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 ModeFleet 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 TorpedoesAssault 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 shipsRecon 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 TorpedoesRaptor:
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 TorpedoesKlingon 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 takedownAdditional Ideas:Lower down in this thread are some other ideas.Yet more ideas in this thread.
Comments
as for the rest, they don't really have anything special to them that would warrant anything like MVAM / etc..
-HYT 3 power using quantums with a 180 degree arc, cooldown as appropriate.
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)
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
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
[+]-25 to all Weapon, Shield and Auxillary Power Levels 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
-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
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
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
Raptor
The Raptor has a very "prominent" looking torpedo launcher.
Advanced Torpedo Launcher - Tactical Console
+5 Starship Torpedoes
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.
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.
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%
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.
You could go with a Point blank area of effect Jam sensor 1 or scramble sensors 1)
This could be a problem as it steps ont he feet of the gumba siege ship.
perhaps a torpedo spread ability?
this would be a good one for the vorcha, and perhaps the retrofit is there is one.
Umm...
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.
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.
Hottest thing you'll see today -> Click here.
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.
I disagree.
This post has been edited to remove content which violates the Cryptic Studios Forum Usage Guidelines and Cryptic Studios Infraction Policy ~WishStone
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.
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.
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.
Pwnton torpedoes anyone?