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.
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Only psychic. With chrome colored eyes.
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.
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.
Not saying no to more Psi damage dealing though. Just... saying why we don't see it all the time IMO.
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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.
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These are the psionic traits my main has, she's alien gen and these are suppose to be natural to her.
So I'm a bit harder to flank and can spot things easier. That Expose Duration is kinda... probably not noticeable.
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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.
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.
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.
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.
K-13 has advanced traits that you can unlock for your character...
Why not upgrades for Species Traits? where's my Superior Mind Drain?
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.