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Temporal Bridge Officers

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  • jorumgandrjorumgandr Member Posts: 142 Arc User
    These temporal powers are too cool for school... We're going to get some warbirds that will have this seating, right? RIGHT?!
  • farmallmfarmallm Member Posts: 4,630 Arc User
    I doubt I will be able to get any of these since that stuff comes from the bundle. Oh well.
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  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    Q: Why can’t my Temporal Operatives just use Time Travel to solve (insert every problem imaginable)?

    A: Because that wouldn’t be very fun! ;)

    Why you gorna take our fun away Jeremy?

    *slowly turns around and walks away sobbing*

    ;)
  • nadiezjanadiezja Member Posts: 629 Arc User
    deleroux wrote: »
    A new Boff and a bunch of new abilities I'll never be able to use with any of my current ships.

    Excuse me while I contain my excitement.

    Look to the Ground, Deleroux. The groooooooound...

    There you will find your joy.
  • nikeixnikeix Member Posts: 3,972 Arc User
    @borticuscryptic they look quite fun, but...

    The real question to me is are the Temporal Destroyer, Temporal Science Ship, Paradox, and Annorax going to have any option to side-grade to a version with Temporal Boff seats?
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    According to my testing, and general understanding of our engine, teleports on ground make a raycast check before moving entities, so that they don't end up moving thru solid objects or into unplayable/inaccessible volumes.
    I try to report them as I "discover" them, but I've run into quite a few areas that this check would probably consider acceptable, but cannot be escaped from. Typically low walls/railings that you can jump over from one side, but not the other.
    Yeah, I've definitely managed to do it myself. I figured it was canon and sort of wrote it off as a lapse in situational awareness; with Singularity Jump, for example, I tried paying more attention to where my ship was aimed before triggering the ability. The new ability has no control, however, and teleports multiple targets in random directions... seems problematic, especially if you've ever encountered Thralls-in-Walls.

    How big is the ray that's cast in this check, btw? Is it an actual ray (that might easily fit through openings and environmental gaps), or does it factor in the size of the subject's hitbox?
    If I was to guess, I'd say it is a simple line of sight check, much the same as those that are used to determine if a target is in firing range. Yeah, those sometimes do interesting things.
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  • swamarianswamarian Member Posts: 1,506 Arc User
    So, how does producer/consumer work? What entropy sources can consumers consume?
  • aphelionmarauderaphelionmarauder Member Posts: 184 Arc User
    Q: Why can’t my Temporal Operatives just use Time Travel to solve (insert every problem imaginable)?

    A: Because that wouldn’t be very fun! ;)


    Why I hate time travel non-sense, because in the end, all you have to do is travel far enough back in time, kill a baby, and life moves on in your part of the timestream all fine and dandy. Its more complicated than that I know, but its the essence of it. Trek isn't about time travel and that other non-sense of the sort, its exploration and becoming better as a people.

    This new expansion will be bitter sweet for me cause its TOS (which I love) and Trek Timetravel (which in this format, I hate)
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  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited June 2016
    jorumgandr wrote: »
    These temporal powers are too cool for school... We're going to get some warbirds that will have this seating, right? RIGHT?!

    "Maybe" up to Lt Cmdr, but "No" at Cmdr. Warbirds are Rom-specific, and the Expansion itself is heavily Fed-centric.

    The only ships currently announced with access to the Molecular Reconstruction Mechanic have been Fed designs T1-5, though the T6 counterparts will likely share this Specialization mechanic and have an associated Cmdr Temporal Hybrid seat. We haven't been given enough info on the "faction agnostic" offerings to know whether they will also have access to the Molecular Reconstruction Mechanic or have an associated Cmdr Temporal Hybrid seat. It is possible that neither the KDF or Roms will gain full access to the Temporal toys; remember that we still only have one Intel Ship each for the KDF/Roms, and that AoY is shaping up as merely an alternative Fed tutorial.

    I think it's more likely, however, that the Feds will end up with 8 full-feature Temporal Ships and KDF/Roms will have shared access to half of these.
    swamarian wrote: »
    So, how does producer/consumer work? What entropy sources can consumers consume?

    Think like a Ferengi. A Builder builds so that the Consumer can consume. Think of it as a alternate version of the current Expose/Exploit mechanics, where an Expose exposes a target so that an Exploit can exploit the target.

    Erm, maybe a more direct answer (at least based on my reading of the mechanic)?

    For the first question, a Builder will apply a stack (or stacks) of Entropy to a given target under conditions specified by the ability. Once these stacks have been applied to a target (or targets), your Consumer abilities will be more effective against that target (or those targets). Most Consumers will remove any stacks present in exchange for the enhanced effectiveness, hence the name, though Chronoplasty and Causal Reversion scale with Entropy without removing it from Foes.

    For the second question, Consumers do not consume sources of Entropy, but rather the stacks present on a given target. I suppose you could consider enemies with stacks of Entropy to be the "sources" that Consumers consume, though the stacks themselves are applied by Builders. I still think considering it akin to the Expose/Exploit mechanic is the easiest way of explaining Builders/Consumers as far as the second question.
    Post edited by breadandcircuses on
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    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.​​
  • swamarianswamarian Member Posts: 1,506 Arc User
    swamarian wrote: »
    So, how does producer/consumer work? What entropy sources can consumers consume?
    For the first question, a Producer will apply a stack (or stacks) of Entropy to a given target under conditions specified by the ability. Once these stacks have been applied to a target (or targets), your Consumer abilities will be more effective against that target (or those targets). Most Consumers will remove any stacks present in exchange for the enhanced effectiveness, hence the name, though Chronoplasty and Causal Reversion scale with Entropy without removing it from Foes.
    Entropy is source-specific, meaning that your Consumers cannot benefit from the Entropy applied by to your foe by a teammate.
    My reading of that is that if you have a boff who's a producer, and another who's a consumer, then the consumer can't eat the stacks put on by the producer.
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited June 2016
    swamarian wrote: »
    swamarian wrote: »
    So, how does producer/consumer work? What entropy sources can consumers consume?
    For the first question, a Producer will apply a stack (or stacks) of Entropy to a given target under conditions specified by the ability. Once these stacks have been applied to a target (or targets), your Consumer abilities will be more effective against that target (or those targets). Most Consumers will remove any stacks present in exchange for the enhanced effectiveness, hence the name, though Chronoplasty and Causal Reversion scale with Entropy without removing it from Foes.
    Entropy is source-specific, meaning that your Consumers cannot benefit from the Entropy applied by to your foe by a teammate.
    My reading of that is that if you have a boff who's a producer, and another who's a consumer, then the consumer can't eat the stacks put on by the producer.

    Ewww, I'd missed that bit... That's really... Ugh...

    Well, it looks like you've got most of the idea down. The one caveat being that it's not the BOff that would be the Consumer, it would be the BOff/player and ability. What I mean is that, with the restriction you quoted, you cannot set your BOffs up to work as a team (nor can you work with player teammates to do so)... they'll each have to apply their own stacks of Entropy using Builders to enhance the effects of their Consumers. To make any use of the Entropy mechanic, each BOff/player would need to use a minimum of one Builder and one Consumer; otherwise, you'd Build stacks of Entropy with no benefit to anyone or have none at all to Consume.
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    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.​​
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    iconians wrote: »
    The random direction is even more interesting on the Ground, however, because it has the potential to interact badly with sloped/tiered terrain, environmental objects, etc... there's just more stuff to teleport into/through.

    According to my testing, and general understanding of our engine, teleports on ground make a raycast check before moving entities, so that they don't end up moving thru solid objects or into unplayable/inaccessible volumes.

    Ub8cHdB.jpg

    But it's canon!​​

    That wasn't teleportation, was it?
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  • duaths1duaths1 Member Posts: 1,232 Arc User
    If you added a Spock BOFF /McCoy BOFF or Scotty BOFF to the Temporal pack, even if i have NO interest to buy it now, i would be sold ;)
  • redvengeredvenge Member Posts: 1,425 Arc User
    Given how incredibly simplistic and limited Bridge Officer AI is in ground combat, I doubt I will use these abilities on any of my BOFFs. With the limitation on Builder/Consumer use, I am skeptical that my BOFFS will do anything more than mindlessly spam powers as soon as they are off cooldown, thus proving to be less effective than the "fire and forget" powers that already exist.

    The powers do sound like fun, and I am sure that many captains will get alot of enjoyment out of the new Kit powers.
  • saber1973asaber1973a Member Posts: 1,225 Arc User
    edited June 2016
    I see that the pack includes 6 Specialization Qualifications, which unlocks once per account on a character of your choice.
    I can't get to ARC Temporal Pack page (always got shown info, that there is not such page), so here is the question - that 6 Temp. Spec. Qualifications are given per Account, or per Toon?
    Because Delta Pack give me 3 BOFFs + 3 DOFFs per toon - and i got 16 toons on my account (with 4 more places for Agents of Yesterday prepared)
    (i know i'm greedy, please do not sue me :) )

    Edit:
    Google Translator loaded that darn Temporal Pack page - the 6 Spec Qualifications are once per account - and i think they will be account bound....
    Post edited by saber1973a on
  • stobg2015stobg2015 Member Posts: 800 Arc User
    banatine wrote: »
    The only thing that makes me slightly sad about this is the lack of intention of adding Temporal boff stations to any older ships...

    i mean, Seriously, if the Wells/Mobius/Paradox/Annorax dont deserve Temporal tricks, i don't know what's going on with this crazy timeline anymore :)

    I can see why the Wells and Mobius don't, but the Paradox and Annorax are T6.

    Knowing that they're going to resist mucking with existing ships because people will scream if they swap out the existing seating and they're not going to want to add seats, I expect them to stand by that. But if there was any concern for logical consistency, they'd add the temporal spec seats to those ships. They belong. Especially the Paradox, which originates from the same time frame as the new cross-faction T6 ships.
    (The Guy Formerly And Still Known As Bluegeek)
  • delerouxdeleroux Member Posts: 478 Arc User
    nadiezja wrote: »
    deleroux wrote: »
    A new Boff and a bunch of new abilities I'll never be able to use with any of my current ships.

    Excuse me while I contain my excitement.

    Look to the Ground, Deleroux. The groooooooound...

    There you will find your joy.

    Lolground.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    deleroux wrote: »
    nadiezja wrote: »
    deleroux wrote: »
    A new Boff and a bunch of new abilities I'll never be able to use with any of my current ships.

    Excuse me while I contain my excitement.
    Look to the Ground, Deleroux. The groooooooound...

    There you will find your joy.
    Lolground.
    Or LolGrond?

    Wait.. Grond does not lol.... GROND SMASH!
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  • risian4risian4 Member Posts: 3,711 Arc User
    edited June 2016
    I fear these new kinetic abilties will drive me away from ground missions. It was a mistake, imo, to release the TR rifle and the Zefram Cochrane shotgun. Adding even more shield-ignoring stuff is unlikely to end well.

    I guess I'll just be playing the new episodes, and leave it at that.

    - Using melee weapons in ground missions has already been made much more unattractive, and will now be near impossible when enemies are transported away every time they attack someone who has temporal rebuke active.
    - Power creep has turned 90% of the space missions in the game into a joke.
    - More power creep is going to be added (I mean, 50% bonus exotic particle generator? New ship traits that add even more whenever you use an ability that you were likely to be using already anyway?) or at least nothing seems to be done to counter it, instead more fancy abilities are put in the game, rather than rebalancing what we already have.

    There was already way too much shield ignoring stuff in the game. Adding even more of this and more power creep is not something I can appreciate.
  • risian4risian4 Member Posts: 3,711 Arc User
    Since I've been abroad for a week now and will be for one more week, I haven't been able to log in to the game. But I assume that the average ISA, Fleet alert, KASA, Azure Nebula queues and many other missions are still suffering from the same power creep. If even more is added, I might just try out some new episodes and then try some space and ground missions, but if my prediction turns out to be correct, then I might quickly log off again and just return for future episodes or until some rebalancing has been done.

    I'm saying this because I do want to see the game and the company perform well and be healthy, but honestly, I don't think that, after this release, the game will be able to keep people interested. I very much doubt that any new player will be playing for long if every queue can practically be carried by one veteran who will now have access to even more fancy stuff, stuff that the NPC's are unable to counter or even slightly resist.

    I'm not exaggerating when I say that I used to play for 8-10 hours a day, and do that 2 or 3 days in a row. Really, beside school this game used to be the only other thing I would do on most days. (I've often said that I don't have a life, well that wasn't really a joke ;) ) Nowadays though, even though I still log in, I'm mostly just working on uniforms (hence the new sig) and taking care of our fleet, explore a bit while revisiting old zones and such. The queues, with one or two exceptions like KAGA and Undine Assault maybe, are just not interesting anymore and I wouldn't be surprised if all this new stuff that's likely to add more power creep, will completely drive me away from these missions. They can be fun for trying a new ship or new ground build, if you get a chance to really try things out that is. Other than that, it's lost its appeal to me and this is unlikely to change if things are only made worse.

    We need some rebalancing.
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