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  • nikeixnikeix Member Posts: 3,972 Arc User
    edited March 2016
    Yet another Alternative:
    Cool under Pressure
    When your hull hit points are reduced to 50 % or less, all Captain abilities instantly recharge x % of their maximum cooldown duration. This effect can occur no more than once every y minutes.

    Or, staying in the unsplit tree, an alternative take for Advanced Ship Command.
    Advanced Ship Command [Redux]
    Evasive Maneuvers, Brace for Impact and Fleet Support gain an additional 10 % cooldown reduction and a 15 % longer duration. (Much narrower than before, therefore combining the lower tier bonuses.)

    While perhaps too strong for a single skill point, those both sound like really fun traits :). As skills you might break each of them up into a 3-node line~

    Cool under Pressure: When your hull hit points are reduced to 50% or less, all Captain abilities immediately recharge 5%/8%/10% of their maximum cooldown duration. This effect can occur no more than once every 2 minutes.

    What's nice about something like that is the trigger you've chosen (drop below 50% hull) gives the player a clear opportunity to get those abilities on to cooldown before it procs.

    Advanced Ship Command: Evasive Maneuvers, Brace for Impact and Fleet Support gain 5/8/10 % longer duration and cooldown reduction

    In most design you want to deliver the sense of cool with the smallest magnitude of effect that supports the concept. Its less of "look how big those numbers are!" and more "It's amazing you can do that at all!" :)
  • nikeixnikeix Member Posts: 3,972 Arc User
    Wide Angle Targeting: Increased firing arc for all weapons and abilities: 5 degrees/8 degrees/10 degrees

    Pretty obvious, slightly better firing arc for everything. Zero chance for increasing maximum damage potential, but a decent quality of life improvement.

    But it leaves Omni-directional Beams out in the cold :cold_sweat:...

    Sorry, couldn't resist :tongue:. Actually it's surprising how much impact this would have. It makes the 90° cone weapons a smidgeon easier to fire at all (11% gain). Dual/quad cannons are of course rolling around in the luxurious 22% gain. The 180° weapons start and end their run a moment earlier (~5.5% gain). But the sneaky part is the beefy upgrade to the sweet-spot on broadsiding normal beam banks builds as they'd jump from 70° to 80° (14.2% gain).

    I like it, but definitely have to be clear the implications are not linear. There's also a very real engine question are weapons coded with an adjustable "N° arc" or a built inside a handful of fixed and immutable arc templates. (If the later this would increase the number of those templates by a factor of 4...)

  • davideightdavideight Member Posts: 458 Arc User
    edited March 2016
    i think the revamp would have offered more than is currently delivered. id

    option a) double the points spendable, split a few things again (like drain and drain res) and add some of those things mentioned here (like travel speed of projectiles, range of mine trigger)

    or option b) get rid of all those "3 step" skillings at all. and make many of those things a bit weaker, but only 1point skills

    (projectile and energy dmg 75% but only one skill, capacity 50% one skill etc)


    this would open up a lot of more things to add and actually specialise into.



    basically the skill system is just sth other kind of progression, thats just not on the mark-gear and hull/shields scaling ...
    everyone will basically "specialise" into the very same things.

    that are: hull cap, shield cap, shield reg, shield hardness, projectile and energy training, power level, drain exp, and exotic exp.

    some of those may be dropped, because beamboat or no access to gravwell, but thats ALL


    basically this is not a skill tree, its a secondary progression system.

    ___


    for a second revamp id propose baking everything thats currently giving raw dmg or raw HP (whether its sci or tac or exotic whatever) baked into primary progression on the gear and ship/levling again, and then replace those former dmg skills with sth that enhances those things. like you did with "conrols debuff target"
    or with things that got proposed here that double/tripple weapon proccs, enahnce travelspeed of projectiles, trigger range, arc enhancment for cannons - things that would really mean "specialisation" and not just "mere dmg%+ or mere hp%+ progression"


    yet i like the first revamp, its more easy and more understandable and it offers some new things.

    yet, more creativity could flow into a later revamp of a revamp ^^
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    nikeix wrote: »
    Yet another Alternative:
    Cool under Pressure
    When your hull hit points are reduced to 50 % or less, all Captain abilities instantly recharge x % of their maximum cooldown duration. This effect can occur no more than once every y minutes.

    Or, staying in the unsplit tree, an alternative take for Advanced Ship Command.
    Advanced Ship Command [Redux]
    Evasive Maneuvers, Brace for Impact and Fleet Support gain an additional 10 % cooldown reduction and a 15 % longer duration. (Much narrower than before, therefore combining the lower tier bonuses.)

    While perhaps too strong for a single skill point, those both sound like really fun traits :). As skills you might break each of them up into a 3-node line~
    They would work as traits, especially the ones as triggers. Skills tend to be "always on" effects, except for a few exceptions now in the revamp. (The Shield Mastery one for example.)

    But for the straight cooldown reductions: Remember that one skill point in the Tactical, Science or Engineering Tree can now lower all your cooldowns by 10 % for skills belonging to that career. And those skills tend to be a much more significant portion of your power then the innate Captain skills, and even more significant than Evasive, Brace of Impact and Fleet Support.

    A Problem here might be that these 3 skills (or Captain skills in general) do not neccessarily have anything in common mechanically other than being Captain abilities - it could very well be that a trait or skill affecting them would be a bit more technically complex than Borticus would like. They don't really seem to have any shared skills that affect them and that could be modified by the trait/skill.
    You basically have to add special code just for that trait into each of these skills. Compared to something like Drain Expertise, that is actually not very straightforward.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    nikeix wrote: »
    Wide Angle Targeting: Increased firing arc for all weapons and abilities: 5 degrees/8 degrees/10 degrees

    Pretty obvious, slightly better firing arc for everything. Zero chance for increasing maximum damage potential, but a decent quality of life improvement.

    But it leaves Omni-directional Beams out in the cold :cold_sweat:...

    Sorry, couldn't resist :tongue:. Actually it's surprising how much impact this would have. It makes the 90° cone weapons a smidgeon easier to fire at all (11% gain). Dual/quad cannons are of course rolling around in the luxurious 22% gain. The 180° weapons start and end their run a moment earlier (~5.5% gain). But the sneaky part is the beefy upgrade to the sweet-spot on broadsiding normal beam banks builds as they'd jump from 70° to 80° (14.2% gain).

    I like it, but definitely have to be clear the implications are not linear. There's also a very real engine question are weapons coded with an adjustable "N° arc" or a built inside a handful of fixed and immutable arc templates. (If the later this would increase the number of those templates by a factor of 4...)

    They also have to consider the art side of this. Consider how terrible the crafted Omni-Directional Arrays look on most ships right now, since the points they fire from were never intended for 360 degree weapon arcs. Dual Banks (and Wide Arc DHCs) already have issues clipping through some ships that were designed knowing they'd have a fixed 90 degree arc. Up that, and it's going to become an issue on even more ships.

    More weapon fire clipping through my ship would bother me, and I hate being roped into effectiveness vs. cosmetic choices like that.
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    So I came up with this Last week, and I've posted it in a few threads,a nd I can't seem to get any feedback. From anyone, Player or Dev. I didn't even get the usual Thats a Stupid idea, Go Die in a hole that I was expecting.

    So I'm gonna post it again, here and see what you all think.


    Here's my Real Submission for a New Skill.

    It's A SINGLE Unlock only. :smile:
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    My Thought is to Combine RANK 1 ONLY of the Energy/Kinetic Proficiency into one Skill.
    Rank 2 and 3 would Stay as separate Items That Branch out from Rank One. One Branch for Energy and one for Torpedo

    This would serve 2 Purposes, it would provide newer players with a boost to both types, While opening a spot in the Skill Tree for another ability, that will also Help Newer Players.


    My Suggested Ability, is a Skill Unlock for the Lieutenant Tactical Section. (That would have stats that Scale with rank, if need be)
    To be clear, this is a Skill and not a Path unlock

    This is designed to help players combat the enemies they face in the lower levels, Specifically Klingons, Orions, and Gorn Vessels who very much love their Hold abilities. It would also have a tertiary effect of helping against the Borg, Undine, and some other Higher level Mobs from Delta Rising. IMHO Accuracy is one of those things that newer Players will get the most use of, since they start with such a low Accuracy Stat. Its Not Something that the High End Players are really gonna have all that much use for, so it shouldn't affect Power Creep all that much, which was my intent.

    I'm not real good at picking awesome ability names, so I'm totally open to suggestions there! Maybe Something like "All She's got isn't Good Enough!"

    It's meant to make the player feel like they are in that moment in every good trek episode, where the Ship is Caught in a Gravity Well, or a Tractor Beam, and they put their minds together to come up with a solution. Then out of no where, fire a Fatal Shot to Destroy the Ship and blast off as the Ship explodes behind them. :)


    Ability Stats:
    When under the Effect of a Hold. Examples: (TB, Grav Well, Tykens Rift)
    • All Effect Lost 2 Seconds After Escape from Hold.
      • +2 All subsystem Power Per Second Held (Stack 5 Times)
      • +7% Stacking Hit Chance (Accuracy) Per Second Held (Stacks 5 Times) (Does not Spill over into CrtH/CrtD)
      • +12% Flight Friction Per Second Held (Stacks 5 Times) (Ionic Turbulence Debuffs for 60%, so I just went with that in the opposite direction)
      • +25% Torpedo Haste While Held (Effect Lost After 2 Successful Torpedo Firing Cycles)
      • Resets Cloak Cooldown to 5 Seconds (So you can Run if need be)
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited March 2016
    Lets put something a little more defensive into the tact tree ?

    Tactical expertise or defensive efficiency increase the rate shields re-balanced and/or decrease the shield bleed-through while shields are being re-balanced or a straight shield bleed-through decrease.
  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    They also have to consider the art side of this. Consider how terrible the crafted Omni-Directional Arrays look on most ships right now, since the points they fire from were never intended for 360 degree weapon arcs. Dual Banks (and Wide Arc DHCs) already have issues clipping through some ships that were designed knowing they'd have a fixed 90 degree arc. Up that, and it's going to become an issue on even more ships.

    More weapon fire clipping through my ship would bother me, and I hate being roped into effectiveness vs. cosmetic choices like that.

    I did have a thought that giving torpedoes wider arcs should work fine. We already have two wide angle torpedoes and I've never noticed any bad animation issues. A starship trait that let any torp fire wide angle (maybe adding a special high yield mode the existing [Arc] torps?) would be a nice asset for cruisers.
  • keletteskelettes Member Posts: 488 Arc User
    edited March 2016
    I just noticed the discussion so I thought I'd drop in some ideas too :smile:

    We have skills that improve engineering and science abilities (ie shield & hull restoration), so how would it look if we pulled something similar with the tactical abilities?

    Shared attack patterns?
    For example, let's say someone pops an AP Omega I. The rest of the team (or people within a certain range?) could get a "Coordination Pattern: Omega". The "shared" pattern would always be a lvl 1 basic version (or a bit weaker?) than the attack patterns that your own ship brings to the table.

    Additional nodes purchased could help "close the gap" between the shared pattern and the lvl 1 baseline version. Or, increase the range within which friendlies get the "Coordination Pattern". Of course, the attack patterns you bring with you would still be more effective.

    Of course, an attack pattern that you activated, and it's corresponding Coordination Pattern, cannot be active on the same ship @ the same time. The system in this case would drop the Coordination Pattern and favor the normal attack pattern for the stronger effect.



    A different idea: Improved Tactical Team.
    Purchasing nodes in this line could increase duration slightly, or provide a minor shield heal or damage resist.

    Thoughts? :smile:
    Post edited by kelettes on
    "Ad astra audacter eamus in alis fidelium."
    -
    "To boldly go to the stars on the wings of the faithful."
  • evilmark444evilmark444 Member Posts: 6,950 Arc User
    edited March 2016
    nikeix wrote: »
    Wide Angle Targeting: Increased firing arc for all weapons and abilities: 5 degrees/8 degrees/10 degrees

    Pretty obvious, slightly better firing arc for everything. Zero chance for increasing maximum damage potential, but a decent quality of life improvement.

    But it leaves Omni-directional Beams out in the cold :cold_sweat:...

    Sorry, couldn't resist :tongue:. Actually it's surprising how much impact this would have. It makes the 90° cone weapons a smidgeon easier to fire at all (11% gain). Dual/quad cannons are of course rolling around in the luxurious 22% gain. The 180° weapons start and end their run a moment earlier (~5.5% gain). But the sneaky part is the beefy upgrade to the sweet-spot on broadsiding normal beam banks builds as they'd jump from 70° to 80° (14.2% gain).

    I like it, but definitely have to be clear the implications are not linear. There's also a very real engine question are weapons coded with an adjustable "N° arc" or a built inside a handful of fixed and immutable arc templates. (If the later this would increase the number of those templates by a factor of 4...)

    They also have to consider the art side of this. Consider how terrible the crafted Omni-Directional Arrays look on most ships right now, since the points they fire from were never intended for 360 degree weapon arcs. Dual Banks (and Wide Arc DHCs) already have issues clipping through some ships that were designed knowing they'd have a fixed 90 degree arc. Up that, and it's going to become an issue on even more ships.

    More weapon fire clipping through my ship would bother me, and I hate being roped into effectiveness vs. cosmetic choices like that.

    You'd still only be capable of the same damage you have now though, it would just be easier to stay in arc if that's something you struggle with. If you have no trouble with arcs or aren't very concerned with it, you could easily spend those points on skills that improve survival, or that provide a quantifiable damage increase to your weapons or abilities. Unlike some other suggestions this would not become an absolute must have for everyone.
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  • e30erneste30ernest Member Posts: 1,794 Arc User
    edited March 2016
    I like the idea of adding a defense skill to the Tac tree so that torpedo and energy weapons can be rolled into one skill. My idea:

    Covering Fire
    Weapons fire increases your defense against targets you hit.
    • On energy weapons fire - 2.5% chance to increase your defense by 1% (max stack increases per number of points invested)
    • On torpedo weapons fire - 33% chance to increase your defense by 1% (max stack increases ber number of points invested)

    My rationale is that continuous fire will shake-up the crews of the ships you hit and also mess with their sensors making your harder to hit.
  • nikeixnikeix Member Posts: 3,972 Arc User
    e30ernest wrote: »
    I like the idea of adding a defense skill to the Tac tree so that torpedo and energy weapons can be rolled into one skill. My idea:

    Covering Fire
    Weapons fire increases your defense against targets you hit.
    • On energy weapons fire - 2.5% chance to increase your defense by 1% (max stack increases per number of points invested)
    • On torpedo weapons fire - 33% chance to increase your defense by 1% (max stack increases ber number of points invested)

    My rationale is that continuous fire will shake-up the crews of the ships you hit and also mess with their sensors making your harder to hit.

    As long as you lose all stacks when you hit a different target I like it quite a bit :).

  • dareaudareau Member Posts: 2,390 Arc User
    Split Drain X again? What about it's counterpart - Control X? And one of the main motivations we had for combining the Offensive and Defensive components of these skills is that those defenses were vastly underutilized by the huge majority of players. That is, our database crawls should something like 1.2% of players had ANY of those skills purchased. Let alone heavily invested or maxed. That's not a problem in the new system, and not one that I'm anxious to re-invent.

    Sorry for the delay, been mulling this over, so here's my thought process behind the split on drain:

    The reason I don't propose a change to Control X is twofold: Having "equal" amounts of Control (Defense) mitigates but does not negate Control (Offense)'s effects - a "hard counter" is required to fully negate a control.

    Such is not the case with Drain X. An equal amount of Drain (Defense) negates the entire benefit given from Drain (Offense). And since Drain (Offense) is highly sought after just for Plasmonic Leech, the "Drain boat" will find many people with... significant... amounts of baked-in Drain (Defense) because of their Drain (Offense) desires. To the point that Drain boats would be rendered insignificant against a majority of the playerbase - not just the group that elects to be highly drain-resistant.

    And one reason the database trawls indicates such a lack of care for drain defense is that it's easier to run power levels so high that the drain would not be noticed...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    nikeix wrote: »
    e30ernest wrote: »
    I like the idea of adding a defense skill to the Tac tree so that torpedo and energy weapons can be rolled into one skill. My idea:

    Covering Fire
    Weapons fire increases your defense against targets you hit.
    • On energy weapons fire - 2.5% chance to increase your defense by 1% (max stack increases per number of points invested)
    • On torpedo weapons fire - 33% chance to increase your defense by 1% (max stack increases ber number of points invested)

    My rationale is that continuous fire will shake-up the crews of the ships you hit and also mess with their sensors making your harder to hit.

    As long as you lose all stacks when you hit a different target I like it quite a bit :).

    Second.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • samt1996samt1996 Member Posts: 2,856 Arc User
    Third. BFAW can suck it.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    nikeix wrote: »
    e30ernest wrote: »
    I like the idea of adding a defense skill to the Tac tree so that torpedo and energy weapons can be rolled into one skill. My idea:

    Covering Fire
    Weapons fire increases your defense against targets you hit.
    • On energy weapons fire - 2.5% chance to increase your defense by 1% (max stack increases per number of points invested)
    • On torpedo weapons fire - 33% chance to increase your defense by 1% (max stack increases ber number of points invested)

    My rationale is that continuous fire will shake-up the crews of the ships you hit and also mess with their sensors making your harder to hit.

    As long as you lose all stacks when you hit a different target I like it quite a bit :).

    Yeah it will lose stacks when you move to another target. Another (maybe easier) way to implement it is a stacking accuracy debuff to targets you are hitting. Max stacks and duration will be based on your skill point investment.
  • samargathasamargatha Member Posts: 75 Arc User
    It would be a laught if there was some skill like...

    Russian Roulette: Converts your next torpedo into a deadly projectile that hits a random target and blows it completely, EVEN if it's a teammate or EVEN your own ship :)
  • keletteskelettes Member Posts: 488 Arc User
    e30ernest wrote: »
    nikeix wrote: »
    e30ernest wrote: »
    I like the idea of adding a defense skill to the Tac tree so that torpedo and energy weapons can be rolled into one skill. My idea:

    Covering Fire
    Weapons fire increases your defense against targets you hit.
    • On energy weapons fire - 2.5% chance to increase your defense by 1% (max stack increases per number of points invested)
    • On torpedo weapons fire - 33% chance to increase your defense by 1% (max stack increases ber number of points invested)

    My rationale is that continuous fire will shake-up the crews of the ships you hit and also mess with their sensors making your harder to hit.

    As long as you lose all stacks when you hit a different target I like it quite a bit :).

    Yeah it will lose stacks when you move to another target. Another (maybe easier) way to implement it is a stacking accuracy debuff to targets you are hitting. Max stacks and duration will be based on your skill point investment.

    Don't we have something similar with "Crippling Fire"?
    "Ad astra audacter eamus in alis fidelium."
    -
    "To boldly go to the stars on the wings of the faithful."
  • e30erneste30ernest Member Posts: 1,794 Arc User
    Well i crippling fire works on crits, this will essentially be like a weapon proc and will be available for all players who skill for it. If they implement it well, I think this may be especially useful for aggro tanks and reciprocity builds.
  • samt1996samt1996 Member Posts: 2,856 Arc User
    I think that's the point.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    I finally found one aspect in the game that seems to be unaffected by any skill selections so far, but could be of pretty universal interest: Manual Shield Distribution. Normally, it's pretty slow, and it's much better to rely on Tactical Team. But what if there was a skill that buffed it?

    It might not be a perfect fit for tactical, it could also be engineering or science, but anyway:
    Tactical Shield Routing I
    When you use Reroute Power to Left, Right, Forward or Rear Shields, or when you use Distribute Shield Power, you reroute 100 % extra shield power.

    Tactical Shield Routing II
    The benefit increases to +165 %

    Tactical Shield Rerouting III
    The benefit increases to +200 %


    It's very isolated in effect, more like the shield and hull regeneration skills, but if the level of distribution was boosted high enough, it could basically replace Tactical Team on some ships, at least for people that are able to handle the micro-management involved.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • tinkerbelchtinkerbelch Member Posts: 138 Arc User
    edited March 2016
    My suggestion would be advanced situation awareness.

    Rank 1= Warns of npc targeting you that has fired torpedo high yield or torpedo spread.

    Rank 2= Warns of npc targeting you that has armed torpedo high yield or torpedo spread.

    Rank 3= Above also applies to beam lances, beam overload, surgical strikes, canon rapid fire, any other single target energy weapon buff that is armed and targeting you.

    Goal is to help give player time to turn shield facing, buff shield/hull before big incoming hits.

    Might be interesting to have this work in pvp as well. Although how would auto-targeting be handled?
  • nikeixnikeix Member Posts: 3,972 Arc User
    edited March 2016
    My suggestion would be advanced situation awareness.

    Rank 1= Warns of npc targeting you that has fired torpedo high yield or torpedo spread.

    Rank 2= Warns of npc targeting you that has armed torpedo high yield or torpedo spread.

    Rank 3= Above also applies to beam lances, beam overload, surgical strikes, canon rapid fire, any other single target energy weapon buff that is armed and targeting you.

    Goal is to help give player time to buff shield, shield facing, hull before big incoming hits.

    Might be interesting to have this work in pvp as well. Although how would auto-targeting be handled?

    While I don't think something that completely math-free would be used as part of the skill tree, combining level 1 & 2 sounds like an incredibly fun space trait :D.
  • nikeixnikeix Member Posts: 3,972 Arc User
    edited March 2016
    I finally found one aspect in the game that seems to be unaffected by any skill selections so far, but could be of pretty universal interest: Manual Shield Distribution. Normally, it's pretty slow, and it's much better to rely on Tactical Team. But what if there was a skill that buffed it?

    It might not be a perfect fit for tactical, it could also be engineering or science, but anyway:
    Tactical Shield Routing I
    When you use Reroute Power to Left, Right, Forward or Rear Shields, or when you use Distribute Shield Power, you reroute 100 % extra shield power.

    Tactical Shield Routing II
    The benefit increases to +165 %

    Tactical Shield Rerouting III
    The benefit increases to +200 %


    It's very isolated in effect, more like the shield and hull regeneration skills, but if the level of distribution was boosted high enough, it could basically replace Tactical Team on some ships, at least for people that are able to handle the micro-management involved.

    I think you'd see it get the most traction if it affected both manual re-distribution and the tactical team buff's ability to slide shield points around.

  • jcswwjcsww Member Posts: 6,789 Arc User
    With the debuff idea for things like Plasma fires. How about a Plasma fire accellerant that helps the Plasma fire spread across the enemy ship, even to the point of where the whole ship is on fire and eventually burns up? :D
  • tinkerbelchtinkerbelch Member Posts: 138 Arc User
    edited March 2016
    tinkerbelch wrote: »
    My suggestion would be advanced situation awareness.

    Rank 1= Warns of npc targeting you that has fired torpedo high yield or torpedo spread.

    Rank 2= Warns of npc targeting you that has armed torpedo high yield or torpedo spread.

    Rank 3= Above also applies to beam lances, beam overload, surgical strikes, canon rapid fire, any other single target energy weapon buff that is armed and targeting you.

    Goal is to help give player time to buff shield, shield facing, hull before big incoming hits.

    Might be interesting to have this work in pvp as well. Although how would auto-targeting be handled?


    ah math. Forgot about math. :) maybe add
    Rank 1 +10 kinetic resist magnitude for next torp high yield/spread
    Rank 2 +15 kinetic
    Rank 3 +15 all resists include energy single target buffs, overload, ie.

    Cooldown 60 seconds for the buffs.
    The warnings always stay active
    Post edited by tinkerbelch on
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    nikeix wrote: »
    I finally found one aspect in the game that seems to be unaffected by any skill selections so far, but could be of pretty universal interest: Manual Shield Distribution. Normally, it's pretty slow, and it's much better to rely on Tactical Team. But what if there was a skill that buffed it?

    It might not be a perfect fit for tactical, it could also be engineering or science, but anyway:
    Tactical Shield Routing I
    When you use Reroute Power to Left, Right, Forward or Rear Shields, or when you use Distribute Shield Power, you reroute 100 % extra shield power.

    Tactical Shield Routing II
    The benefit increases to +165 %

    Tactical Shield Rerouting III
    The benefit increases to +200 %


    It's very isolated in effect, more like the shield and hull regeneration skills, but if the level of distribution was boosted high enough, it could basically replace Tactical Team on some ships, at least for people that are able to handle the micro-management involved.

    I think you'd see it get the most traction if it affected both manual re-distribution and the tactical team buff's ability to slide shield points around.

    I don't think you can actually make Tactical Team any faster.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited March 2016
    nikeix wrote: »
    I finally found one aspect in the game that seems to be unaffected by any skill selections so far, but could be of pretty universal interest: Manual Shield Distribution. Normally, it's pretty slow, and it's much better to rely on Tactical Team. But what if there was a skill that buffed it?

    It might not be a perfect fit for tactical, it could also be engineering or science, but anyway:
    Tactical Shield Routing I
    When you use Reroute Power to Left, Right, Forward or Rear Shields, or when you use Distribute Shield Power, you reroute 100 % extra shield power.

    Tactical Shield Routing II
    The benefit increases to +165 %

    Tactical Shield Rerouting III
    The benefit increases to +200 %


    It's very isolated in effect, more like the shield and hull regeneration skills, but if the level of distribution was boosted high enough, it could basically replace Tactical Team on some ships, at least for people that are able to handle the micro-management involved.

    I think you'd see it get the most traction if it affected both manual re-distribution and the tactical team buff's ability to slide shield points around.

    I don't think you can actually make Tactical Team any faster.

    Yeah... that's pretty much why we all run Tac Team, isn't it? Your Skill suggestion would allow players to build away from near-universal reliance on Tac Team, and since the dev team has shown an interest in creating alternatives to "must have" bric-a-brac it really does sound like a good one. If that isn't strong enough to prompt investment away from damage abilities, you could add in my Red Alert suggestion from aways back and call it "Tactical Drills" or somesuch. :innocent:
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • samt1996samt1996 Member Posts: 2,856 Arc User
    It's a good idea but honestly EPS skill should do it... Tactical team has made a joke of that particular mechanic, either tac team needs to be nerfed or the entire shield distribution system needs to be reworked for the new faster paced meta game.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited March 2016
    I honestly think
    I finally found one aspect in the game that seems to be unaffected by any skill selections so far, but could be of pretty universal interest: Manual Shield Distribution. Normally, it's pretty slow, and it's much better to rely on Tactical Team. But what if there was a skill that buffed it?

    It might not be a perfect fit for tactical, it could also be engineering or science, but anyway:
    Tactical Shield Routing I
    When you use Reroute Power to Left, Right, Forward or Rear Shields, or when you use Distribute Shield Power, you reroute 100 % extra shield power.

    Tactical Shield Routing II
    The benefit increases to +165 %

    Tactical Shield Rerouting III
    The benefit increases to +200 %


    It's very isolated in effect, more like the shield and hull regeneration skills, but if the level of distribution was boosted high enough, it could basically replace Tactical Team on some ships, at least for people that are able to handle the micro-management involved.
    pretty similar to my idea but I think the 3rd level should be something special like, When distributing Shields Gain temporary shields on the sides being distributed from ?

    Though I honestly feel those base abilities for both immersion and making a already spam ability game less so. That you should be able to click on and the off when you don't want the rerouting to to reroute.
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