you risk losing some gear, temporarily (for example, for the duration of that same mission, once it's over your first ship will be completely restored). Blowing up and having all your weapons, hull and entire systems like deflector and shield arrays immediately restored with no external help is the reason why there's so much power creep in space: because it doesn't really hurt when you die.
  • kayajaykayajay Member Posts: 1,990 Arc User
    Imagine if you could eject your warp core to save your ship...
  • elothoxelothox Member Posts: 170 Arc User
    kayajay wrote: »
    Imagine if you could eject your warp core to save your ship...

    This would be a VERY interesting idea for changing the ability or a trait that modify it. Eject core as a slowing moving mine/projectile, get a defense buff, threat drop, short speed burst, it blows up doing damage to whatever was there and then you're motionless while 'repairing' and all systems are offline.
  • waldotrekwaldotrek Member Posts: 320 Arc User
    To take it one step further. Ejecting your warp core you would still be able to move since Impulse would still work. Weapon pwr on the other hand would be disabled. I like the idea though.
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  • kayajaykayajay Member Posts: 1,990 Arc User
    waldotrek wrote: »
    To take it one step further. Ejecting your warp core you would still be able to move since Impulse would still work. Weapon pwr on the other hand would be disabled. I like the idea though.

    Every Federation starship was supposed to be able to separate a part of itself.

    In "The Undiscovered Country", the Enterprise's saucer was supposed to go after the Klingon's, the Defiant's nose could shoot off, etc. So, maybe the entire drive section of your ship could be jettisoned...I know that's pie in the sky, by the way :-)

    I do think a warp core ejection would be amazing though. You're right, limited to impulse and a MASSIVE blast.

    It really is just the "repairing" instead of having to respawn that I would love though *sigh*.

  • angrytargangrytarg Member Posts: 11,016 Arc User
    For a long time now I suggest the following (frequently pig-2.gif)

    Upon reaching 0 HP, the ship gets disabled unless it is killed by a critical hit. A critical hit will destroy the ship and start the respawn timer, like we currently have. Otherwise, you have a sparkly "burning" disabled ship and the "defeated" dialogue, maybe relabeled "disabled" with a counter running and the following options:

    Call for help/Distress signal - Like on ground, you send a "help" to your teammates

    Respawn/Abandon ship - Upon clicking this button, the "abandon ship" ability is activated, capsules leave and the ship blows up, starting a shorter respawn counter

    If you do nothing within the time limit (say 45-60 seconds) your warp core breaches and you pop, starting a short respawn counter like we currently have, in addition you might suffer damage. While you are disabled, your teammates can ressurrect your ship with a new space ability, similar to the ground rez. It could have some random appropriate name, like "send emergency teams" or "contain warp-core breach" or something like that. It stalls the ally for five seconds and reactivates the disabled player with 15% HP and 15% shields and makes it immune to damage for a short period of time.

    Optionally, all three captain careers or all three types of ships could have unique reactivate boni. Engineers/Cruisers reset the disabled ship to 50% health and shields and grants a free "Aux to Dampeners I", Science grants 15% HP and 50% shields and grants a "mask energy signature I" and Tactical grants 50% HP 15% shield and grants a "evasive manoeuvre". Or something along these lines.

    At the same time rework the ground rez so Science characters revive you at higher health, engineers revive you with higher shields and tacticals revive you and grant a smoke grenade buff,​​
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  • lostyuslostyus Member Posts: 208 Arc User
    I really do like some of the ideas in this thread.

    We see it in game were we can repair something simply by just pointing our ship at it (and using that blue deflector beam thingy) and anything gotta be better than simply blowing up and re-spawning.

    I also don't use Abandon Ship etc because I don't plan for my ship to get blown up, I always try to keep my ship going, even if that means retreating from the fight.

  • jslynjslyn Member Posts: 1,790 Arc User
    Yes, our ships could use the Disabled animation that is in some missions where the green gas is venting from the ship.

    I always thought that would be a nice toggle offensively, too. So instead of blowing up every ship we come across, we could just disable them instead. It would be a toggle because some Captains would rather kill than wound, Klingons for example.

    kayajay wrote: »
    Imagine if you could eject your warp core to save your ship...


    Yes. And to get a new one after the mission you would have to travel back to a starbase at 0.3 Warp Speed without a Transwarp option. Better hope you have those Driver Coils ranked-up.

  • deaftravis05deaftravis05 Member Posts: 4,885 Arc User
    I like some of these ideas. It'd be nice if we could repair ships, recover them... etc. If disabled, they could use the self-destruct with a lot more damage than it currently has to end the timer and respawn.
  • tousseautousseau Member Posts: 1,484 Arc User
    To quote a popular Vulcan addage...

    Fascinating...
  • hawku001xhawku001x Member Posts: 10,770 Arc User
    I like it all. Let's do it. We're doing it.
  • bernatkbernatk Member Posts: 1,089 Bug Hunter
    angrytarg wrote: »
    Call for help/Distress signal - Like on ground, you send a "help" to your teammates

    And brave ferengi merchants show up answering your distress call with a salvage ship, towing away your vessel to steal liberate it.
    Like in ST Armada lol...

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  • kayajaykayajay Member Posts: 1,990 Arc User
    Maybe there could be an unlock for repairing, or a Trait for it.

    You could also have buyable warp core ejections...like using a battery, you could eject your warp core when you were at a critical level, only occasionally though.
  • deaftravis05deaftravis05 Member Posts: 4,885 Arc User
    hawku001x wrote: »
    I like it all. Let's do it. We're doing it.

    @pwlaughingtrendy make it so, or I'm sending you gifts!
  • alcyoneserenealcyoneserene Member Posts: 2,414 Arc User
    Also liking the many ideas here, especially since it would add more team play optional elements and the trinity classes.


    The crew mechanic could also be reworked to make a difference in ship operations, and maybe interact with the abandon ship option.

    One way would be this: save the crew with abandon ship provided that the option is used within 5 seconds of low health and that the ship health is restored to above some percentage within some time frame which results in full crew being restored, and full ship performance/functioning.

    Other team members could rescue the pods within 10 km located using the simple scan option which would give them a long lasting crew resistance and restore your crew instantly. I know brace for impact helps with this already, but no reason not to have two working alongside vital components of a ship (crew).
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  • burstorionburstorion Member Posts: 1,750 Arc User
    Might be fun to disable enemies..

    Only if there is a reward bonus (5% more xp per 'kill'?) for disabling certain enemies (such as theres a small tag showing 'disable only for bonus' or 'kill for bonus' on the enemies - if you disable, they regain 50% health (0 shield) and can still be targetted

    (This of course requiring a toggle mode or if you stop firing at x hp, its an automatic disable)

    Of course, if you disable a 'kill for bonus' enemy, they can occasionally restart their ship (regaining full health/shields) and if you kill a 'disable bonus' ship, you lose 10% xp (to account for the fact you ignored orders (fed) kdf intel wanted the data on the ship (kdf) and 'Just following kdf/starfleet orders' (Rom)

    ..and if you kill a disabled ship AFTER its been disabled, you get an 'injury' of some sort with negative effects (temporary cd increase) for shooting on a disabled target (in starfleets case as it a war crime, in the kdfs case its a dishonour)

    Needless to say, it might make mindless pew more of a risk :)​​
  • lianthelialianthelia Member Posts: 7,905 Arc User
    Why even use Self Destruct? It's not a strong ability...targets are either going to move out of the way before you blow or they're to big to really be affected by it...I don't have the ability on my toolbar.

    Self Destruct was used strategically, for things like keeping a invading force from capturing your ship or maybe as a last ditch effort to stop the bad guy...the former doesn't happen and the latter doesn't work...
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  • allocaterallocater Member Posts: 289 Arc User
    angrytarg wrote: »
    For a long time now I suggest the following (frequently pig-2.gif)

    Upon reaching 0 HP, the ship gets disabled unless it is killed by a critical hit. A critical hit will destroy the ship and start the respawn timer, like we currently have. Otherwise, you have a sparkly "burning" disabled ship and the "defeated" dialogue, maybe relabeled "disabled" with a counter running and the following options:

    Call for help/Distress signal - Like on ground, you send a "help" to your teammates

    Respawn/Abandon ship - Upon clicking this button, the "abandon ship" ability is activated, capsules leave and the ship blows up, starting a shorter respawn counter

    If you do nothing within the time limit (say 45-60 seconds) your warp core breaches and you pop, starting a short respawn counter like we currently have, in addition you might suffer damage. While you are disabled, your teammates can ressurrect your ship with a new space ability, similar to the ground rez. It could have some random appropriate name, like "send emergency teams" or "contain warp-core breach" or something like that. It stalls the ally for five seconds and reactivates the disabled player with 15% HP and 15% shields and makes it immune to damage for a short period of time.

    Optionally, all three captain careers or all three types of ships could have unique reactivate boni. Engineers/Cruisers reset the disabled ship to 50% health and shields and grants a free "Aux to Dampeners I", Science grants 15% HP and 50% shields and grants a "mask energy signature I" and Tactical grants 50% HP 15% shield and grants a "evasive manoeuvre". Or something along these lines.

    At the same time rework the ground rez so Science characters revive you at higher health, engineers revive you with higher shields and tacticals revive you and grant a smoke grenade buff,​​

    This is the best idea ever!

    Except there does not need to be a special resurrect ability. Just let every +HP ability "resurrect" a ship. Engi Team, Hazard, etc.
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  • jade1280jade1280 Member Posts: 868 Arc User
    As a captain i refuse to go down with my ship when i have 30 other ships stored away ready to go.
  • age03age03 Member Posts: 1,664 Arc User
    Why do you bother to use it anyway?You only use it if your ship is being boarded or about to be captured.We used it a lot in Starfleet Command pvp as you can capture another players ship as well as AI.
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  • kontarnuskontarnus Member Posts: 289 Arc User
    edited January 2016
    Intriguing ideas
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  • wombat140wombat140 Member Posts: 971 Arc User
    I'm all for this!
  • warpangelwarpangel Member Posts: 9,427 Arc User
    As if the game isn't too easy already.
  • giliongilion Member Posts: 686 Arc User
    This has also bothered me since I first blew up back when the game first came out and I always hope that at some point it would be changed. Some of these ideas are interesting, angrytarg has some good ideas, but I had a few differences in mind. When your HP goes to zero your ship should be disabled like how the Voth ships are. After some time your crew will make repairs and you can continue the fight, how long that takes could depend on your skills and/or if another player helps you. Or you can activate Abandon Ship and try to kamikaze the enemy. The explosion should be a LOT more powerful and also have a large shockwave that temporarily stuns any ships hit by it, like Photonic Shockwave. After you blow up you will have a longer respawn timer than if you just got disabled and let your crew fix the ship and when you did come back, it was with low HP and shields, maybe even low power for about a min. If possible maybe the Warp Core explosion could be an insta-kill to anything certain important ships, like Borg Diamonds, or Terok Nor. But using the ability would decrease the amount of rewards you get at the end of the mission, so people dont abuse it.
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  • ihatepwe735ihatepwe735 Member Posts: 337 Arc User
    edited January 2016
    It has always bugged me that the storyline always includes ship wrecks, but player and npc ships invariably blow up.

    If there is any possibility at all that ships should almost never blow up, but instead litter the battle field, I would support that.
    Also, we have an entire hangar of ships. Upon destruction, players should be given the option of waiting "a long time" for their disabled ship to re-enter the battler, or choose another ship from the bench to replace their disabled ship far more quickly.
  • farranorfarranor Member Posts: 559 Arc User
    These are interesting ideas, but "explode and respawn" vs "disabled" (or "fall down and respawn" vs "frozen") in the current game are identical in every respect other than where you pop up afterwards. All it is is the game's way of saying "you failed at something, here's a penalty." Or, in the case of dealing with Impact spam as a non-tank, simply "here's a penalty." New abilities or mechanics must fulfill at least one (but usually two) of two purposes: 1. DPS, or 2. Zen purchases. While, again, I personally believe that these are interesting ideas, I wouldn't bet a Small Hypo on their chances at being implemented.
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