Hey gang!
Last night, Senior Systems Designer Jeremy Randall came on to Ten Forward Weekly to raise the curtain on a little bit of the Starship Design process. One thing we didn't get to, and you folks seemed excited about, was designing consoles and traits for the ship. Jeremy and I decided we'd make a thread on here for folks to pitch their ideas for all three unique items the ship might come with. A few guidelines:
1) Please be thorough. "It shoots fire," is fine, but including some stats and such will make for a better pitch.
2) By pitching in this thread, you surrender the idea entirely to Gearbox/Cryptic.
3) There is zero guarantee we'll pick something from this thread, but it should be a fun exercise!
4) Have fun, we can't wait to see what you come up with!
Here are the stats for the ship that we came up with last night, which are
in no way final.
Specializations: Secondary Temporal Ops, Tertiary Intel
Comments
Experimental Weapon: Fireball type weapon (Wrath of Gre'thor?), similar in function and damage to Voice of the Prophets that deals Fire Damage. Maybe also confuses sensors?
Console: Spear of Fek'lhr: launches a firey harpoon at target, causing Fire damage, DoT and slow. Also launches chains to nearby enemies and pulls them towards initial target dealing fire damage. (Similar to Chains of Fire off the S'Torr) Effect scales with number of Fek'lhri consoles equipped?
Console Passive: +4% Fire Damage (Bit higher than other Fek'lhri consoles), +25 EPG (is equivelent to bonus ControlX given by Chains of Fire)
Trait: Fek'lhr's Rage: Activating any weapon mode adds additional fire damage with chance (say equivelent to Kemocite) to cause splash damage.
normal text = me speaking as fellow formite
colored text = mod mode
Experimental Weapon: Fek'lhr's Feast
Two flaming mini-maws of Gre'thor (think small versions of the Fe'rang's Maw of Gre'Thor) shoot towards the target, burning with fire damage on impact and for three seconds afterward, reducing all resistance by 10 for 5 seconds.
Starship Console: Gates of Gre'thor
Passive bonus: ?? fire bonus damage
Passive bonus: ?? Hazard/DoT bonus damage
Opens four gateways to Gre'thor, each resulting in a swarm of Lost Souls of Gre'thor attacking enemies nearby for 20 seconds. Lost Souls have the equivalent of the Advanced Lost Souls pet for weapons and abilities.
Note: I'd imagine the Gateway would look like the Fek'ihri portals from Leap of Faith mission, with each swarm consisting of six Lost Souls.
Starship Trait: Gre'Thor's Pyre
Activating any directed energy weapon firing mode (fire at will, beam overload, etc.) for the first time against a target will shoot a plume of fire at their location, dealing fire damage initially and a smaller amount over time for five seconds. This applies to multiple targets on multi-target firing modes such as FAW or SV. 30 second cooldown per target to re-apply.
X-Weapon: A fire version of the dual photon X-Weapon off the Miradorn raider, dealing equivalent damage to said weapon and leaving a GUARANTEED fire DoT (no proc nonsense) of MINIMUM 3k per tic (preferably boosted by EPG, but I don't see that happening) since X-Weapons need to be powerful out the gate as they have few buff sources.
Console: Spray a cloud of highly-combustible, vacuum-safe fuel for minimum 7 km in all directions, then ignite it causing severe damage and giving a moderate chance (around 33%, equivalent to most torpedo proc chances) to afflict all enemies in range with a fire DoT around 2k per tic - basically, turning your ship into a reusable fuel-air bomb.
Passives: 1 - +X Fire damage, preferably cat2 - between 5-10%, or if it MUST be cat1, around 20-40%
2 - increased damage from all sources - or at least weapons - to any target currently afflicted with a DoT (basically, a DoT version of the bonus damage passive off the Tholian Webspinner Array console)
Trait: Activating ANY firing mode (that includes the ones from specializations like Reserves to Life Support or Surgical Strikes) causes your weapon attacks to deal an extra 10% of their CURRENT damage as fire damage and gives a per volley 5% chance to cause a fire DoT on all valid targets around 1k per tic.
Note how everything synergizes with each other - all the components can cause fire DoTs, which are boosted by the console's fire damage passive boost and also trigger its bonus damage effect - as would any other DoT, to make it a little more usable outside a dedicated fire build.
#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!"
First the Console as that's the most thought out of my suggestions, I call it Madness of Grethor when activated it fires a ball of hellfire that causes a small amount of fire damage on impact and debuffs the target reducing accuracy, crit hit, crit damage, defense and haste and also giving DoT that does moderate fire damage (that bypasses shields) over the duration of the debuff, with both the initial impact and DoT scaling with Exotic damage and +fire damage. the lore/theme of the console being that it projectile drives the crew insane and that's the source of the debuff (essentially the crew is trying fight of an imaginary boarding party and hitting random parts of the ship in the process since you can't phaser something that exists only in your mind after all). Obviously you'd have passives that support the active power, like +EPG or +Fire damage (or alternatively have passives no one wants like +shield ones if you think the active is too powerful).
Second the Experimental Weapon here I'd have a weapon that fires kinetic damage projectiles that if they hit shields act like regular photon torps (or whatever torp type the Fek'Ikri use), but if they hit bare hull they explode after all a short duration (for example 1 sec) and cause additional heavy fire damage and have chance to knock down a subsystem.
For the Trait I'd make it so that each instance of direct (aka non-dot) damage had high chance of causing a fire DoT similar to the plasma proc to enforce the "burns the target from the inside out" theme.
Experimental Weapon: Grethor's Mites. Fires micro-torpedo-style critters that harass any enemy it comes into contact with, causing a -20 accuracy debuff for 5 seconds. Cannot be cleansed. Fires every 10 seconds.
Could have the above as a set-piece: Grethor's Maddening: Adds confusion to effects for 5 seconds, causing enemy to 'fire at will' at their allies. (Can only be used when equipped on Fek'Ihri Vessels).
Trait: Piercing Howl of Grethor. Torpedo weapons that hit an unshielded enemy have a 20% chance to cause confusion for 5 seconds and a -20 accuracy debuff for 10 seconds.
To reference the temporal specialization: a console that rewinds your ship to the location/state it was in a few seconds ago. Add a burst of flame to make it a flaming teleport effect.
Another: Bind their souls! If your target is destroyed within, say, 5 seconds of activating the console, then they come back to life for 20 seconds on your side. Their weapon type switches to either antiproton or fire.
Intel trait! A victim learns about their torturer with every hit. When damaged, gain a slight boost to damage towards the attacker. Maybe 1 or 2%. Stacks.
Another trait: A random weapon of yours converts to fire damage for a single round every minute or so.
For the experimental weapon: a spiked fireball that hits for only a little, but fires flaming spikes at other enemies for a few seconds.
And just for the lols: Something to make Feklars hand pop out of a flaming portal and squeeze the enemy ship for physical/fire damage.
Thinking of that makes me kinda want "friendly" Grethor denizens in the same style as the friendly elachi from the mycilial set.