Liked most of it, lots of really nice uses of art assets and animations. Couple of very "gamey" things like the boss fight and wondering where Rodek was hiding my away team's gear and such, but nothing that I couldn't let pass given the nature of the game.
You know what bothered me after playing it a second time last night...
Why the heck do we (A starfleet Admiral) go along with every suggestion made to us..
Like, we're slaughtering people left and right, with almost no questions asked.
Picard would've flipped his lid at some of the tasks we agreed to happily.
That's what I kept thinking while playing it last night... "Picard wouldn't have approved"...lol.
Yet our captains/Admirals are just like; "Meh, sounds good Klingon guy" *Starts shooting up the place* - but to be fair, this is a video game.. and a mission with no action is not usually fun, unless it has extremely good writing going for it...
Anyway, that's my major criticism of this mission. *You never once questioned the ethicality of your actions*, and killing seemed to be the go-to solution at all times.
Uh, isn't Picard the same guy who went Rambo on a pirate crew and massacred the entire lot of them?
Not sure, what episode was that lol ? I don't recall that one.
...There was that scene in First Contact though where he kind of loses it.. and goes full Rambo on the Borg in the holodeck..
So there may be precedent.
Picard did have some issues to work through with the borg so that was almost theraputic.
Anyway, having played through again.
The invincible guard issue could easily have been avoided by having guards come in from side doors that the player has to close off, use a panel and phaser the door to seal it kind of thing. Much better than having an unshielded guard facetank a full solar beam and orbital devestation without health dropping.
The fight with skippy can be cheesed if you stand in a corner and wait for him to get on the other side of some of those taller pillars. Because he fixates on the player regardless he ends up writhing around like some grotesque poledancer.
The moment martok transports over is triggered by torgs ship hitting 0 health NOT the end of combat as it should really be. Also there is definitely no warning about his plan.
Overlapping chatter between quest text box (that has to be skipped because of combat) and the exact same npc via those incidental chatter boxes. Easily fixed by having the enemy spawn far enough away and move in rather than being so close they start firing right away.
Action must continue during the arrival cutscenes as half my sheshar was suddenly dead and one of the battleships sniffing at my backside where previously there was only an irritating pack of supports.
It wasnt until a minute or so into that final fight when rodek decides to tell worf not to shoot at torgs vessel. Did he somehow forget the purpose of the mission was to get martok out alive or didnt he get martoks facebook update about beaming over either?
Also cryptic fall into their favourite trap of using the same voice actress for multiple voices within an episode, martoks wife is apparently a son'a male and one of torgs guards so there's a plot twist waiting to happen. Could they not even grab someone off the street and ask them to say the lines into a mobile phone? At least she's no massacring the aussie/brummie accents this time though.
Those control panels in the prison cell area... what exactly did they control? Martok gets released but the others need a bomb in the gantry above to get them out.
Picard did have some issues to work through with the borg so that was almost theraputic.
Anyway, having played through again.
The invincible guard issue could easily have been avoided by having guards come in from side doors that the player has to close off, use a panel and phaser the door to seal it kind of thing. Much better than having an unshielded guard facetank a full solar beam and orbital devestation without health dropping.
The fight with skippy can be cheesed if you stand in a corner and wait for him to get on the other side of some of those taller pillars. Because he fixates on the player regardless he ends up writhing around like some grotesque poledancer.
The moment martok transports over is triggered by torgs ship hitting 0 health NOT the end of combat as it should really be. Also there is definitely no warning about his plan.
Overlapping chatter between quest text box (that has to be skipped because of combat) and the exact same npc via those incidental chatter boxes. Easily fixed by having the enemy spawn far enough away and move in rather than being so close they start firing right away.
Action must continue during the arrival cutscenes as half my sheshar was suddenly dead and one of the battleships sniffing at my backside where previously there was only an irritating pack of supports.
It wasnt until a minute or so into that final fight when rodek decides to tell worf not to shoot at torgs vessel. Did he somehow forget the purpose of the mission was to get martok out alive or didnt he get martoks facebook update about beaming over either?
Also cryptic fall into their favourite trap of using the same voice actress for multiple voices within an episode, martoks wife is apparently a son'a male and one of torgs guards so there's a plot twist waiting to happen. Could they not even grab someone off the street and ask them to say the lines into a mobile phone? At least she's no massacring the aussie/brummie accents this time though.
Those control panels in the prison cell area... what exactly did they control? Martok gets released but the others need a bomb in the gantry above to get them out.
A most excellent critical review... You even mentioned two things which did not even register in my mind.
If you are looking for an excellent PvE fleet consider: Omega Combat Division today.
Former member of the Cryptic Family & FriendsTesting Team. Sadly, one day, it simply vanished - without a word or trace...
Brushfire was a good Klingon episode. Bearing in mind its a game the introduction of Mortok was good. A few bugs but finished it feeling quite satisfied, The recent episodes feel disjointed bouncing from Sela to Kumani now Klingon's. I few things do not quite make sense. How come weapons where allowed in the facility?, Why did the Klingon's fight the tzentethi anyway, The territorys do not seem to boarder each other as Feds are in between. Overall nice bit of Trek just keep expectations in cheque within the limits of the game.
Hmm is it just me whose boffs are so well behaving that I didn't have any major issues with them (well apart from the normal of them being made of wet tissue paper and having the self-preservation instinct of atypically dumb zombie).
It takes a whole lot of goodwill to justify the "stealth" aspect of this mission. Nobody says it was bad or anything, but it's not stealth gameplay just because a NPC says "we stealth now" and then we just shoot anything like the mission before that.
This mission tries to stell a story with many cutscenes and a very strict narrative, at the expense of the player having literally nothing to do - you just get dragged along and press f as well as "fire everything" - the whole mission could have been a cutscene or story blog and that's a pity. What irked me the most was that I literally couldn't even get through the doors before I walked to every console Martok mentioned and execute the steps to "overcome" the defenses in that precise order - it was unnecessary to let me walk to every console when I never had a choice how to progress in the first place - the narrow map layout doesn't even let me so much as spread my boffs out, we just plow through the whole thing in a tight, deadly ball of yawn and kill everything.
This is is the biggest problem I have with this episode - it feels extremely forced on every level.
By the way, I forgot to even adress the Jem'Hadar - his inevitable death would have been dramatic if he had stuck with us for another episode or so, not die within minutes after being introduced to us. Again, just because Martok says he's the best bud he had in here or Rodek saying that we do stealth now doesn't make it relatable to the player who hasn't a part in any of this.[/quote]
No, it really doesn't. It's narrative stealth not Splinter Cell stealth. It's literally the oldest kind of narrative stealth, too, dating back to at least the time of Homer. Note to people who haven't read it: the Trojan Horse story is not actually part of The Iliad, but some other story about the the end of the Trojan War that was contemporary to The Iliad.
Your other complaint about player agency applies to nearly every episode in this game. Do you have a choice about what to do about the Doomsday Device? How you'll handle the situation on Nimbus? Really anything important anywhere? They give you a few inconsequential choices here and there, but there aren't many. So, yeah, welcome to Star Trek Online, and really most MMOs.
You watch for patrols to note where they are later when you'll have to fight them on your way back out. Rodek basically tells you so when he mentions them. Turrets are foreshadowing that they are there and might come in handy later. MMOs in general don't like to give you decent rewards without a fight. This goes back to the old days of death penalties and they just can't get over it, I guess.
When talking about ground maps Sto has become too streamlined, for me it feels like these days 90% of the game is walk, shoot, repeat and sometimes tap F. I don't even bother using heals, looking at my health bar, bridge officers or powers any more. Its just walk, shoot repeat. The gameplay has become very limited on the ground. You can get though almost all the content by just blindly walking and shooting with the odd tap of F without even bothering with heals or thinking. Some of the best times I had in STO are the old ground STF's that required team work and more then just blindly walking and shooting which is all most of the new missions are these days.
You're comparing old STFs with story episodes here. Story episodes pretty much never made you think in battle or use consumables. They've always been designed to be easy enough to solo for anyone, so much so that anything in one that is a minor roadblock causes people to come here and freak out about them.
There is a difference between holding your hand all the way through the episode and giving a player the freedom of choice on how to complete the said episode.
FORCING players to "sneak" aka Blast your way out and the difference between ACTUAL stealth gameplay is as different as day and night.
I would have rather it be just me and Rodek sneaking in to get Martok and the forgettable Jem'Hadar and sneaking out over the same old blast your way through while getting your hand held. There are great ways to complete any of the missions if players are given the options.
Cool story. Reiterating your original post that I replied to without actually addressing anything I said. Cryptic, like many developers, doesn't like to give you a reward without having you risk something in missions. I personally find it to be a dated design direction, too, but it's one that exists in the industry due to inertia. Actual stealth gameplay, like in Splinter Cell, all the way through this mission in particular, would have been laughable, anyway. Klingons aren't very good at sneaking around once they get to the battle. Sneaking in in disguise was very Klingon, though, just think about how they usually use their cloaking devices to set up a first strike, then battle it out.
Story blogs should not be required reading to understand the story IN THE GAME. The Stealth for getting Martok out wasn't stealth. You were ESCORTED RIGHT TO HIM.
Yes they should, just like most video game series have out of game lore blogs, or developer comments, that are used to give more information on things.
And that is stealth you nitwit. Stealth =/= going in totally invisible, stealth means going in in such a manner as that your enemy doesn't know your true intentions until it's too late.
Story wise, I agree it's weird that J'mpok is on board with all that and everything between him and Martok is fine.
It's been 18 years, Martok lost fair and square, and he never really wanted to rule the Empire anyways. J'mpok never had anything against Martok personally either.
Why on earth do you think its weird that they are fine?
There is no point to call this a covert/stealth operation when nothing in the gameplay reflects that - nothing at all. .
Except the entire first part of the mission where we stealthy enter the facility and get Martok out of his cell, which is a by the book stealth operation.
Its not real stealth when the player cannot fail and all they have to do is walk in a straight line. The player actions come down to walk, shoot, walk, shoot, press F, walk, shoot, press F, walk, shoot. There is no real stealth from the player. Sto needs to take a lesson from Nexus the Jupiter Incident or the Deus Ex games where missions have alternative pathways and alternative gameplay styles.
When talking about ground maps Sto has become too streamlined, for me it feels like these days 90% of the game is walk, shoot, repeat and sometimes tap F. I don't even bother using heals, looking at my health bar, bridge officers or powers any more. Its just walk, shoot repeat. The gameplay has become very limited on the ground. You can get though almost all the content by just blindly walking and shooting with the odd tap of F without even bothering with heals or thinking. Some of the best times I had in STO are the old ground STF's that required team work and more then just blindly walking and shooting which is all most of the new missions are these days.
I have to agree. FEs anymore are becoming more like a rail shooter with a narrator.
Anymore? Try since the beginning of FEs. There aren't multiple options to do something in the Breen arc, and those are the oldest FEs in the game. The only place in that whole arc where you can skip fighting anyone is on the surface of the planet in the last episode, and then it's only a few groups. It's not that different in most episodes, either current or removed/replaced. By design, you end up having to fight all or nearly all NPC enemies in most of them. Maybe it's just dawning on you now, but it's not like this is a new phenomenon.
This is an MMO, not a Star Trek episode simulator. That would make for a terrible game.
I liked the episode. However, there was so much FX at the end battle with the Sona that I was just firing blindly. I couldn't see what was happening. And that kind of killed the fun.
You know what bothered me after playing it a second time last night...
Why the heck do we (A starfleet Admiral) go along with every suggestion made to us..
Like, we're slaughtering people left and right, with almost no questions asked.
Picard would've flipped his lid at some of the tasks we agreed to happily.
That's what I kept thinking while playing it last night... "Picard wouldn't have approved"...lol.
Yet our captains/Admirals are just like; "Meh, sounds good Klingon guy" *Starts shooting up the place* - but to be fair, this is a video game.. and a mission with no action is not usually fun, unless it has extremely good writing going for it...
Anyway, that's my major criticism of this mission. *You never once questioned the ethicality of your actions*, and killing seemed to be the go-to solution at all times.
Uh, isn't Picard the same guy who went Rambo on a pirate crew and massacred the entire lot of them?
Not sure, what episode was that lol ? I don't recall that one.
...There was that scene in First Contact though where he kind of loses it.. and goes full Rambo on the Borg in the holodeck..
So there may be precedent.
Starship Mine Mercs try to steal trilithium resin from the D and Picard kills all or most of them for it.
Except for the fact that the fighting begins even as the cutscene plays after you beam back up to your ship from the prizon, I've got no major complaints about the content or about how this mission plays out.
I enjoyed seeing Martok and Rodek and sincerely appreciate their fine voice work. I felt the episode was ambitious on the ground and a mess in space. It's difficult to do anything very different and to me there was some good success with pushing the envelope during the ground portion. It was the most involved ground mission since Tuvok's missions way back when.
Especially in the final space battle I had no idea whatsoever what was going on. Do the Son'a ships have some sort of magical ability to be transparent and follow alongside your ship at all times? Maybe a lot of the problem was the briar patch. I would prefer not to fight there. Can't see a darned thing.
Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
The other MAJOR ISSUE I have with the episode is that the Son'a "Dreadnaught" is NOT a dreadnaught at all. It's not even supposed to have weapons, hanger bays, or even engines for that matter. It has to be towed everywhere because it's a collector for ONE, I repeat, 1 purpose. COLLECT THE MATERIALS FROM THE RINGS OF THE BAK'U PLANET. IT IS NOT A COMBAT SHIP!
Change the COLLECTER SHIP out for maybe a REGULAR Son'a Dreadnaught then, just maybe add some Son'a to the ground portion, and the episode might have some redeeming qualities after all the notion of "Stealth" gameplay is taken out.
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
that collector IS the son'a dreadnought; that's why it has several hundred K worth of HP during the fight near the end of the mission
By your logic, the Holodeck ship can be a dreadnought if it has hundreds of thousands of hitpoints, yet it it also weaponless and does not attack.
You can slap hundreds of thousands of hitpoints on any ship and you can call it a dreadnought by what you are saying. I am saying that Cryptic has took a CANON SHIP and turned it into something the ship was NOT designed for.
A true dreadnought has it's OWN design and not just any ship that's a hitpoint sponge.
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
Again. You missed my point. Where in Insurrection do you see the Collector ship actually fire a shot? IT DOESN"T. It doesn't even have engines. It has to be towed. It doesn't have a hanger bay. The Collector ship, in game, was just a cop out from designing a real Son'a Dreadnought. Despite what some people say, Insurrection is canon and has happened in the game.
By what you are saying, you wouldn't mind having a Federation holodeck ship as a dreadnought as well? Sure, just throw tons of weapons, hanger bays, and make it a hitpoint sponge, and you got yourself yet another cop out pathetic dreadnought.
I can do one better.....Let's make the Phoenix a dreadnought too......You don't seem to have an issue with the either, right?
this isn't insurrection; this is STO - the same game that took a massive macguffin ship that, without it's plot immortality temporal shields, was very weakly armored with peashooters stapled all over its hull and turned it into one of if not THE strongest science ship in the game
to say nothing of the NX, constitution, miranda, xindi ships, t'varo, t'liss, d'kyr and countless other ships all able to easily vaporize the entire borg collective
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
this isn't insurrection; this is STO - the same game that took a massive macguffin ship that, without it's plot immortality temporal shields, was very weakly armored with peashooters stapled all over its hull and turned it into one of if not THE strongest science ship in the game
to say nothing of the NX, constitution, miranda, xindi ships, t'varo, t'liss, d'kyr and countless other ships all able to easily vaporize the entire borg collective
and as far as stretches of SoD go, refitting a formerly unarmed vessel with weapons doesn't even register as a blip on the shark-jump radar, since such a thing has been done in the past in real life too
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
that collector IS the son'a dreadnought; that's why it has several hundred K worth of HP during the fight near the end of the mission
By your logic, the Holodeck ship can be a dreadnought if it has hundreds of thousands of hitpoints, yet it it also weaponless and does not attack.
You can slap hundreds of thousands of hitpoints on any ship and you can call it a dreadnought by what you are saying. I am saying that Cryptic has took a CANON SHIP and turned it into something the ship was NOT designed for.
A true dreadnought has it's OWN design and not just any ship that's a hitpoint sponge.
Again. You missed my point. Where in Insurrection do you see the Collector ship actually fire a shot? IT DOESN"T. It doesn't even have engines. It has to be towed. It doesn't have a hanger bay. The Collector ship, in game, was just a cop out from designing a real Son'a Dreadnought. Despite what some people say, Insurrection is canon and has happened in the game.
By what you are saying, you wouldn't mind having a Federation holodeck ship as a dreadnought as well? Sure, just throw tons of weapons, hanger bays, and make it a hitpoint sponge, and you got yourself yet another cop out pathetic dreadnought.
I can do one better.....Let's make the Phoenix a dreadnought too......You don't seem to have an issue with the either, right?
It isn't really a cop out. They wanted to bring us the Son'a design, not some novel design no one has seen or heard before and has no particular interest in. Turning the collector ship into a dreadnought doesn't really fit what it was in canon, but it does allow turning it into an interesting NPC ship and a potential future player ship.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Comments
Not sure, what episode was that lol ? I don't recall that one.
...There was that scene in First Contact though where he kind of loses it.. and goes full Rambo on the Borg in the holodeck..
So there may be precedent.
Anyway, having played through again.
The invincible guard issue could easily have been avoided by having guards come in from side doors that the player has to close off, use a panel and phaser the door to seal it kind of thing. Much better than having an unshielded guard facetank a full solar beam and orbital devestation without health dropping.
The fight with skippy can be cheesed if you stand in a corner and wait for him to get on the other side of some of those taller pillars. Because he fixates on the player regardless he ends up writhing around like some grotesque poledancer.
The moment martok transports over is triggered by torgs ship hitting 0 health NOT the end of combat as it should really be. Also there is definitely no warning about his plan.
Overlapping chatter between quest text box (that has to be skipped because of combat) and the exact same npc via those incidental chatter boxes. Easily fixed by having the enemy spawn far enough away and move in rather than being so close they start firing right away.
Action must continue during the arrival cutscenes as half my sheshar was suddenly dead and one of the battleships sniffing at my backside where previously there was only an irritating pack of supports.
It wasnt until a minute or so into that final fight when rodek decides to tell worf not to shoot at torgs vessel. Did he somehow forget the purpose of the mission was to get martok out alive or didnt he get martoks facebook update about beaming over either?
Also cryptic fall into their favourite trap of using the same voice actress for multiple voices within an episode, martoks wife is apparently a son'a male and one of torgs guards so there's a plot twist waiting to happen. Could they not even grab someone off the street and ask them to say the lines into a mobile phone? At least she's no massacring the aussie/brummie accents this time though.
Those control panels in the prison cell area... what exactly did they control? Martok gets released but the others need a bomb in the gantry above to get them out.
A most excellent critical review... You even mentioned two things which did not even register in my mind.
ingame: @.Spartan
Original Cryptic Forum Name: Spartan (member #124)
The Glorious, Kirk’s Protegè
This mission tries to stell a story with many cutscenes and a very strict narrative, at the expense of the player having literally nothing to do - you just get dragged along and press f as well as "fire everything" - the whole mission could have been a cutscene or story blog and that's a pity. What irked me the most was that I literally couldn't even get through the doors before I walked to every console Martok mentioned and execute the steps to "overcome" the defenses in that precise order - it was unnecessary to let me walk to every console when I never had a choice how to progress in the first place - the narrow map layout doesn't even let me so much as spread my boffs out, we just plow through the whole thing in a tight, deadly ball of yawn and kill everything.
This is is the biggest problem I have with this episode - it feels extremely forced on every level.
By the way, I forgot to even adress the Jem'Hadar - his inevitable death would have been dramatic if he had stuck with us for another episode or so, not die within minutes after being introduced to us. Again, just because Martok says he's the best bud he had in here or Rodek saying that we do stealth now doesn't make it relatable to the player who hasn't a part in any of this.[/quote]
No, it really doesn't. It's narrative stealth not Splinter Cell stealth. It's literally the oldest kind of narrative stealth, too, dating back to at least the time of Homer. Note to people who haven't read it: the Trojan Horse story is not actually part of The Iliad, but some other story about the the end of the Trojan War that was contemporary to The Iliad.
Your other complaint about player agency applies to nearly every episode in this game. Do you have a choice about what to do about the Doomsday Device? How you'll handle the situation on Nimbus? Really anything important anywhere? They give you a few inconsequential choices here and there, but there aren't many. So, yeah, welcome to Star Trek Online, and really most MMOs.
Speaking of which:
Cool story. Reiterating your original post that I replied to without actually addressing anything I said. Cryptic, like many developers, doesn't like to give you a reward without having you risk something in missions. I personally find it to be a dated design direction, too, but it's one that exists in the industry due to inertia. Actual stealth gameplay, like in Splinter Cell, all the way through this mission in particular, would have been laughable, anyway. Klingons aren't very good at sneaking around once they get to the battle. Sneaking in in disguise was very Klingon, though, just think about how they usually use their cloaking devices to set up a first strike, then battle it out.
Anymore? Try since the beginning of FEs. There aren't multiple options to do something in the Breen arc, and those are the oldest FEs in the game. The only place in that whole arc where you can skip fighting anyone is on the surface of the planet in the last episode, and then it's only a few groups. It's not that different in most episodes, either current or removed/replaced. By design, you end up having to fight all or nearly all NPC enemies in most of them. Maybe it's just dawning on you now, but it's not like this is a new phenomenon.
My character Tsin'xing
Well, there's one good reason to fly a Sovereighn Class ship!
haven't played it I will wait until the whole story arc is finished than play it.
Especially in the final space battle I had no idea whatsoever what was going on. Do the Son'a ships have some sort of magical ability to be transparent and follow alongside your ship at all times? Maybe a lot of the problem was the briar patch. I would prefer not to fight there. Can't see a darned thing.
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Change the COLLECTER SHIP out for maybe a REGULAR Son'a Dreadnaught then, just maybe add some Son'a to the ground portion, and the episode might have some redeeming qualities after all the notion of "Stealth" gameplay is taken out.
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
By your logic, the Holodeck ship can be a dreadnought if it has hundreds of thousands of hitpoints, yet it it also weaponless and does not attack.
You can slap hundreds of thousands of hitpoints on any ship and you can call it a dreadnought by what you are saying. I am saying that Cryptic has took a CANON SHIP and turned it into something the ship was NOT designed for.
A true dreadnought has it's OWN design and not just any ship that's a hitpoint sponge.
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Again. You missed my point. Where in Insurrection do you see the Collector ship actually fire a shot? IT DOESN"T. It doesn't even have engines. It has to be towed. It doesn't have a hanger bay. The Collector ship, in game, was just a cop out from designing a real Son'a Dreadnought. Despite what some people say, Insurrection is canon and has happened in the game.
By what you are saying, you wouldn't mind having a Federation holodeck ship as a dreadnought as well? Sure, just throw tons of weapons, hanger bays, and make it a hitpoint sponge, and you got yourself yet another cop out pathetic dreadnought.
I can do one better.....Let's make the Phoenix a dreadnought too......You don't seem to have an issue with the either, right?
to say nothing of the NX, constitution, miranda, xindi ships, t'varo, t'liss, d'kyr and countless other ships all able to easily vaporize the entire borg collective
your point is nonsense
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
FINNISH HIM!!!!
But anyways, it's actually reasonable to think that maybe they took the hull design of the collector and repurposed it.
My character Tsin'xing
i refer you to Q-ships
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
So why aren't you mad about mini V'Gers then?
original join date 2010
Member: Team Trekyards. Visit Trekyards today!