Wouldn't it be awesome to have a new Reman/Romulan STF that would allow for the completion of a Reman ship weapon set in addition to the Coliseum shield reward?
As exited as people are about the shield-having an entire ship outfitted would be awesome! In browsing other threads-a few people love the Reman look but didn't want to part with their Aegis or Borg sets. Just a thought...:cool:
I am in for more variety, everybody uses Aegis some Borg, can't hurt to have something different.
Aegis and Borg are basically improving survivability, this time it could be aggressiveness.
The 2 set bonus could be advanced targeting. Boresight (cone) targeting. Whatever is in front of you will be target first.
The 3 set bonus could be weapon's energy fed/stabilized by the shield's energy. Keeping up your weapon's power means draining your shield power significantly as long as the weapons are firing.
I was thinking there's a prototype gravimetric impulse drive as a reward from one of the Romulan arcs that could be added to the set. Parts across the game, that'd be cool, and the drive works well too.
It would be nice, but I would steer away from a claoking console as part of it. Some technology should remain the primary SOTA of the faction/race that came up with it.
Weapons, Deflectors, Engines, etc would be cool.
It would be nice, but I would steer away from a claoking console as part of it. Some technology should remain the primary SOTA of the faction/race that came up with it.
Weapons, Deflectors, Engines, etc would be cool.
I'd suggest the shield we got, the prototype gravimetric drive I mentioned above, and a console as the set. Although its not my first suggestion if you make the console cloak related, the set 'stabilizes' and fixes a problem with the cloaking device.
Objective: introductory set tailored to introduce new players to sets and to introduce something to give escorts alpha survivability
Reman Prototype covariant shield (tiered)
Created with input from the Reman resistance, and from components salvaged from the Nopada system debris field, this shield is powered by a secondary quantum singularity reactor left still intact, giving it part of it's unique look. With this to allow reman engineers to work, the shield system works to minimize reflected
Reman Shrouded Combat Impulse Engines (tiered?)
Recovered schematics from the Vault, these engines are designed to run at low power, with special baffing to minimize the warp trail and impulse wake of ships. This is normally used with Reman cloaks to minimize emissions, but has been adapted by your engineers to allow your ship to 'run silent'.
Reman Sensor Emission Control Module (Unique, Tierless)
Developed by the Remans as thanks for dealing with Hakeev, it automatically adjusts sensor frequencies and output in order to attempt to fool enemy sensors to the effect of minimizing or completely eliminating the sensor silouette of it's host ship.
(something else? deflector?)
2 Piece Bonus:
3 Piece Bonus:
Run Silent: When activated, this grants a full power mask sensors for 30 seconds(?), equivilent to Mask Sensors 3. This power is deactivated on weapons discharge or damage impact if after 5 seconds.
Just a rough draft of a Reman equipment set, to introduce the concept of sets early. The console would be unique, and only it or the borg console could be online at one time to prevent overpower. Any takers on possible improvements? I have been working on this the last few days, trying to come up with something unique, but not too powerful. And yes, the reman console suggested would be mutually exclusive against the borg one to prevent overpowering builds.
Essentially, it gives you 'almost as good as' abilities next to cloak, but on a timer, and can still be seen through if you know how to look. Still deliberating on whether to include a deflector (which would be given during 'Frozen') and making a fourth bonus, and what the second tier would be, and what intrinsic bonuses other than increasing self-stealth. Thinking possibly an intrinsic low level edition of sensor analysis or sensor scan.
I like the idea of variety in sets, but not through STF's. They need to be revamped before I will try and play them again.
Maybe sets could be based on class ship. I like the idea above on stealth for Reman sets. This would be good for Tactical ships while the Aegis or Borg sets are good for Engineering. Perhaps have another for Science?
Honestly I would say make the Reman set a cloak set.
Four pieces to it and the more pieces you have the more useful the cloak is. So two pieces gives you a time limited no full impulse cloak.
Three ups that to no time limit but still no full impulse.
Four removes the no full impulse limit.
However make it so that the cloak doesn't work on certain kinds of ship or something.
Honestly I would say make the Reman set a cloak set.
Four pieces to it and the more pieces you have the more useful the cloak is. So two pieces gives you a time limited no full impulse cloak.
Three ups that to no time limit but still no full impulse.
Four removes the no full impulse limit.
However make it so that the cloak doesn't work on certain kinds of ship or something.
Honestly they shouldn't give cloak as a set. it will ruin the gameplay.
why does it have to be a ship set. we already have two ship set in game why not make it a ground set which we don't have any in game.
Well, if we can get this ship set accepted, I'm planning on going back and working on a proposal for a Breen ground assault set. :cool: (dunno how that would work though... Kit, Armor, Shield, Weapon?)
As for why I chose to make it a console, rather than a deflector, well, it allows someone to still be stealthy, and have an attack option, but as it would be mutually exclusive from the borg console (for GOOD REASON! Overpower city, anyone? 3 of one, 2 of another?), it allows for the same kind of synergy as the current borg/aegis combo.
Essentially, the proposed set would act in a way allowing escorts (primarily) to play a little stealth/sub warfare, though others would find use out of it. It would allow you at full setup, to fly just into range before the enemy could pick you up, hitting them with your powers, and some kind of added buff to yourself, or added debuff to them (if it's a debuff, it'd also have to be activate on command, rather than auto), then use 'Run Silent' to escape if you can't kill them the first time around. Mind you, as said, if they can find you after those first 5 seconds (to allow leftover fire time to hit), or you open fire after that, or you get hit with AOE effects, you're trapped.
This does still have applications for people other than escort pilots. Even klinks (though they do already have cloaks) get use out of this. It's an option to re-evaluate your tactical choices and pull back in a fire fight for klink raptors, battle cruisers, and carriers, and it keeps carriers from being too big of a target. (Though for them, due to their size, they'd have to be visible at say... range 15?)
Reman Stealth attack set
Objective: introductory set tailored to introduce new players to sets and to introduce something to give escorts alpha survivability
Reman Prototype covariant shield (tiered) (rewarded Coliseum)
Created with input from the Reman resistance, and from components salvaged from the Nopada system debris field, this shield is powered by a secondary quantum singularity reactor left still intact, giving it part of it's unique look. With this to allow reman engineers to work, the shield system works to minimize reflected
sensor emissions and general radiation emissions from your ship.
+10-15 to shield (justified by auxiliary generator?)
+something to the stealth stat
(something else?)
Keep it's current strength and regen stats?
Reman Shrouded Combat Impulse Engines (tiered?) (Frozen, or The Vault?)
Recovered schematics from the Vault, these engines are designed to run at low power, with special baffing to minimize the warp trail and impulse wake of ships. This is normally used with Reman cloaks to minimize emissions, but has been adapted by your engineers to allow your ship to 'run silent'.
No bonuses to speed (full or not), justified in being more bent to stealth than out and out performance
+stealth stat (need to find out the formal name for this)
Reman Sensor Emission Control Module (Unique, Tierless) (Cutting the Cord, standard reward)
Developed by the Remans as thanks for dealing with Hakeev, it automatically adjusts sensor frequencies and output in order to attempt to fool enemy sensors to the effect of minimizing or completely eliminating the sensor silouette of it's host ship.
+ HUGE amount to stealth stat, would drop normally visible range to 15 on it's own
+ 5-10 to Sensors, and skills for MES (which would affect the 'Run Silent' bonus
(something else? deflector?)
2 Piece Bonus: (something related to sensor scan?)
3 Piece Bonus:
Run Silent: When activated, this grants a full power mask sensors for 30 seconds(?), equivilent to Mask Energy Signature 3. This power is deactivated on weapons discharge or damage impact if after 5 seconds. Shields remain up, (dunno if this applies to MES) Power capped at 65 for the duration of the power, 3 minute cooldown.
A ground set should only include kit, suit, and shield. Would be nice to have a Borg and Breen set If i remember right The Cure boss already drops a Borg Kit for Sci. Officers if they make one for Eng. and Tac. officers. That would be a easy start. Add the shield and armor with buffs to weapons damage, damage resist, health regen or shield regen.
As for a Reman set I would love to see a stealth set that only works up to 5 kilometers. I like the Idea on the whole I could also see it going the other way with a weapon over charge set that will make your shields and weapons more powerful but make it impossible to hide.
Well, if we can get this ship set accepted, I'm planning on going back and working on a proposal for a Breen ground assault set. :cool: (dunno how that would work though... Kit, Armor, Shield, Weapon?)
As for why I chose to make it a console, rather than a deflector, well, it allows someone to still be stealthy, and have an attack option, but as it would be mutually exclusive from the borg console (for GOOD REASON! Overpower city, anyone? 3 of one, 2 of another?), it allows for the same kind of synergy as the current borg/aegis combo.
Essentially, the proposed set would act in a way allowing escorts (primarily) to play a little stealth/sub warfare, though others would find use out of it. It would allow you at full setup, to fly just into range before the enemy could pick you up, hitting them with your powers, and some kind of added buff to yourself, or added debuff to them (if it's a debuff, it'd also have to be activate on command, rather than auto), then use 'Run Silent' to escape if you can't kill them the first time around. Mind you, as said, if they can find you after those first 5 seconds (to allow leftover fire time to hit), or you open fire after that, or you get hit with AOE effects, you're trapped.
This does still have applications for people other than escort pilots. Even klinks (though they do already have cloaks) get use out of this. It's an option to re-evaluate your tactical choices and pull back in a fire fight for klink raptors, battle cruisers, and carriers, and it keeps carriers from being too big of a target. (Though for them, due to their size, they'd have to be visible at say... range 15?)
Reman Stealth attack set
Objective: introductory set tailored to introduce new players to sets and to introduce something to give escorts alpha survivability
Reman Prototype covariant shield (tiered) (rewarded Coliseum)
Created with input from the Reman resistance, and from components salvaged from the Nopada system debris field, this shield is powered by a secondary quantum singularity reactor left still intact, giving it part of it's unique look. With this to allow reman engineers to work, the shield system works to minimize reflected
sensor emissions and general radiation emissions from your ship.
+10-15 to shield (justified by auxiliary generator?)
+something to the stealth stat
(something else?)
Keep it's current strength and regen stats?
Reman Shrouded Combat Impulse Engines (tiered?) (Frozen, or The Vault?)
Recovered schematics from the Vault, these engines are designed to run at low power, with special baffing to minimize the warp trail and impulse wake of ships. This is normally used with Reman cloaks to minimize emissions, but has been adapted by your engineers to allow your ship to 'run silent'.
No bonuses to speed (full or not), justified in being more bent to stealth than out and out performance
+stealth stat (need to find out the formal name for this)
Reman Sensor Emission Control Module (Unique, Tierless) (Cutting the Cord, standard reward)
Developed by the Remans as thanks for dealing with Hakeev, it automatically adjusts sensor frequencies and output in order to attempt to fool enemy sensors to the effect of minimizing or completely eliminating the sensor silouette of it's host ship.
+ HUGE amount to stealth stat, would drop normally visible range to 15 on it's own
+ 5-10 to Sensors, and skills for MES (which would affect the 'Run Silent' bonus
(something else? deflector?)
2 Piece Bonus: (something related to sensor scan?)
3 Piece Bonus:
Run Silent: When activated, this grants a full power mask sensors for 30 seconds(?), equivilent to Mask Energy Signature 3. This power is deactivated on weapons discharge or damage impact if after 5 seconds. Shields remain up, (dunno if this applies to MES) Power capped at 65 for the duration of the power, 3 minute cooldown.
I agree with no cloak. We already have 2 ships on Fed side now that have cloak, IMO that is enough. I kind of like the idea of a decreased visibility though...say aggro range of 5-7km instead of the standard 10km. Not really cloaking as you can still draw aggro if you get too close, but enough to allow you to get the drop on enemies. Just a thought.
That's essentially the focus of the set I put up. It would work towards defense by invisibility. Not true invisibility like a cloak, but something where you can get in weapons range of a player without them knowing you're coming (barring having something like a nebula on full alert), and being able to open fire from range and catch them by surprise, and then exfiltrating the assault when you've become too damaged to continue, to lick your wounds and regroup.
The devs would have to fiddle to see what kind of settings would perfect this, and now that it's brandied about, I would like to see if it's possible to have an alternate console, as well, bent more towards offense.
I haven't given it much thought, though it would make a nice option as to whether you want to focus on defending yourself, or giving that slight extra punch in combat. Maybe a passive targeting module that lets you fire a burst from outside standard firing range (torpedoes only, every 2-3 minutes to balance).
I'm going to be taking the ideas from this thread, and putting up a general set discussion and proposal thread tonight.
Comments
Aegis and Borg are basically improving survivability, this time it could be aggressiveness.
The 2 set bonus could be advanced targeting. Boresight (cone) targeting. Whatever is in front of you will be target first.
The 3 set bonus could be weapon's energy fed/stabilized by the shield's energy. Keeping up your weapon's power means draining your shield power significantly as long as the weapons are firing.
This set would work best with escorts.
I think the Reman set is cheesy.
I do think we need variety. I have a friend who won't use aegis or borg because everyone is doing it and he wants to be different.
So yes....Reman set, make it so.
Weapons, Deflectors, Engines, etc would be cool.
I completely agree with you on this one.
Objective: introductory set tailored to introduce new players to sets and to introduce something to give escorts alpha survivability
Reman Prototype covariant shield (tiered)
Created with input from the Reman resistance, and from components salvaged from the Nopada system debris field, this shield is powered by a secondary quantum singularity reactor left still intact, giving it part of it's unique look. With this to allow reman engineers to work, the shield system works to minimize reflected
Reman Shrouded Combat Impulse Engines (tiered?)
Recovered schematics from the Vault, these engines are designed to run at low power, with special baffing to minimize the warp trail and impulse wake of ships. This is normally used with Reman cloaks to minimize emissions, but has been adapted by your engineers to allow your ship to 'run silent'.
Reman Sensor Emission Control Module (Unique, Tierless)
Developed by the Remans as thanks for dealing with Hakeev, it automatically adjusts sensor frequencies and output in order to attempt to fool enemy sensors to the effect of minimizing or completely eliminating the sensor silouette of it's host ship.
(something else? deflector?)
2 Piece Bonus:
3 Piece Bonus:
Run Silent: When activated, this grants a full power mask sensors for 30 seconds(?), equivilent to Mask Sensors 3. This power is deactivated on weapons discharge or damage impact if after 5 seconds.
Just a rough draft of a Reman equipment set, to introduce the concept of sets early. The console would be unique, and only it or the borg console could be online at one time to prevent overpower. Any takers on possible improvements? I have been working on this the last few days, trying to come up with something unique, but not too powerful. And yes, the reman console suggested would be mutually exclusive against the borg one to prevent overpowering builds.
Essentially, it gives you 'almost as good as' abilities next to cloak, but on a timer, and can still be seen through if you know how to look. Still deliberating on whether to include a deflector (which would be given during 'Frozen') and making a fourth bonus, and what the second tier would be, and what intrinsic bonuses other than increasing self-stealth. Thinking possibly an intrinsic low level edition of sensor analysis or sensor scan.
Maybe sets could be based on class ship. I like the idea above on stealth for Reman sets. This would be good for Tactical ships while the Aegis or Borg sets are good for Engineering. Perhaps have another for Science?
Four pieces to it and the more pieces you have the more useful the cloak is. So two pieces gives you a time limited no full impulse cloak.
Three ups that to no time limit but still no full impulse.
Four removes the no full impulse limit.
However make it so that the cloak doesn't work on certain kinds of ship or something.
Honestly they shouldn't give cloak as a set. it will ruin the gameplay.
Well, if we can get this ship set accepted, I'm planning on going back and working on a proposal for a Breen ground assault set. :cool: (dunno how that would work though... Kit, Armor, Shield, Weapon?)
As for why I chose to make it a console, rather than a deflector, well, it allows someone to still be stealthy, and have an attack option, but as it would be mutually exclusive from the borg console (for GOOD REASON! Overpower city, anyone? 3 of one, 2 of another?), it allows for the same kind of synergy as the current borg/aegis combo.
Essentially, the proposed set would act in a way allowing escorts (primarily) to play a little stealth/sub warfare, though others would find use out of it. It would allow you at full setup, to fly just into range before the enemy could pick you up, hitting them with your powers, and some kind of added buff to yourself, or added debuff to them (if it's a debuff, it'd also have to be activate on command, rather than auto), then use 'Run Silent' to escape if you can't kill them the first time around. Mind you, as said, if they can find you after those first 5 seconds (to allow leftover fire time to hit), or you open fire after that, or you get hit with AOE effects, you're trapped.
This does still have applications for people other than escort pilots. Even klinks (though they do already have cloaks) get use out of this. It's an option to re-evaluate your tactical choices and pull back in a fire fight for klink raptors, battle cruisers, and carriers, and it keeps carriers from being too big of a target. (Though for them, due to their size, they'd have to be visible at say... range 15?)
Reman Stealth attack set
Objective: introductory set tailored to introduce new players to sets and to introduce something to give escorts alpha survivability
Reman Prototype covariant shield (tiered) (rewarded Coliseum)
Created with input from the Reman resistance, and from components salvaged from the Nopada system debris field, this shield is powered by a secondary quantum singularity reactor left still intact, giving it part of it's unique look. With this to allow reman engineers to work, the shield system works to minimize reflected
sensor emissions and general radiation emissions from your ship.
+10-15 to shield (justified by auxiliary generator?)
+something to the stealth stat
(something else?)
Keep it's current strength and regen stats?
Reman Shrouded Combat Impulse Engines (tiered?) (Frozen, or The Vault?)
Recovered schematics from the Vault, these engines are designed to run at low power, with special baffing to minimize the warp trail and impulse wake of ships. This is normally used with Reman cloaks to minimize emissions, but has been adapted by your engineers to allow your ship to 'run silent'.
No bonuses to speed (full or not), justified in being more bent to stealth than out and out performance
+stealth stat (need to find out the formal name for this)
Reman Sensor Emission Control Module (Unique, Tierless) (Cutting the Cord, standard reward)
Developed by the Remans as thanks for dealing with Hakeev, it automatically adjusts sensor frequencies and output in order to attempt to fool enemy sensors to the effect of minimizing or completely eliminating the sensor silouette of it's host ship.
+ HUGE amount to stealth stat, would drop normally visible range to 15 on it's own
+ 5-10 to Sensors, and skills for MES (which would affect the 'Run Silent' bonus
(something else? deflector?)
2 Piece Bonus: (something related to sensor scan?)
3 Piece Bonus:
Run Silent: When activated, this grants a full power mask sensors for 30 seconds(?), equivilent to Mask Energy Signature 3. This power is deactivated on weapons discharge or damage impact if after 5 seconds. Shields remain up, (dunno if this applies to MES) Power capped at 65 for the duration of the power, 3 minute cooldown.
As for a Reman set I would love to see a stealth set that only works up to 5 kilometers. I like the Idea on the whole I could also see it going the other way with a weapon over charge set that will make your shields and weapons more powerful but make it impossible to hide.
wow...i'm impressed:)
The devs would have to fiddle to see what kind of settings would perfect this, and now that it's brandied about, I would like to see if it's possible to have an alternate console, as well, bent more towards offense.
I haven't given it much thought, though it would make a nice option as to whether you want to focus on defending yourself, or giving that slight extra punch in combat. Maybe a passive targeting module that lets you fire a burst from outside standard firing range (torpedoes only, every 2-3 minutes to balance).
I'm going to be taking the ideas from this thread, and putting up a general set discussion and proposal thread tonight.