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MVAM for the normal Advanced Escort, what about the rest?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
We all know that the MVAM is supposed to be a console and that its meant to fill in the missing gap of canon for the Prometheus.

Now, blatantly missing the potential benefit this could mean to the advanced escort, what about the fleet escort? What about the other RA-level shipping? What about them? Do they get anything at all in the future?

You're onto something Cryptic. You could add something that extends beyond than just a simple ensign slot change between the RA ships. We could open a whole new door of special abilities open to each and every RA level ship that makes all of them unique from each other.

Cryptic, you can only go up from what you've started with the MVAM-is-a-console idea. Dont waste it!

EDIT: As the MVAM console and ship have just been released, I'm reviving this discussion since I'm pretty sure the thought of "What else for ships, Cryptic?" thought is still alive in people's minds.

Advanced Escorts get:
Multi Vector Assault Mode

Fleet Escorts get:
1. Suicide module. few seconds of demigod-like performance, then die.
2. Photonic-Shockwave-like power, only it uses shields and leaves itself shieldless.
3. ECM Field Generator, jams ships within 10km for 10sec
4. Advanced Maneuvering Thrusters, +20% Defense vs Torpedoes

Assault Cruisers get:
1. Torpedo: High Yield 3-compatible Turret, 180degree *note: MULTIPLE REQUESTS*
2. 360-degree Phaser spread (From Star Trek: Nemesis), chance to reveal cloakers within a given range. Damage is a single tick of phaser fire, AOE.
3. Deflector Discharge. Beam-Overload-like power that acts like an extra torpedo attack, power based off aux.
4. Directed Energy Precision Module. Increases beam proc chance by 10%

Star Cruisers get:
1.Corbomite shielding (that crazy godmode shielding some PvE space mobs use)
2. Photonic Shockwave-Like Console that works like an extra heal.
3. Passive buff to engineering team effectiveness.
4. Auxiliary Warp Field, small boost to engine power, allows for large ship-wide boost for 5 seconds
5. Automated Point-Defense Array, 360 auto-firing beam meant for shooting small targets like mines, fighters. Cannot be used to attack big ships

Recon Science Vessels get:
1. Passive buff against jamming
2. Auxiliary Tachyon Deflector, boosts Ship Sensors/Sensor Probes for 15sec *Note: Swappable with DSSV's version*
3. Hazard Teams (Based off Star Trek Elite Force), work as a weak form of tactical team, engineering team, and science team all in one go
4. Enhanced Cyberwarfare Module, debuff's target's weapons, shields, turn rate and other systems by 5%

Deep Space Science Vessels get:
1. Advanced Inertial Dampeners, increase maneuverability for a limited time.
2. Auxiliary Positron Deflector, boosts Ship Emitters/Ship Tractor Beam for 15sec *Note: Swappable with RSV's version*
3. Advanced shuttle bays (for pets like Scorpion fighters or the Delta Flyer), allows for fast launch, smarter pets, and auto-repair when they fly back to the ship.
4. Enhanced Cyberwarfare Module, debuff's target's weapons, shields, turn rate and other systems by 5%


For our KDF folks:
Bird of Prey:
1. Advanced Maneuvering Thrusters, +20% Defense vs Torpedoes

Raptor:
1. Passive buff against jamming
2. Advanced Torpedo Launcher, speeds up torpedo launch OR advanced torpedo spreads. Does not affect Tric or Mines
3. Advanced Maneuvering Thrusters, +20% Defense vs Torpedoes

Klingon cruisers/Negh'var:
1. Integrated Hull Armor: Passive buff to hull resist.
2. Disruptor Weapon Pod: Beam Overload-like attack that potentially procs a shield takedown


Additional Ideas:
Lower down in this thread are some other ideas.

Yet more ideas in this thread.
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    DSSV's: something to do with their secondary deflector dish? increased deflector powers? reduced cooldown on deflector abilities?

    as for the rest, they don't really have anything special to them that would warrant anything like MVAM / etc..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    one thing that many people have suggested as a power the assult cruiser could use would be a 'Quantum Torpedo Turret'
    -HYT 3 power using quantums with a 180 degree arc, cooldown as appropriate.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Edit: Gatness beat me to it.

    I suppose that the Luna/ Recon Science vessels could have the ability to broadcast jazz over an enemies comm system, to lessen their aggression.

    On a more serious note, for the Star Cruisers being an engineering/science focused ship I'd go with Techno-babble, which would duplicate any existing BO or captain powers (or possibly just limited to Eng/Sci powers) at a "Rank IV or V" level, but would be completly random every time.

    As for other possibilities:

    Photonic Cannon
    Phase Cloak (though more phase than cloak)
    Corbomite
    Picard Maneuver (Though a more console suitable name would be needed)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I get ninja'd so often it's actually a shock to get in first for once :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Star Cruiser: Photonic Shockwave-Like Concole that makes your enemy's heal you Sort of.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    The Sovereign was always screaming for the Quantum Turret with 180 Degrees firing angle and HY3 Capable.

    Star Cruisers are powerful healers and tanks, so they should get something passive like efficent Engineering Teams.


    DSSVs should get something like Advanced Inertial Dampeners to compensate for their slowness.

    Recons (Lunas) get a Quantum Bio Electronics that makes it difficult for them to be jammed.

    Fleet Escorts: Perhaps something like Shield Burst, which is like PSW, but it uses up shields to accomplish. So it's risky to use unless last resort.



    Klingons need love too:

    Raptors: Advanced ECCM (Difficult to Jam).

    Negh'vars: Integral Hull Armor
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Azurian wrote: »
    The

    Star Cruisers are powerful healers and tanks, so they should get something passive like efficent Engineering Teams.
    /QUOTE]

    I'm all for this. Im using a Star Cruiser now. I'd love for it to have better Engineering team =].
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Assault Cruiser
    Quantum Torpedo Turret, I think there is no disagreement there.

    Star Cruiser
    Some of the models feature something that looks like a warp drive inside the hull.
    Auxillary Warp Field - Engineering Console
    +3 Engine Power. Grants Auxillary Warp Field Power
    • Cooldown 3 Minutes
    • +50 Engine Power for 5 seconds.
      [+]-25 to all Weapon, Shield and Auxillary Power Levels for 5 seconds.
    • Star Cruiser moves at significant sublight speed (more then Full Impulse) for 5 seconds.

    Fleet Escort
    I don't really have much to go on with this ship. It's non-canon. It's design makes it look a little like a Helicopter or BSG Raptor IMO. So maybe something ECM related?
    The Raptor might also be well suited for this ability.
    ECM Field Generator - Tactical Console
    • Cooldown 3 Minutes
    • Jams ships within 10 kms for 10 seconds. (Creates visual distortion effect like the micronebula in The Vault)
      -25 % damage strength debuff to all enemies within 10 km for 10 seconds.

    Deep Space Science Vessel
    Both DSSV and Luna have options to add a visible secondary deflector.
    Auxillary Positron Deflector - Science Console
    +5 to Starship Emitters and Starship
    Tractor Beam
    • Cooldown 3 Minutes
    • +15 to Starship Tractor Beam and Starship Starship Hazard Emitters for 15 seconds.
    • Restores shield and auxillary subsystem.

    Recon Science Vessel
    Both DSSV and Luna have options to add a visible secondary deflector.
    Auxillary Tachyon Deflectorl - Science Console
    +5 to Starship Sensors and Starship Sensor Array
    • Cooldown 3 Minutes
    • +15 to Starship Sensor Array and Starship Sensor Probes for 15 seconds.
    • 1.4 Stealth Sight for 15 seconds.

    Neg'Var
    The Neg'Var was sometimes seen carrying some kind of weapon pods. When the Neg'Var used them on DS9, the disruptors from that pod were able to disable the stations shields temporarily for boarding parties to land.
    Disruptor Weapon Pod - Tactical Console
    +5 Disruptors
    • Cooldown 3 Minutes. System Cooldown: Beams
    • Acts like a Beam Overload 2 with a Disruptor Beam Bank coupled witha Beam Target Subsystem Shields 1.

    Raptor
    The Raptor has a very "prominent" looking torpedo launcher.
    Advanced Torpedo Launcher - Tactical Console
    +5 Starship Torpedoes
    • Cooldown 3 Minutes. System Cooldown: Torpedoes
    • Torpedo cooldowns are reduced by 25 % for 15 seconds. Does not affect Mines or Tri-Cobalt Torpedoes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Your posts never dissapoint MustrumRidcully :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I ilke the idea, but can't really agree with the suggested consoles for science ships.
    Your science consoles are extremely important for your skills, and you'd have to gain a lot to sacrifice one of them. Boosting a skill once every 3 minutes isn't enough to replace a constant bonus.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    With the refits the special ability replaces the console that they gain over their teir 4 version (for defiant, intrepid and galaxy anyway) so why not design the consoles in the role of that console.

    Of course the MVAM console is said to be tac, but then the concept of it doesn't really fit in a science console would it...

    On the other hand the concept works with the Quantum turret for the assault cruiser, that would suit a tac slot perfectly.

    Ok so maybe that idea needs a little more behind it, but its a thought.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Possible Klingon console (and tbh, a skill that the Breen should have had from the start)

    Polaron Torpedo
    Damage - similar to Quantum
    Effect - -50 power to all subsystems for 15s, subsystems with 0 power go offline. Emergency power to X BO skill can clear effect on that subsystem alone.
    Cooldown - 2m 30s (maybe 3 mins)

    Some general consoles I'd like to see made available. ( some will be passive modifiers)

    Discharge Deflector
    Single target, high damage kinetic attack that scales with and then drains 50 power from the Aux subsystem, 3km range, 90 degree forward arc.
    3m Cooldown

    Antimatter Spread
    Confuses sensors, increasing the defense rating of allied ships within the effect and reveals cloaked ships for 15s. 3km PBAoE.
    3m cooldown.

    Heavy Beam arrays
    20% increase in damage on all beam arrays for double the power cost (beam overload only increased by 10% and completely drains weapon power, taking them offline)

    Overcharged Cannons
    10% increase in damage for 1.5 the power cost.

    Reinforced Hull
    Extra hull hp at a cost of turn rate and increased inertia

    Hardened Shields
    Increase shield absorption by 5%

    Efficient Shields
    Increase Regeneration by 10% and reduce bleedthrough by 5%
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I notice a lot of people have completely missed the point of the concept with refits and special consoles.
    Because a whole load of these suggestions are far more appropriate to be added as BoFF abilities.

    For Canon ships the refits and the new MVAM console do not reflect abilities but technical features of the ships that they are known for.

    Galaxy = Able to seperate saucer
    Intrepid = Deployable Armor
    Defiant = Cloak
    Dreadnaught = Phaser lance & Cloak
    B'rel = Chang's BoP which could fire when cloaked.

    And for the Assault Cruiser aka the sovereign, the most defining technical feature is the Quantum Turret.
    However, Overcharged weapons, Antimatter spread, reinforced hull etc etc are more things that are suitable as a BoFF powers and ship equipment.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Fleet Escort
    I don't really have much to go on with this ship. It's non-canon. It's design makes it look a little like a Helicopter or BSG Raptor IMO. So maybe something ECM related?
    The Raptor might also be well suited for this ability.
    ECM Field Generator - Tactical Console
    • Cooldown 3 Minutes
    • Jams ships within 10 kms for 10 seconds. (Creates visual distortion effect like the micronebula in The Vault)
      -25 % damage strength debuff to all enemies within 10 km for 10 seconds.

    You could go with a Point blank area of effect Jam sensor 1 or scramble sensors 1)

    Neg'Var
    The Neg'Var was sometimes seen carrying some kind of weapon pods. When the Neg'Var used them on DS9, the disruptors from that pod were able to disable the stations shields temporarily for boarding parties to land.
    Disruptor Weapon Pod - Tactical Console
    +5 Disruptors
    • Cooldown 3 Minutes. System Cooldown: Beams
    • Acts like a Beam Overload 2 with a Disruptor Beam Bank coupled witha Beam Target Subsystem Shields 1.

    This could be a problem as it steps ont he feet of the gumba siege ship.
    Raptor
    The Raptor has a very "prominent" looking torpedo launcher.
    Advanced Torpedo Launcher - Tactical Console
    +5 Starship Torpedoes
    • Cooldown 3 Minutes. System Cooldown: Torpedoes
    • Torpedo cooldowns are reduced by 25 % for 15 seconds. Does not affect Mines or Tri-Cobalt Torpedoes.

    perhaps a torpedo spread ability?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Possible Klingon console (and tbh, a skill that the Breen should have had from the start)

    Polaron Torpedo
    Damage - similar to Quantum
    Effect - -50 power to all subsystems for 15s, subsystems with 0 power go offline. Emergency power to X BO skill can clear effect on that subsystem alone.
    Cooldown - 2m 30s (maybe 3 mins)

    Some general consoles I'd like to see made available. ( some will be passive modifiers)

    this would be a good one for the vorcha, and perhaps the retrofit is there is one.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Alexraptor wrote: »
    I notice a lot of people have completely missed the point of the concept with refits and special consoles.
    Because a whole load of these suggestions are far more appropriate to be added as BoFF abilities.

    For Canon ships the refits and the new MVAM console do not reflect abilities but technical features of the ships that they are known for.

    Galaxy = Able to seperate saucer
    Intrepid = Deployable Armor
    Defiant = Cloak
    Dreadnaught = Phaser lance & Cloak
    B'rel = Chang's BoP which could fire when cloaked.

    And for the Assault Cruiser aka the sovereign, the most defining technical feature is the Quantum Turret.
    However, Overcharged weapons, Antimatter spread, reinforced hull etc etc are more things that are suitable as a BoFF powers and ship equipment.

    Umm...
    Some general consoles I'd like to see made available.

    In other words, not tied to a specific ship. Usable by all ships. I only suggested one specific ship item, that being the Polaron Torpedo, granted I was vague on what ship it should be connected to (other than definitely Breen) but the rest were ideas for new consoles to be added to a general pool.

    Now, I see the torpedo possibly being connected to either the Vor'cha or the Negh'var. I took the idea from ST:Armada, where it's connected to the Vor'cha, but the Negh'var might be a better option... I was thinking of stealing the Negh'var weapon from Armada, but unfortunately, it's pretty much the same thing as the Garumba's special, so I felt it wasn't worth mentioning. No need to step on another ship's toes, especially when it's in the same faction.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Azurian wrote: »
    The Sovereign was always screaming for the Quantum Turret with 180 Degrees firing angle and HY3 Capable.

    I'm not sure on what this is supposed to be based.
    The Sovereign never fired Quantums in any other direction than directly forward.
    I presume you're basing this on the fact that Memory Alpha says the torpedo launcher is in a "turret".
    However "turret" simply means, generally speaking, it is a construct that is erected in an orthogonal angle from another surface.
    Turret does not say anything about an ability to swivel/rotate.
    Besides I'm not sure this would actually work since there is also a docking port for the yacht in there somewhere.
    So a quantum torpedo launcher as a special skill, sure but 180 degrees seems rather out pf place IMO.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    KazumaKat wrote:
    Your posts never dissapoint MustrumRidcully :D
    Are you sure?

    Hottest thing you'll see today -> Click here.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Possible Klingon console (and tbh, a skill that the Breen should have had from the start)

    Polaron Torpedo
    Damage - similar to Quantum
    Effect - -50 power to all subsystems for 15s, subsystems with 0 power go offline. Emergency power to X BO skill can clear effect on that subsystem alone.
    Cooldown - 2m 30s (maybe 3 mins)

    Some general consoles I'd like to see made available. ( some will be passive modifiers)

    Discharge Deflector
    Single target, high damage kinetic attack that scales with and then drains 50 power from the Aux subsystem, 3km range, 90 degree forward arc.
    3m Cooldown

    Antimatter Spread
    Confuses sensors, increasing the defense rating of allied ships within the effect and reveals cloaked ships for 15s. 3km PBAoE.
    3m cooldown.

    Heavy Beam arrays
    20% increase in damage on all beam arrays for double the power cost (beam overload only increased by 10% and completely drains weapon power, taking them offline)

    Overcharged Cannons
    10% increase in damage for 1.5 the power cost.

    Reinforced Hull
    Extra hull hp at a cost of turn rate and increased inertia

    Hardened Shields
    Increase shield absorption by 5%

    Efficient Shields
    Increase Regeneration by 10% and reduce bleedthrough by 5%

    I like this. Though I doubt the ability for the Devs to go back and create special consoles for every class of vessel in STO.

    To the thread as a whole.
    Also, Why should they? The Promethiuos was designed to be a specific ship with a set of specific abilites known only to it in the genre. So why does every T5 vessel suddenly need a special ability?
    If we start having special consoles that do a miriad of special powers on every vessel then STO has gone from scifi into pure fantasy.
    AlexRaptor is right in that these may be better suited for new BOff powers so as to keep them from suddenly running rampant and so they require choices to be made in their use.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Are you sure?

    Hottest thing you'll see today -> Click here.

    I disagree.
    This post has been edited to remove content which violates the Cryptic Studios Forum Usage Guidelines and Cryptic Studios Infraction Policy ~WishStone
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Its not that every ship needs a special, but with the precedent of using a console for a special it does open up the possibility of more. That and it never hurts to brainstorm idea's and express some creativity.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Gatness wrote: »
    Its not that every ship needs a special, but with the precedent of using a console for a special it does open up the possibility of more. That and it never hurts to brainstorm idea's and express some creativity.

    Exactly, as the push to have these abilities become console based opens up the world of customization where some people have it and other don't just out of pure choice.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    In some cases however I'm not sure they should be console-based.
    Especially weapon-skills like a Negh'var-style disruptor cannon (or was it a torpedo in "Way fo the Warrior"?)
    might better fit in as a special weapon in a weapons lot for balancing reasons.
    None of the special skills we see now are typical weapons, except for the one in the Gal-X and there the ship pays with a rear weapon slot, giving it again a total number of 8.
    But if we were to add fully-fledged weapons into console slots the number of usable weapons would exceed that maximum and I'm not convinced a cooldown would balance that out.
    So some skills might be better lmited in other ways, for example the heavy weapon on the Negh'var might be restricted in this manner:

    one per ship
    Negh'var only
    must be in a forward weapon slot
    is not affected by weapons skills

    This might make more sense than a console, it would not affect balance and would still give a feel of "uniqueness" to the ship since it's a type of weapon only that particular kind of ship can carry.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    mister_dee wrote:
    In some cases however I'm not sure they should be console-based.
    Especially weapon-skills like a Negh'var-style disruptor cannon (or was it a torpedo in "Way fo the Warrior"?)
    might better fit in as a special weapon in a weapons lot for balancing reasons.
    None of the special skills we see now are typical weapons, except for the one in the Gal-X and there the ship pays with a rear weapon slot, giving it again a total number of 8.
    But if we were to add fully-fledged weapons into console slots the number of usable weapons would exceed that maximum and I'm not convinced a cooldown would balance that out.
    So some skills might be better lmited in other ways, for example the heavy weapon on the Negh'var might be restricted in this manner:

    one per ship
    Negh'var only
    must be in a forward weapon slot
    is not affected by weapons skills

    This might make more sense than a console, it would not affect balance and would still give a feel of "uniqueness" to the ship since it's a type of weapon only that particular kind of ship can carry.
    If a weapon ability is on something like a 3 minute cooldown, it's not a normal weapon, and should not cost an entire weapo nslot. That is what makes the Galaxy-X so weak - the Phaser Lance is not worth an entire weapon slot! It might be if it would provide normal DPS and the occassional burst attack.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    So we just ignore the potential unique abilities that each RA level ship cam get from what Cryptic has started with the MVAM? i know its for canon that the Prom should get the MVAM but still gameplay-wise why should it get something special when its direct counterpart the fleet escort doesnt? What about the others?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    If a weapon ability is on something like a 3 minute cooldown, it's not a normal weapon, and should not cost an entire weapo nslot. That is what makes the Galaxy-X so weak - the Phaser Lance is not worth an entire weapon slot! It might be if it would provide normal DPS and the occassional burst attack.

    And which part of "But if we were to add fully-fledged weapons into console slots" did you misinterpret so badly that you felt the need to write a response that contains an exclamation mark?
    By fully fledged I did not mean some gimmicky 3 minute cooldown gun.
    I've read the Gal-X proposal thread and I'm very well aware of your idea how to make it useful and I presumed you meant something similar should be slung under the Negh'var's hull instead of some joke joke of a weapon.
    I'm very sorry I overestimated your intentions so badly.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I think all the current ships with a special ability should have that ability removed and converted into a console, and each ship be given an extra console slot to fit it in. Each console would only be fittable on the ship that previously had the console's ability, of course. That way we can decide whether we want a special ability or not for our ships.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    edited OP and added a couple more suggestions from places.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Nice ideas everyone! :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I like the idea for the assault cruiser (360 AoE phaser ability or 360 torp weapon)

    Pwnton torpedoes anyone?
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