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New fleet holding - my idea

Long time ago we got Colony World.
What about - new fleet holding: Castle. More projects and TFO's made and donate to some things, more rooms in Castle will be opened.
Ofc with some gear on tables/cages etc. to get for ship/team away. Not uncommon rarity, maybe rare.
What You think about this, guys?

Comments

  • rattler2rattler2 Member Posts: 54,800 Community Moderator
    As a 3 tier holding... MAYBE. But where? On top of that, what KIND of gear?

    While I'm not opposed to the idea, I think the problem is that the Fleet Colony was kind of a 5 tier bad bookend on the requirements, which turned off quite a few people on the idea of another holding.
    66998372863950ee98cf7da9786e2ea9-db80k0m.png
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  • leemwatsonleemwatson Member Posts: 4,523 Arc User
    xindax76 wrote: »
    Long time ago we got Colony World.
    What about - new fleet holding: Castle. More projects and TFO's made and donate to some things, more rooms in Castle will be opened.
    Ofc with some gear on tables/cages etc. to get for ship/team away. Not uncommon rarity, maybe rare.
    What You think about this, guys?

    Nah. No need for it tbh. What people want is a personal holding, such as apartment or quarters on our own ship.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • corinthalascorinthalas Member Posts: 1,537 Arc User
    edited October 2021
    rattler2 wrote: »
    As a 3 tier holding... MAYBE. But where? On top of that, what KIND of gear?

    While I'm not opposed to the idea, I think the problem is that the Fleet Colony was kind of a 5 tier bad bookend on the requirements, which turned off quite a few people on the idea of another holding.

    It's the part I bolded that got me thinking. What kind of equipment need isn't already being filled either by other fleet gears, rep projects, or lobi/lockboxes? And, well, yeah, I kind of went to town with it. Note: dilithium costs for these items would be at least 10x that of other fleet items (because dilithium sinks).

    New omni beams that can be equipped with both sets and crafted/non-set omni beams. Absorbs 10 weapon power from the target. (unique equipped)

    Wide-arc 'heavy' cannons (not dual) and dual-beams. Absorbs 10 weapon power from the target. (unique equipped)

    Aft-equipped omni-directional 'cluster torpedo' that deploys and 'fires' like mines (but faster). (unique equipped)

    Wide-angle torpedo weapons (unique equipped). Gains additional effects based on firing mode:
    Standard - +20% shield penetration. Transphasic variant ignores shields entirely.
    Heavy - disable for 3 seconds, 5 seconds for Transphasic variant.
    Spread - fires an additional torpedo at each target. Transphasic variant also knocks shield systems offline for 3 seconds.

    New utility universal consoles:
    Heavy Munitions Controller -- targetable projectiles automatically cloak after firing. Increases flight speed and damage of all projectiles by 25%. Activation refreshes the cooldown for all projectile weapons and fires all of them simultaneously. 1-minute cooldown.

    Refracting Emitter Arrays - Increases beam damage by 10%. +100 shield penetration rating. Activation reduces Weapon Power Cost by 100% for 10 seconds and causes beams: overload and beams: fire at will to chain to 3 additional targets, reducing in damage by 50% for each additional target. 1-minute cooldown.

    Bombardment Coordination Protocol - Increases cannon damage by 10%. +100 shield penetration rating. Activation reduces Weapon Power cost by 100% for 10 seconds and causes cannons: rapid fire and cannons: scatter volley shots to explode on impact, dealing 25% of its damage to all targets within 2km. 1-minute cooldown

    Enhanced Field Generator - Charged Particle Burst radius increased to 10km. +20 drain expertise. +20 EPG. Activation automatically resets the cooldown on Charged Particle Burst and activates it every 1 second for 10 seconds. 1-minute cooldown.

    Quantized Gravimetric Lattice - Gravity Well targeting arc increased to 360 degrees. +20 control expertise. +20 EPG. Activation causes your anomalies to reduce the resists and shield hardness of affected enemy ships by 20% for 10 seconds. 1-minute cooldown.

    Subsystem Decoupled Targeting Computer - Subsystem Targeting abilities no longer share a cooldown with energy weapon firing modes. +10% energy weapon damage. +15 EPG. Activation refreshes the cooldown on all subsystem targeting abilities and activates all of them simultaneously. 1-minute cooldown.
  • paradox#7391 paradox Member Posts: 1,145 Arc User
    Depends on where this castle is located and who are the enemies, every evil faction pretty much got Eliminated but if they add Picard content Romulans could be placed back on the table with the Zhat Vash, also Romulans like to scheme and turn on their fellow Romulan, Hakeev did it to his own people on a daily basis and Slamek is out there somewhere, another Enemy could be Pakleds with the arrival of LD content.
  • protoneousprotoneous Member Posts: 2,252 Arc User
    rattler2 wrote: »
    As a 3 tier holding... MAYBE. But where? On top of that, what KIND of gear?

    While I'm not opposed to the idea, I think the problem is that the Fleet Colony was kind of a 5 tier bad bookend on the requirements, which turned off quite a few people on the idea of another holding.

    5 tier bad bookend. That's very eloquent :smile:

    I'd like people to be able to build their own holding.
  • paradox#7391 paradox Member Posts: 1,145 Arc User
    protoneous wrote: »
    rattler2 wrote: »
    As a 3 tier holding... MAYBE. But where? On top of that, what KIND of gear?

    While I'm not opposed to the idea, I think the problem is that the Fleet Colony was kind of a 5 tier bad bookend on the requirements, which turned off quite a few people on the idea of another holding.

    5 tier bad bookend. That's very eloquent :smile:

    I'd like people to be able to build their own holding.

    the only reason I did Rom Rep was because of the Free Remans, maybe add another free race at Tier V for this rep.
  • corinthalascorinthalas Member Posts: 1,537 Arc User
    Ooh, ooh! A beachhead fleet base in the Mirror Verse!
  • captainkoltarcaptainkoltar Member Posts: 767 Arc User
    I'd like something Gamma Quadrant related. A source of very rare Jem Hadar BOFFs would be excellent.

    Maybe something around helping the hurq rebuild? Maybe use the abandoned Dominion base as a staging outpost.

    K
  • phoenixc#0738 phoenixc Member Posts: 3,881 Arc User
    edited October 2021
    I'd like something Gamma Quadrant related. A source of very rare Jem Hadar BOFFs would be excellent.

    Maybe something around helping the hurq rebuild? Maybe use the abandoned Dominion base as a staging outpost.

    K

    Me too, like a way to get Vorta actually in the right faction instead of just faux-Vorta made in other factions (maybe it could be dil-bought perk in the Gamma reputation).

    There would also be a precedent for an Alliance faction, perhaps with some kind of neutral NPC in the facility so that both Red and Blue extended armada members could meet there without having to change the underlying faction structure.
  • paradox#7391 paradox Member Posts: 1,145 Arc User
    edited October 2021
    I'd like something Gamma Quadrant related. A source of very rare Jem Hadar BOFFs would be excellent.

    Maybe something around helping the hurq rebuild? Maybe use the abandoned Dominion base as a staging outpost.

    K

    Me too, like a way to get Vorta actually in the right faction instead of just faux-Vorta made in other factions (maybe it could be dil-bought perk in the Gamma reputation).

    There would also be a precedent for an Alliance faction, perhaps with some kind of neutral NPC in the facility so that both Red and Blue extended armada members could meet there without having to change the underlying faction structure.

    yes but how about instead making Vorta dil-bought, why not just give them the same treatment as Remans.
  • tmassxtmassx Member Posts: 798 Arc User
    Takeshi's Castle
  • phoenixc#0738 phoenixc Member Posts: 3,881 Arc User
    edited October 2021
    I'd like something Gamma Quadrant related. A source of very rare Jem Hadar BOFFs would be excellent.

    Maybe something around helping the hurq rebuild? Maybe use the abandoned Dominion base as a staging outpost.

    K

    Me too, like a way to get Vorta actually in the right faction instead of just faux-Vorta made in other factions (maybe it could be dil-bought perk in the Gamma reputation).

    There would also be a precedent for an Alliance faction, perhaps with some kind of neutral NPC in the facility so that both Red and Blue extended armada members could meet there without having to change the underlying faction structure.

    yes but how about instead making Vorta dil-bought, why not just give them the same treatment as Remans.

    True, treating them like Remans would be better than costing dil, but with the hunt for dil sinks it might be more likely than the Reman method.

    Similarly, the best overall would be to make the "Jem'Hadar" faction an actual Dominion demifaction instead of just Odo's expeditionary force (which seems to be even more limitless than J'Ula's, which just strains the believability even worse since if the Dominion is to have a permanent diplomatic/military outpost in the Alpha quadrant they would not just staff it with what they consider nothing but living disposable smartweapons), but the devs have stated numerous times that they don't consider that result worth the effort.
  • rattler2rattler2 Member Posts: 54,800 Community Moderator
    I believe Cryptic's words were something along the lines of "The story they wanted to tell was a Jem'Hadar one." Based on the storyline that came out for Jem'Hadar, I find it hard to believe that the Dominion changed enough to allow for Vorta to fill the same role. After the Gamma arc the Dominion entered a period of change as part of an effort to join the Alliance.

    Not only that... the Dominion, in canon, was extremely restrictive of who served as soldiers. In fact as far as I recall... ONLY the Jem'Hadar served as soldiers. Vorta were administrators, "diplomats", and at times spies.

    Maybe someday down the road we might get an unlock, but right now... that particular arc is pure Jem'Hadar in every aspect of storytelling. Things that wouldn't make sense if the player character was a Vorta.
    66998372863950ee98cf7da9786e2ea9-db80k0m.png
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out a Delta Pack, Temporal Pack, and Gamma Pack
    The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • truewarpertruewarper Member Posts: 887 Arc User
    rattler2 wrote: »
    I believe Cryptic's words were something along the lines of "The story they wanted to tell was a Jem'Hadar one." Based on the storyline that came out for Jem'Hadar, I find it hard to believe that the Dominion changed enough to allow for Vorta to fill the same role. After the Gamma arc the Dominion entered a period of change as part of an effort to join the Alliance.

    Not only that... the Dominion, in canon, was extremely restrictive of who served as soldiers. In fact as far as I recall... ONLY the Jem'Hadar served as soldiers. Vorta were administrators, "diplomats", and at times spies.

    Maybe someday down the road we might get an unlock, but right now... that particular arc is pure Jem'Hadar in every aspect of storytelling. Things that wouldn't make sense if the player character was a Vorta.

    If the Vorta were put into a fighting force...their entire genome would have be altered or recloned from scratch. There was never any indication they were a aggressive species, when a founder came across them.
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  • gaevsmangaevsman Member Posts: 3,096 Arc User
    Perhaps a Manufacturing or Replicator holding, that give acces to omnis and wide arcs of fleet weapons (fleet, colony, K13, and so on), i'll fill that holding quite happy..
    The forces of darkness are upon us!
  • paradox#7391 paradox Member Posts: 1,145 Arc User
    truewarper wrote: »
    rattler2 wrote: »
    I believe Cryptic's words were something along the lines of "The story they wanted to tell was a Jem'Hadar one." Based on the storyline that came out for Jem'Hadar, I find it hard to believe that the Dominion changed enough to allow for Vorta to fill the same role. After the Gamma arc the Dominion entered a period of change as part of an effort to join the Alliance.

    Not only that... the Dominion, in canon, was extremely restrictive of who served as soldiers. In fact as far as I recall... ONLY the Jem'Hadar served as soldiers. Vorta were administrators, "diplomats", and at times spies.

    Maybe someday down the road we might get an unlock, but right now... that particular arc is pure Jem'Hadar in every aspect of storytelling. Things that wouldn't make sense if the player character was a Vorta.

    If the Vorta were put into a fighting force...their entire genome would have be altered or recloned from scratch. There was never any indication they were a aggressive species, when a founder came across them.

    Weyoun seemed to have no problem with combat

  • phoenixc#0738 phoenixc Member Posts: 3,881 Arc User
    edited October 2021
    rattler2 wrote: »
    I believe Cryptic's words were something along the lines of "The story they wanted to tell was a Jem'Hadar one." Based on the storyline that came out for Jem'Hadar, I find it hard to believe that the Dominion changed enough to allow for Vorta to fill the same role. After the Gamma arc the Dominion entered a period of change as part of an effort to join the Alliance.

    Not only that... the Dominion, in canon, was extremely restrictive of who served as soldiers. In fact as far as I recall... ONLY the Jem'Hadar served as soldiers. Vorta were administrators, "diplomats", and at times spies.

    Maybe someday down the road we might get an unlock, but right now... that particular arc is pure Jem'Hadar in every aspect of storytelling. Things that wouldn't make sense if the player character was a Vorta.

    The thing is that you have to do as Jeffrey Combs said in interviews and not trust anything that comes out of Weyoun's mouth because most of what he said were lies. That was Weyoun's job, he was a disinformation/propaganda specialist who was sent to deceive the Federation.

    If you look at what is shown and not what Weyoun said you see that every single Dominion officer is a Vorta, the highest a Jem'Hadar could climb the ranks was the equivalent of an NCO. Every single Dominion ship captain shown was a Vorta, all J'H ground troops shown were commanded by a Vorta, all facility commanders shown were Vorta.

    In fact the first Dominion military person shown was Eris, the commander of a secret border outpost, who was a Vorta and quite aggressive. The ones you see afterwards were generally a bit less aggressive, but unlike Eris they were probably read-in to the line of bull that Weyoun was feeding the Federation and instructed to tone it down where they might be seen by Alpha quadrant people so as to not give away the masquerade.

    And don't let the fact that they did not carry an obvious weapon like an energy rifle fool you, they simply didn't need to carry one since their weapons carried themselves (or did so at least as long as the supply of white held out). The Vorta are a lot like stereotypical 18th and 19th century warship captains, they may look foppish and not bother with a rifle but that does not make them any less military than the sailors and troops under their command.

    The way the Dominion military worked in the show actually fits the way all other factions in STO is set up already, it would not have had to change at all to fit in, the change is the current STO Gamma faction where Jem'Hadar are allowed to be officers.
  • corinthalascorinthalas Member Posts: 1,537 Arc User
    edited October 2021
    The closest I recall a Vorta come to being a frontline combat unit was in the Home mission, with a Vorta commanding a group of Jem'hadar against the Hurq invading the Founder homeworld, which would definitely not qualify as a 'normal' engagement situation. But then again, it's also more than somewhat unusual for *admirals* to be part of a frontline combat unit, too. And then there's General Martok.

    Still, if we're throwing admirals, generals, and the like into the thick of combat, Vortas being on the frontlines alongside them (and their Jem'hadar) makes about as much sense. They could have a few more 'group-oriented' racial passives that are exclusive to Vorta.
  • crm14916crm14916 Member Posts: 1,419 Arc User
    edited October 2021
    You know, I think it's great that someone posted this idea... The devs have already said they can't use player ideas so as to avoid copyright issues and such... Now that this has been posted, none of us have to worry about it ever happening!

    :wink:
    CM
    "Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
  • legendarylycan#5411 legendarylycan Member Posts: 36,847 Arc User
    They said no such thing - they said they can't use STORY ideas; everything else is fair game.​​
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  • ozwynozwyn Member Posts: 14 Arc User
    Swap out castle for Intelligence station - a cloaked space station in Terran space used for intelligence and sabotage operations against the mirror universe. Other options - Fluidic space outpost, Galactic edge subspace picket station - watching for possible movements and/or singal monitoring beyond the milky way. Another option - "the escape tunnel" a cloaked station far in deep space based on a hidden transwarp conduit designed as a ultimate escape route should the Alliance fail from an overpowering foe - inspried by the iconian war. Possibly a series of missions to build the station is any of these scenarios.
  • captainkoltarcaptainkoltar Member Posts: 767 Arc User
    I'm not sure Cryptic have ever said that the Vorta never go into combat.

    I think what they've said was that having a Vorta in that position doesn't fit the story they wanted to tell. And the story they wanted to tell was about the enslavement of Jem'Hadar and how that developed from the Hur'q.

    Would that story have been as effective if your character wasn't a Jem'Hadar? I'm not sure.

    Would it be a hit worth taking to give the players more customisation options? I'm not sure about that either.

    K
  • reyan01reyan01 Member Posts: 15,352 Arc User
    To be honest, the Hysperians (Lower Decks - 'Where Pleasant Fountains Lie) may have opened this idea up further.
  • legendarylycan#5411 legendarylycan Member Posts: 36,847 Arc User
    I'm not sure Cryptic have ever said that the Vorta never go into combat.

    I think what they've said was that having a Vorta in that position doesn't fit the story they wanted to tell. And the story they wanted to tell was about the enslavement of Jem'Hadar and how that developed from the Hur'q.

    Would that story have been as effective if your character wasn't a Jem'Hadar? I'm not sure.

    Would it be a hit worth taking to give the players more customisation options? I'm not sure about that either.

    K

    Well, given the Vorta are just as enslaved - even if given a more authoritative position within the Dominion - I'd say yes.​​
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  • phoenixc#0738 phoenixc Member Posts: 3,881 Arc User
    edited October 2021
    I'm not sure Cryptic have ever said that the Vorta never go into combat.

    I think what they've said was that having a Vorta in that position doesn't fit the story they wanted to tell. And the story they wanted to tell was about the enslavement of Jem'Hadar and how that developed from the Hur'q.

    Would that story have been as effective if your character wasn't a Jem'Hadar? I'm not sure.

    Would it be a hit worth taking to give the players more customisation options? I'm not sure about that either.

    K

    They actually did say that Vorta were incapable of combat, apparently buying into the propaganda that Weyoun always spouted in the show, but they also did say that they wanted to highlight the Jem'Hadar situation (which in retrospect would have been a Lower Decks-like story minus the comedy considering that in the show canon it is implied that J'H cannot be officers).

    The thing is, they could have told it in such a way that it was effective using more than just Jem'Hadar captains, especially since the Vorta have that memory storage system so they can be cloned with experience intact which is similar enough to the programmed skills of the J'H that both could start at endgame if mixing leveling and endgame-starting characters would be a problem. And besides, the bulk of the story was told in a way that all races and factions could participate, the only J'H specific scenario was the starter one.

    There is also the factor that single-race and/or genderlocked classes/factions are rarely popular in games yet that is exactly what the devs did to the Dominion. That reduces the incentive to actually play the Gamma content considerably since a lot of people have no desire to play a J'H and therefore only cherrypick scenarios to play for the mission rewards instead of having a semi-roleplaying connection to it and going for the full experience.

    If they would have set it up a little more broadly and used the J'H as the "male" (yes, I know they are actually neuter, but they give the impression of male), and Vorta the (optionally) female counterpart in a parallel setup like Black Desert Online uses it would have worked out a lot better (in fact a lot of people, myself included, take a break from STO during the Gamma recruit events because there is nothing of enough interest for them in that event to bother with it, though the event on top of event stacking lately might muddle the statistics on that somewhat).

    They could actually fix it even now though, by having a sort of Vorta liberation storyline (perhaps based on the backstory that Eris told. It would not be the first time that the Founders deceived solids and Eris's story might even be true memories of their original natural-born ancestors that are suppressed consciously but still retained subconsciously in some Vorta (possibly using the same latent-psionic gift giving a partial immunity aspect as Ultramatrix Zero did in ENT, since Eris was a telekinetic).

    That could also lead to new fleet holding inside of the Gamma quadrant map, a sort of new Dominion capital at a neutral location where not only do the Founders and their former Janissary races (Vorta and J'H) as well as the Dominion vassal states work things out with the founders, but also acts as a diplomatic/military meeting point between Gamma and the rest of the Alliance.
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 2,960 Arc User
    rattler2 wrote: »
    As a 3 tier holding... MAYBE. But where? On top of that, what KIND of gear?

    While I'm not opposed to the idea, I think the problem is that the Fleet Colony was kind of a 5 tier bad bookend on the requirements, which turned off quite a few people on the idea of another holding.

    It's the part I bolded that got me thinking. What kind of equipment need isn't already being filled either by other fleet gears, rep projects, or lobi/lockboxes? And, well, yeah, I kind of went to town with it. Note: dilithium costs for these items would be at least 10x that of other fleet items (because dilithium sinks).

    New omni beams that can be equipped with both sets and crafted/non-set omni beams. Absorbs 10 weapon power from the target. (unique equipped)

    Wide-arc 'heavy' cannons (not dual) and dual-beams. Absorbs 10 weapon power from the target. (unique equipped)

    Aft-equipped omni-directional 'cluster torpedo' that deploys and 'fires' like mines (but faster). (unique equipped)

    Wide-angle torpedo weapons (unique equipped). Gains additional effects based on firing mode:
    Standard - +20% shield penetration. Transphasic variant ignores shields entirely.
    Heavy - disable for 3 seconds, 5 seconds for Transphasic variant.
    Spread - fires an additional torpedo at each target. Transphasic variant also knocks shield systems offline for 3 seconds.

    New utility universal consoles:
    Heavy Munitions Controller -- targetable projectiles automatically cloak after firing. Increases flight speed and damage of all projectiles by 25%. Activation refreshes the cooldown for all projectile weapons and fires all of them simultaneously. 1-minute cooldown.

    Refracting Emitter Arrays - Increases beam damage by 10%. +100 shield penetration rating. Activation reduces Weapon Power Cost by 100% for 10 seconds and causes beams: overload and beams: fire at will to chain to 3 additional targets, reducing in damage by 50% for each additional target. 1-minute cooldown.

    Bombardment Coordination Protocol - Increases cannon damage by 10%. +100 shield penetration rating. Activation reduces Weapon Power cost by 100% for 10 seconds and causes cannons: rapid fire and cannons: scatter volley shots to explode on impact, dealing 25% of its damage to all targets within 2km. 1-minute cooldown

    Enhanced Field Generator - Charged Particle Burst radius increased to 10km. +20 drain expertise. +20 EPG. Activation automatically resets the cooldown on Charged Particle Burst and activates it every 1 second for 10 seconds. 1-minute cooldown.

    Quantized Gravimetric Lattice - Gravity Well targeting arc increased to 360 degrees. +20 control expertise. +20 EPG. Activation causes your anomalies to reduce the resists and shield hardness of affected enemy ships by 20% for 10 seconds. 1-minute cooldown.

    Subsystem Decoupled Targeting Computer - Subsystem Targeting abilities no longer share a cooldown with energy weapon firing modes. +10% energy weapon damage. +15 EPG. Activation refreshes the cooldown on all subsystem targeting abilities and activates all of them simultaneously. 1-minute cooldown.

    Some good ideas, but the numbers need tweaking imo. Things like 100 shield penetration or 100% weapon cost reduction is just too much.

    I very much like the decoupling of Subsystem targeting and other fire modes though. The shared cooldown makes SST pretty much useless if you're not flying a ship dedicated to draining or disabling. By far the best of your ideas imo.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

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  • corinthalascorinthalas Member Posts: 1,537 Arc User
    edited October 2021
    Some good ideas, but the numbers need tweaking imo. Things like 100 shield penetration or 100% weapon cost reduction is just too much.

    It's penetration rating. 100 rating is only 10% shield penetration. It's in line with other consoles that offer the stat (see: Lorca's Custom Fire Controls). 100% weapon cost reduction is for 10s -- while the appropriate firing mode is active -- every minute. It's a relatively minor enhancement to the power's effectiveness.
    I very much like the decoupling of Subsystem targeting and other fire modes though. The shared cooldown makes SST pretty much useless if you're not flying a ship dedicated to draining or disabling. By far the best of your ideas imo.

    That was sort of the idea -- to take skills that players rarely use and turn them into something that can be genuinely useful to pretty much any build.

    Thought of a few more along the way, too.

    Auxiliary Ordnance Firing System -- +10% projectile weapon damage. Torpedo and Mine firing modes activate instantly, independent of torpedo and mine weapon cooldowns. Activation resets the cooldown on all Torpedo and Mine firing modes. 1-minute cooldown.

    * set - Heavy Munitions Controller (see previous post)
    * set - Auxiliary Ordnance Firing System

    * 2: Torpedo and Mine firing modes no longer trigger shared cooldowns.


    Turret Acceleration Routine -- +10% cannon damage, tripled for turrets. +10 accuracy. Activation causes turret weapons to fire at up to 3 additional random targets around your ship every second for 10 seconds. 1-minute cooldown.

    * set - Bombardment Coordination Protocol (see previous post)
    * set - Turret Acceleration Routine

    * 2: Cannons: Rapid Fire and Cannons: Scatter Volley reduce shield hardness of enemies hit by 5% for 5 seconds, stacking up to 5 times.


    Broadside Power Linkage -- Increases beam damage by 10%, doubled against targets to port or starboard. +10 accuracy. Activation for 10 seconds causes beam weapons to absorb 5 weapon system power from enemies. 1-minute cooldown.

    * set - Refracting Emitter Arrays (see previous post)
    * set - Broadside Power Linkage

    * 2: Beams: Overload and Beams: Fire At Will reduce shield hardness of enemies hit by 5% for 5 seconds, stacking up to 5 times.


    Interlinked Inhibiting Secondary Deflector -- All other sources of control effects will trigger Inhibiting Secondary Deflector effects for half damage. Activation causes all sources of exotic damage to trigger secondary deflector effects for 10 seconds. 1-minte cooldown.

    * set - Interlinked Inhibiting Secondary Deflector
    * set - Quantized Gravimetric Lattice (see previous post)

    * 2: Inhibiting Secondary Deflector effect now triggers in a 4.5km radius, damage and radius increased by your control expertise.


    Interlinked Deteriorating Secondary Deflector -- All other sources of drain effects also will trigger Deteriorating Secondary Deflector effects for half damage. Activation causes all sources of exotic damage to trigger secondary deflector effects for 10 seconds. 1-minte cooldown.

    * set - Interlinked Deteriorating Secondary Deflector
    * set - Enhanced Field Generator (see previous post)

    * 2: Deteriorating Secondary Deflector effects also drain 1 system power per second from every system, increasing your current and max system power by the same amount for 20 seconds. Stacks up to 30 times.

  • strathkinstrathkin Member Posts: 2,350 Bug Hunter
    edited October 2021
    Several Months ago if not earlier, I suggested it be nice to see two THINGS happen with Fleet Holdings.
    1. Update most Tier 3 slowly in phases to Tier 4, and unlock most new items / NPC's at older Holdings.
    2. I'd also LOVE a Ferengi Commerce Authority near Ferenginar; that required Fleet Marks, & DIL with a few requiring GPL. ;)

    What's nice about upgrading existing T3 holdings out to T4, is it could be done quicker and may just allow a slightly updated visual or map appearances. As some of those holdings are quite Dated, and they could even in time unlock one for T5 holdings it time that just be a project that enhance or update the look over what we have without upgrading further.

    Will it happen though is anyone's guess. This would give YEARS long term updates, as they could update 1-2 per year!
    Sa328Qp.png
  • nixie50nixie50 Member Posts: 882 Arc User
    rattler2 wrote: »
    I believe Cryptic's words were something along the lines of "The story they wanted to tell was a Jem'Hadar one." Based on the storyline that came out for Jem'Hadar, I find it hard to believe that the Dominion changed enough to allow for Vorta to fill the same role. After the Gamma arc the Dominion entered a period of change as part of an effort to join the Alliance.

    Not only that... the Dominion, in canon, was extremely restrictive of who served as soldiers. In fact as far as I recall... ONLY the Jem'Hadar served as soldiers. Vorta were administrators, "diplomats", and at times spies.

    Maybe someday down the road we might get an unlock, but right now... that particular arc is pure Jem'Hadar in every aspect of storytelling. Things that wouldn't make sense if the player character was a Vorta.

    The thing is that you have to do as Jeffrey Combs said in interviews and not trust anything that comes out of Weyoun's mouth because most of what he said were lies. That was Weyoun's job, he was a disinformation/propaganda specialist who was sent to deceive the Federation.

    If you look at what is shown and not what Weyoun said you see that every single Dominion officer is a Vorta, the highest a Jem'Hadar could climb the ranks was the equivalent of an NCO. Every single Dominion ship captain shown was a Vorta, all J'H ground troops shown were commanded by a Vorta, all facility commanders shown were Vorta.

    In fact the first Dominion military person shown was Eris, the commander of a secret border outpost, who was a Vorta and quite aggressive. The ones you see afterwards were generally a bit less aggressive, but unlike Eris they were probably read-in to the line of bull that Weyoun was feeding the Federation and instructed to tone it down where they might be seen by Alpha quadrant people so as to not give away the masquerade.

    And don't let the fact that they did not carry an obvious weapon like an energy rifle fool you, they simply didn't need to carry one since their weapons carried themselves (or did so at least as long as the supply of white held out). The Vorta are a lot like stereotypical 18th and 19th century warship captains, they may look foppish and not bother with a rifle but that does not make them any less military than the sailors and troops under their command.

    The way the Dominion military worked in the show actually fits the way all other factions in STO is set up already, it would not have had to change at all to fit in, the change is the current STO Gamma faction where Jem'Hadar are allowed to be officers.

    Don't forget Eris had a pretty spectacular telekinetic ability
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  • corinthalascorinthalas Member Posts: 1,537 Arc User
    edited October 2021
    strathkin wrote: »
    Several Months ago if not earlier, I suggested it be nice to see two THINGS happen with Fleet Holdings.
    1. Update most Tier 3 slowly in phases to Tier 4, and unlock most new items / NPC's at older Holdings.
    2. I'd also LOVE a Ferengi Commerce Authority near Ferenginar; that required Fleet Marks, & DIL with a few requiring GPL. ;)

    What's nice about upgrading existing T3 holdings out to T4, is it could be done quicker and may just allow a slightly updated visual or map appearances. As some of those holdings are quite Dated, and they could even in time unlock one for T5 holdings it time that just be a project that enhance or update the look over what we have without upgrading further.

    Will it happen though is anyone's guess. This would give YEARS long term updates, as they could update 1-2 per year!

    But why? The 'tiers' was to 'expand' on the visuals of the holding -- they change, add new structures, etc as you level them up. We don't need Cryptic to add new graphics to existing fleet holdings. What's needed is new *projects* to invest in -- unlocking new vendors, capabilities, and the like. For example, a new Fleet R&D officer who can be 'paid' (lots of dilithium) to enhance your weekly fleet buffs with additional effects. Or some new Fleet vendors at the fleet starbase who can sell new variations of specialization skills for your boffs, like a Torpedo Spread version of Concentrate Firepower. Or a variation of the Gravitic Induction Platform MW skill that is launched at your target instead of dropped behind your ship, or launched forward like the Projected Singularity ability from the console on the D'deridex Retrofit. Or variations of Ambush, Phalanx and Rally Point that are simply aura-effects passed onto ships near your own, but not you.
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