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I need more Psychic stuff

need psychic stuff.
psychic ground build not enough.
Need Vulcan Mind Lord Kitframe, Stone of Gol ground device, and Kironide drip Universal kit module to make brain stronger. Need Arretan Mind Missiles for ship. Need the Pahvo turrets to look like turrets and not myspace glitter graphics.

Comments

  • nixie50nixie50 Member Posts: 1,351 Arc User
    and this guy for you Science Boff

    rbkz8cb01tmy.png
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    We Need BERETS in the tailor
  • barghestbarghest Member Posts: 39 Arc User
    No science.
    Only psychic. With chrome colored eyes.
  • I knew you were going to ask for this.
  • barghestbarghest Member Posts: 39 Arc User
    I just want psychic powers to be played straight. We have pachysaurus power armor but i cant pull a Gary Mitchell.
  • novapolaris#2925 novapolaris Member Posts: 809 Arc User
    edited December 2024
    That's one thing that bugs me in Star Trek. Psychic stuff has been a fixture since the founding of TOS (like Gary Mitchell and Vulcan stuff), but it feels like later writers try to ignore it exists because it's not cold rational science. It exists in the series. It's canon. But it feels like it's not really expanded on almost ever. Besides a series I don't want to touch (DSC), one of the only things more recent than TOS that I remember is all the way back in Star Trek Nemesis with the Remans. And the Ocampa barely get touched since Voyager either (besides that "all Ocampa look like clones of Kes" thing we have with NPCs in-game despite the diversity of actors for them in Voyager).

    It definitely feels like Trek has an internal conflict of staff attitudes between "psychic phenomena exist and is even an intrinsic part of some alien cultures, and there's a mysterious but somehow real afterlife for some species that we'll even show [like sto'vo'kor]" and "there was supposed to be an afterlife, why was it just black when I died?! There's nothing! The universe is doomed!"

    I'd love to finally see more of the former expanded on instead of the latter. Like Cryptic's been doing in some of the story and gear in STO over the years, like on the KDF side when you venture into Grethor to stop the fek'Irhi, or the made-in-the-Foundry Friday the 13th mission Hearts and Minds where you deal with a psychic researcher Vulcan who's gone mad scientist to try to cure himself. And the devs have been adding more psionic damage type gear lately, like with proton. I've love to see film Trek delve into that more again too.

    As for the OP's intent, what if they made a kit module or trait or something based on Kes' (gone mad, but still) psychic awakening powers when she briefly came back in Voyager?
    However, I'm incredibly relieved that Cryptic fixed the discrepancy between the featured episode BOFF Reman psychic power and player/BOFF powers. Now they all have Mind Drain. Interesting, found that out when doublechecking it.
  • barghestbarghest Member Posts: 39 Arc User
    Could Kes' abilities even transfer into a combat game?
    Then likely implementation to what Kes could do, psychic healing, telekinesis, and setting things on fire. we technically have those things they just aren't flavored as psychic. a alteration to the fluidic kits could basically do that by just by increasing the chance of psychic damage done for every level of rarity and decreasing the recharge rates for fluidic Kit Modules.

    Ironically the Fluidic kits represent alot of what doesn't work with Psy in the game because they provide benefits to standard gear but not to Psy modules. if you want to play a psionic character like i do, firstly you have to wait for Christmas and hearts and minds because that's 90% of it. then there's like 5 psionic species most of whom are Fed. and the gear? none of the Psy gear upgrades it's own damage itself, Psy is bonus damage for a combat build. While people may say that this is for balance i've been playing a psychic reman for half a year now and i can honestly tell you that until you complete a vast majority of the content doing nothing but psychic damage isn't even viable and machines will absolutely slow you down without the right back up if not wipe your team due to most early psy damage being ability based.

    Another thing is how poorly varied the options are, I joked about Vulcan tech being used but honestly a mission where being a son of Vulcan and getting access to secret Vulcan technology would be neat. a modern stone of gol made by either them or the romulans that replaces ranged melee with a ranged psy attack made up from stored damage from the past 30 seconds would be neat. The Ability to transfer consciousness to a Arratan Orb would be neat because it could be like doing the opposite of the fluidic kits did wrong. Having what is effectively a Voth Exosuit that adds between 12-50% scaling psy damage output to kit modules, reduces their recharge while active but loses access to healing would be a neat way to do psy without having to run around like riddick.

    The Kironide Drip thing though is i think the easiest to implement and balance, a active kit mod that boosts psy damage.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,725 Community Moderator
    Psionic stuff is kinda hard to translate on screen. For the most part most of our exposure was actually Deanna and her Empathic abilities. Later we did get a glimpse of Kes' potential, and the Undine I believe had some psionic capability. But when its an invisible power of the mind thing... you kinda can't see it in action easily.

    Not saying no to more Psi damage dealing though. Just... saying why we don't see it all the time IMO.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    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 many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
    normal text = me speaking as fellow formite
    colored text = mod mode
  • spiritbornspiritborn Member Posts: 4,416 Arc User
    rattler2 wrote: »
    Psionic stuff is kinda hard to translate on screen. For the most part most of our exposure was actually Deanna and her Empathic abilities. Later we did get a glimpse of Kes' potential, and the Undine I believe had some psionic capability. But when its an invisible power of the mind thing... you kinda can't see it in action easily.

    Not saying no to more Psi damage dealing though. Just... saying why we don't see it all the time IMO.

    I think you could maybe do so that the more passive psionic things by making like like giving your character a change to avoid an attack (they dodge it before it happens as they react to intent to attack and not the actual attack).

    That said I wouldn't mind more psionic damage abilities though.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,725 Community Moderator
    spiritborn wrote: »
    I think you could maybe do so that the more passive psionic things by making like like giving your character a change to avoid an attack (they dodge it before it happens as they react to intent to attack and not the actual attack).

    That said I wouldn't mind more psionic damage abilities though.

    My main is a Trill, with the Limited Telepathy trait. I think it just means increased crit chance or something. I'd have to look again.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    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 many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
    normal text = me speaking as fellow formite
    colored text = mod mode
  • spiritbornspiritborn Member Posts: 4,416 Arc User
    rattler2 wrote: »
    spiritborn wrote: »
    I think you could maybe do so that the more passive psionic things by making like like giving your character a change to avoid an attack (they dodge it before it happens as they react to intent to attack and not the actual attack).

    That said I wouldn't mind more psionic damage abilities though.

    My main is a Trill, with the Limited Telepathy trait. I think it just means increased crit chance or something. I'd have to look again.

    00pmc4z7sgyc.png
    v8pwl7ngb1gl.png

    These are the psionic traits my main has, she's alien gen and these are suppose to be natural to her.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,725 Community Moderator
    Ok I was off on the Limited Telepathy trait.
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    So I'm a bit harder to flank and can spot things easier. That Expose Duration is kinda... probably not noticeable.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    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 many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
    normal text = me speaking as fellow formite
    colored text = mod mode
  • spiritbornspiritborn Member Posts: 4,416 Arc User
    I'm just surprised full on Telepathy doesn't have that flank protection aspect.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,725 Community Moderator
    Probably balance reasons.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    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 many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
    normal text = me speaking as fellow formite
    colored text = mod mode
  • spiritbornspiritborn Member Posts: 4,416 Arc User
    edited December 2024
    rattler2 wrote: »
    Probably balance reasons.

    Mostly likely, it just seems odd that full telepaths seem weaker then limited ones (+2 % expose chance doesn't seem all that powerful).

    EDIT:It was expose not exploit, my bad.
  • barghestbarghest Member Posts: 39 Arc User
    I did a thread months ago about remans needing telekinetic shove, i agree they shouldn't have it but i think that maybe Telekinesis should provide a 15% damage bonus to psy damage. It would benefit people who want to play a psychic character but don't want to over specialize and are just using the fluidic kits.

    I think it's a pretty good balance firstly it currently doesn't really have a benefit, plus 10% to root, hold, and knockback is worthless compared to every other free trait. You literally need a weapon with good knockback to get a large enough bonus from it and even then it only has a 2% of activating, so you'll see it function a handful of times a game.
    Compare that to doing a additional 22 damage with Mind Drain, it's not a boss killer but it would when added to other bonus damage traits make Mind Drain something you use after level 60.

    Im not sure if the other psychic species have access to Telekinesis my research shows that it's a Reman exclusive, if it was altered the way i suggest the Letheans should probably get access to it to being the only other psychic damage species.

    spiritborn wrote: »
    rattler2 wrote: »
    Psionic stuff is kinda hard to translate on screen. For the most part most of our exposure was actually Deanna and her Empathic abilities. Later we did get a glimpse of Kes' potential, and the Undine I believe had some psionic capability. But when its an invisible power of the mind thing... you kinda can't see it in action easily.

    Not saying no to more Psi damage dealing though. Just... saying why we don't see it all the time IMO.

    I think you could maybe do so that the more passive psionic things by making like like giving your character a change to avoid an attack (they dodge it before it happens as they react to intent to attack and not the actual attack).

    That said I wouldn't mind more psionic damage abilities though.

    I think you get theproblem with this aspect of Trek in the game. I reference the Arretans is because in TOS they're implied to be the ancestors of the Vulcans. They were shown to have effectively taken Vulcan concepts like Katra to their scientific conclusion where they're basically demigods who live in specialized orbs, but is absent from the game.

    If you want to be a Orion Pirate, Section 31 Spy, or even a Borg you can do that. Not only can you do that but there are Kits, Mods, Traits, and Equipment for them, explicitly mentioning them, and SHIPS. Compare that to how psychic works now. Mostly Klingon related (strangely) and some stuff from 8472. Meanwhile we have 4 possibly descendant species of the Arretans in the game Vulcans, Romulans, Remans, and Rigelians, 2 have psychic abilities, and a third is implied (Spirit Walk). We see Vulcans do all sorts of psychic stuff in TOS, but in the game the Mind Meld weapon does electric damage. The Vulcans who are shown levitating things themselves can't do Telekinetic Shove in game and don't get Telekinesis like Remans. However the Letheans who seemingly shoot lighting out of their hands in canon get Psychic damage mind meld and Telekinetic Shove.

    Another issue is that every time i try to think of a overarching fix i hit the brick wall that alot of things that should probably do psychic damage (even a little) don't. i think that alot of this could be fixed by adding a small Psychic DoT to alot of things. Another is that Psychic damage and flavor is applied haphazardly. Realistically there should be like 4 branches of Psychic stuff in the game, Ancient Vulcans, 8472, Fek'ihri, and Starfleet, however we get a ton of random stuff here and there applied in my opinion incorrectly. for instance Supersaturated Katra Stones should be a Item that builds up damage which is activated to unleash it. Meanwhile the Stone of Gol is a ship weapon not a ground weapon or item. If i could here's how i'd change it.

    Psy related Items and Mods should be mostly tied to the Ancient Vulcans and probably should be acquired from the New Romulus reputation with the explanation that they took it with them from Vulcan and left it on New Romulus before continuing to actual Romulus, this would be a easy way to sneak in my Arretan technology too. There would be a new class of ship called "Experimental" who replace all their normal weapons with Half -1 Experimental weapon slots, this is solely to have a ship that can have nothing but Gol-Type resonators or something similar.

    8472 should concern Psy related traits due to genetic engineering and would be a easy way to add in traits that swap career abilities with psychic variants. This should also include traits that boost non-damaging Psy modules too. This could include things like causing mind meld to take over weaker enemies permanently like a stronger but more limited Assimilate or replacing Spirit Walk's damage resistance with a period of dimension phasing.

    Fek'Ihri and bear with me here, should be treated like mythical creatures. Fek'Ihri modules that do damage should have said damage split between psychic and fire, this would include their winter mods and new sidegrades of kitmods like grenade, sweeping strikes, sonic pulse, and stasis field would exist. Turrets, mortars, and drones would allow their unique architecture to show up more.

    Finally starfleet would present a easy way to add in general abilities that don't really fit into the other three like the Kironide Drip i mentioned, this would also be a easy way to insert things that aren't from the show canon as you could always explain it away by arguing that it came from section 31. This would also be were you stick anything non Vulcan, I figure that the Vulcans probably wouldn't share too much about psychic abilities with starfleet but the Aenar would and there would be a chance to explain what happened to the whole psychic rating system and if starfleet ever tried to create new Espers.


    I think the Above, although scattered is the best way to handle it all in a grand scheme sorta of way for RPing because while you can pretend your science officer is using his brain to do his space magic it's really not the same.
  • phoenixc#0738 phoenixc Member Posts: 5,911 Arc User
    Telekinetic Shove also does physical damage, (the character I use for my avatar here does just over forty points of physical damage with it for instance). If you look at the SFX of the power, it is the telekinetic force ball that Eris, the first Vorta shown in DS9, uses in fact.

    I am skeptical about Remans having TK, it doesn't really fit their concept very well. The idea for them was "Nosferatu in space" so telepathic and mind drain powers are a natural fit, and maybe some sort of wall-crawling if they have any physical psionic powers at all.

    And interesting fact about the Arretans is that they were supposed to be the ancestors of BOTH Humans (Sargon and Thalassa's people) and Vulcans (Henoch's people), but NBC had paranoid hissyfits thinking the southern viewers would crucify them if they let that stand. Roddenberry used to sell photocopies of the original scripts and whatnot and the script for Return to Tomorrow had the original dialog visible since the last-minute changes to satisfy NBC's demands came too late to type them up and were done with blue pencil (which turns a ghostly light gray in the copies) striking out the original lines and adding the ones that denied the connection.

    The Federation does have Human telepaths, Gary Mitchel and Miranda Jones were examples of them for instance. Humans just forgot how to use the abilities for the most part, while the Vulcans retained more of the basic techniques. A personal theory I have is that the Arretan refugees that settled on Earth were too few to sustain a population and interbred with a non-psionic native population like the Neanderthals or whatever which could have diluted the abilities on top of forgetting (probably on purpose to eliminate the destruction caused by weaponized psi) the techniques to use it.

    The Oran'taku can do physical damage though it is not via telekinesis but rather a form of "physically invasive psionics", and there are others as well who can do damage psionically, even if it is not strictly telekinesis as such.

    I agree that it would be nice to have more psionic abilities available in the game in the form of new traits and kit modules. What would be really nice is if there was a way to select whether a module used tech animations (like grenades or other gear) or a (probably generic) psionic gesture (like the classic hand to the temple), but that is probably not possible in the engine. But just having more Psi traits, modules, and possibly kit frames would definitely be good enough, and they would make good event prizes too.
  • barghestbarghest Member Posts: 39 Arc User
    Here's another thing that popped in my head while playing...
    K-13 has advanced traits that you can unlock for your character...
    Why not upgrades for Species Traits? where's my Superior Mind Drain?
  • capnspankycapnspanky Member Posts: 26 Arc User
    Thanks to the cavalcade of Winter event tokens available this year, I was able to put together a solid psychic ability kit for my Reman character. Universal kit modules Ravager Barrage, Collective Nightmares, and Torment of the Underworld, along with Tactical kits Psionic Command Aura and Motion Accelerator (not specifically psychic, but on point to go with my Aenar Ushaan-Tor Psi Blades, as well as representing the physical enhancement that psychic characters often display) and the Coalition Repulsor Armor's built-in repulsor attack (enhanced by the species Telekinesis trait) standing in for a telekinetic attack -- and Mind Drain, of course. The Klingon theme of the psychic attacks is a bit unfortunate, it would be nice if they were bespoke to the faction your character represented, but I get why that would be a lot of work.
  • novapolaris#2925 novapolaris Member Posts: 809 Arc User
    I'm extremely glad for the winter kit modules. Just sucks Ravager Barrage is broken in that it'll stop doing damage if you like... look away from the target or the primary target dies, despite it still running. At least last I knew.
  • barghestbarghest Member Posts: 39 Arc User
    capnspanky wrote: »
    Thanks to the cavalcade of Winter event tokens available this year, I was able to put together a solid psychic ability kit for my Reman character. Universal kit modules Ravager Barrage, Collective Nightmares, and Torment of the Underworld, along with Tactical kits Psionic Command Aura and Motion Accelerator (not specifically psychic, but on point to go with my Aenar Ushaan-Tor Psi Blades, as well as representing the physical enhancement that psychic characters often display) and the Coalition Repulsor Armor's built-in repulsor attack (enhanced by the species Telekinesis trait) standing in for a telekinetic attack -- and Mind Drain, of course. The Klingon theme of the psychic attacks is a bit unfortunate, it would be nice if they were bespoke to the faction your character represented, but I get why that would be a lot of work.

    same i don't get collective nightmares though, it's not really psychic like thematically it is but it's something that doesn't feel right. like if the person using it had a chance of turning into a fek'ihri with bonus damage or a confusion aura then maybe but at this point i don't really see the benefit over fek'ihri blaze.
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