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Archived Post
04-04-2012, 01:52 PM
I am wondering for some time now... would a "Tactical Bigship" be a good idea? By that, I mean a ship with an escort Boff layout (Cmd Tactical, Lt Cmdr Tactical, lt Engineering, lt Science, Ensign Eng or Sci), 4 Tactical Consoles, and 3+2 Eng/Sci consoles, but the general flight behaviour of a cruiser. The Tactical Oddy does go into this direction, but of course it is still a ship with a Cmdr Engineering.

Why do I think that? Because there are so many Tactical officers who want to command cruisers and turn them into DPS machines. Obviously, there is a market for ships that don't look and fly like escorts, but are actual warships. The question is, what would this do to the game?

What do you think about it?

Archived Post
04-04-2012, 04:01 PM
Honestly, I think it would end up being a flying coffin. The Odyssey already goes a long way towards deathttrap status if you put a tac in that LTC slot. All that hull and shields don't amount to that much if you can't preserve them. Cruisers do that by their tanking and healing, escorts do it by running away and staying in vulnerable firing arcs. A ship like you describe can't do either effectively.

Archived Post
04-04-2012, 07:01 PM
This concept would mimic the 'battlecruiser' concept of the World Wars - high firepower at the cost of armour protection.

It is something that perhaps the Klingons have - cruisers with DHC capability. But in actual naval history battlecruisers weren't that good either as they couldn't take hits. The above post has a point there.

But obvious 'glass cannon' possiblities aside, how would the idea work?

Big 'arsenal' ship to back up a team with heavy artillery and tactical buffs. Useful to blow lots of Borg to pieces in a elite PvE/STF scenario. However caught on its own it might be fodder for smaller escorts. Such a battlecruiser relies on early detection and massive first strike to do its thing, which sounds very 'modern naval warfare' to me.

Yet, it does sound much more Klingonese than Federation - and we do have the Federation Dreadnaught and Tactical Odyssey for a 'battle' cruiser.

Archived Post
04-04-2012, 07:51 PM
Big 'arsenal' ship to back up a team with heavy artillery and tactical buffs. Useful to blow lots of Borg to pieces in a elite PvE/STF scenario. However caught on its own it might be fodder for smaller escorts. Such a battlecruiser relies on early detection and massive first strike to do its thing, which sounds very 'modern naval warfare' to me.

The problem you'll run into with this is range. Battlecruisers mounted big guns that could fire a long, long way. They could pummel their enemy for a while before they got into range to fire back.

As the game stands right now, with all weapon ranges being equal, the battlecruiser concept is a deathtrap. It's like giving artillery an effective range equal to that of a machine gun and pitting them together. For this to work, you'd have to readjust the engagement concept, and provide for longer distance engagements, say up to 20-25km, at cost of accuracy and fire rate.

Archived Post
04-04-2012, 08:05 PM
No disagreement there.

Arsenal Ship could base off the existing 'beyond tactical range' missiles / drones though.

I also heard you could fire emission seeking torpedoes beyond 15km, or used to.

Make it a strategic bombardment ship (David Weber SBMHAWK style anyone?) with limited defense capabilities. Doesn't need to be as huge as an Odyssey, but modular and high capacity like a present-day VLS Ticonderoga.

Make it rare, so they don't unbalance anything.

Could be a nice support ship to use against huge things like Scimitars.

Oh wait, I see the resident Klingon warriors are going to execute me for giving their Bioneural Warheads to the Feds! *hides*

Archived Post
04-05-2012, 12:08 AM
Honestly, I think it would end up being a flying coffin. The Odyssey already goes a long way towards deathttrap status if you put a tac in that LTC slot. All that hull and shields don't amount to that much if you can't preserve them. Cruisers do that by their tanking and healing, escorts do it by running away and staying in vulnerable firing arcs. A ship like you describe can't do either effectively.

Well, you can run away in a cruiser, too. Just put all power to the engines and hit Evasive Maneuvers. With many tac powers, they could then still deliver a good amount of damage regardless of firing arc, or so was my thought.

Of course, this would still be inferior to DHC-escorts, unless they have access to exactly what carmenara and stargate525 mention: Big guns with lower cadence, but higher range of 20+km.

Then again, multiple ranges for different weapons would be a good addition to the game anyway. :D

Archived Post
04-05-2012, 05:56 AM
Of course, this would still be inferior to DHC-escorts, unless they have access to exactly what carmenara and stargate525 mention: Big guns with lower cadence, but higher range of 20+km.

That sort of thing should be a new weapon system, not a function of a starship. There should also be weapons that have less range but more firepower Or less range but improved arcs, etc.

Archived Post
04-05-2012, 06:41 AM
Tactical Bigships should only be sold through gamecards purchased at BigLots!

Archived Post
04-05-2012, 06:50 AM
it might be an option to just include the oddy but change the weapon mount layout so u would have 1 front and back aimed hard point and the other hardpoints aimed to the sides so u could punch a hole thru any reasonable line defence u could mount dont think u would need to change a lot of th econsole bo layout that way as u would need those bo slots to soak up the damage the other side would punch out to u while trying to get out of the mess u got into in the first pace trying to get close

Archived Post
04-05-2012, 07:11 AM
When you shove too many tactical boffs on a Bortas'qu or Oddysey, they tend to explode in short order. They lack the agility to keep a fresh shield facing where it needs to be, and lack the defence value to "defence tank" damage that their shields and hull can't take. Attack pattern Omega etc will have far less mileage on something that's relatively easy to hit for example. Cruisers have big hull and shield numbers, but these mean squat when you've not got the boff powers to restore them.

An over abundance of tactical boffs must seem very tempting, and I'm sure it's a large part of why so many Oddy's explode way before their time in PVP. But the mainstay of a cruiser's toughness is it's boff layout.

Regarding battle cruisers IRL, the main reason they were a bit of a flop was because they were frequently forced to act as Battleships a lot of the time and join in fleet actions they weren't designed for. They were supposed to opperate relatively independantly and outrun anything that outgunned them, and outgun anything that outran them. Jutland proved what a disaster sending under-armoured ships into the line of battle just to muster up more big guns could be. And ships like the Graf Spee and Admiral Scheer proved how effective at tying up resources of an enemy navy lone Battlecruisers (or Pocket Battleships in their case) could be when commerce raiding.

Archived Post
04-05-2012, 07:33 AM
Heavy Escort Overhaul (Retrofit>Overhaul>Rebuild) RA rank

Cmd Tac
Lt Cmd Eng
Lt Tac
Lt Sci
Ens Eng
+10 Weapons +5 Shields +5 Engines
4 Fore 3 Aft Can mount cannons
13 Turn
1.0 Shield Modifier
32000 Hull
3 Eng
2 Sci
4 Tac
Integral Attack Pattern: Gamma
To target friendly other ship: +Damage Resistance, reduced threat, -Damage resistance to target's attackers. To Self: +%Damage. 15s Duration, 120s Cooldown

Archived Post
04-05-2012, 08:33 AM
Don't we already have a base for a BFaw Beam boat with a tactical slant for gameplay playable by tactical Captains?
Granted no one has a vessel with a Commander tactical BOff slot, but then again whyy do we need one if its gonna be so slow as to be another circling beamboat?

Archived Post
04-05-2012, 08:42 AM
Don't we already have a base for a BFaw Beam boat with a tactical slant for gameplay playable by tactical Captains?
Granted no one has a vessel with a Commander tactical BOff slot, but then again whyy do we need one if its gonna be so slow as to be another circling beamboat?

I think there's a big push for this type of ship so people can then turn around and put cannons on it. That seems to be the favorite pasttime with cruisers these days. Make a big boat that thrives off of beam arrays and wide firing arcs, and then shoehorn it into a cannon build that requires frontal arc and TONS of buffs and consoles dedicated to turning.

Tactical BigShips!

Archived Post
04-05-2012, 09:56 AM
*Snip* Tactical BigShips!

XD [WARNING, DARK HUMOR AHEAD]

This is pretty much it. It's really a combination of two things.

1.) In other Star-Trek combat games, like Klingon and Starfleet Academy, bigger ships are just better. They have more weapons, more shields, more hull, more power, and can just tractor beam smaller ships (BoFF slots? fuggedabaddit! They have plenty because their bridges are bigger!) and pulverize them with their guns. Cruisers are BIG! Therefore they must be BOOM!

2.) Cannons do more damage than beams in STO, and people claim DPS is the only thing that matters in this game because that's how endgame works. Damn the arcs! MAXIMUM DEEPS! I want CANNONS on my TACTICAL BIGSHIP to make it BOOM!

And then you have someone who mounts something like this on their Tactical Odyssey

3x Forward Cannons, Torpedo (Would be duals if they could do it)
4x Turrets

LTC Tac: Tac team, CRF 1, APO
Lt Tac: Tac Team, CRF1
CMDR Eng: EPTW 1, EPTS 2, EPTS 3, Aux2SIF 3
Ensign Tac: Torpedo High Yield 1 (Trollface~)
Lt Sci: Tractor Beam 1, Tractor Beam 2

And more! They can throw a giant frizbee that SHOOTS LASERS at the enemy! Drop escorts out of the back of their ship that are the same size as player defiants! This ship even has friggin SWARMS OF BEES that heal it! Does your ship have a swarm of bees? I think not!

And expect to be BIG and BOOM! That's exactly what they are too, but with one minor problem... Theirs is the ship that explodes. Size is not always better in STO, because of class balance. It's like rolling a one-handed swordsman tank in an MMO, figuring he's designed for DPS since his character model is 8 feet tall (He's taller than the rogue! He must be strong!) and then itemizing him for glass cannon DPS. All strength, no stamina, light armor... Forget shield! We'll take a two handed sword, even though we get shield skills!

(Edit: Caveat: I admit, I flew tactical bigships for like a whole year after launch. I was young and impressionable back then!)

Archived Post
04-05-2012, 12:48 PM
Why not.
We already have escorts with the survivability of cruisers.

Archived Post
04-06-2012, 12:38 AM
Don't we already have a base for a BFaw Beam boat with a tactical slant for gameplay playable by tactical Captains?[...]

Roach, as much as I appreciate most of your comments for a different point of view, wouldn't it make sense to read the whole thread before replying to it? ;)

Namely, it has already been established in this thread that a Tactical Bigship as described in my OP would have to have higher-range weaponry compared to the usual stuff, weaponry that first had to be introduced to the game. I'd be all for it, but my impression is that the devs are currently working on other things than adding new facettes to tzhe ship combat experience, so it will have to wait, if it ever happens at all.

Archived Post
04-06-2012, 08:18 AM
XD [WARNING, DARK HUMOR AHEAD]

This is pretty much it. It's really a combination of two things.

1.) In other Star-Trek combat games, like Klingon and Starfleet Academy, bigger ships are just better. They have more weapons, more shields, more hull, more power, and can just tractor beam smaller ships (BoFF slots? fuggedabaddit! They have plenty because their bridges are bigger!) and pulverize them with their guns. Cruisers are BIG! Therefore they must be BOOM!



that's because canon wise, small ships don't have the warp cores to support the bigger beam weapons. Realistically the defiant was tough, but still couldn't do jack to a borg ship. Why? small ship, small weapons.

in the jem mission pack we see the belfast get hit with a beam weapon from one of the bigger jem ships, and just as you would expect the beam was as big as the damned tiny ship. In Star Trek unless running some crazy power schemes, (the romulan BoP in TOR that was geared entirely for weapons power, but wouldn't have enough for a long fight or even for the return home) bigger ships can mount bigger weapons.Which is why a borg cube can take out an entire fleet, and why the schimitar was as big as it was.

Unfortunately that doesn't play well with the MMO tri-status DPS/Tank/Healer so they give the smallest ship the biggest weapons. Canon wise it's ludicrous why the hell would you ever build a capital ship when for the same cost and materials you could build 100 tiny ships with each having 4x the firepower of the big ship? Retarded.

Archived Post
04-06-2012, 08:23 AM
What other advantages can we come up with to give the Tactical BigShip?

New consoles? Mudflaps with Orion Women Silhouettes on them? 45 degree firing arc super guns? An increased inertia so that they slide easier, since Tokyo Drift and Tactical BigShip go together like chocolate and peanut butter?

Let's hear some ideas people!

Tactical BigShips are AWESOMESAUCE because they have ___________.

Mad Lib it!

Archived Post
04-06-2012, 08:29 AM
[...]
Unfortunately that doesn't play well with the MMO tri-status DPS/Tank/Healer so they give the smallest ship the biggest weapons. Canon wise it's ludicrous why the hell would you ever build a capital ship when for the same cost and materials you could build 100 tiny ships with each having 4x the firepower of the big ship? Retarded.

I think the escorts in STO are not exactly cheaper to build or maintain than cruisers or science ships - they use more compicated technology to achieve the same power output, or so I assume. Their shields are weaker, just as one would expect. I am okay with the way that STO handles the different ship types... in general. That without boff powers, escorts defeat all other ship types is over the top, though, and hull hit points should somehow correspond to size.

Anyway, within the current established settings of STO, I believe that sooner or later, the devs will want to sell other ships in the C-Store, and for that, they will have to open new niches... Tactical Bigships with greater-range weaponry may be one.

Archived Post
04-06-2012, 08:49 AM
I think the escorts in STO are not exactly cheaper to build or maintain than cruisers or science ships - they use more compicated technology to achieve the same power output, or so I assume. Their shields are weaker, just as one would expect. I am okay with the way that STO handles the different ship types... in general. That without boff powers, escorts defeat all other ship types is over the top, though, and hull hit points should somehow correspond to size.

Rather than using better technology, they actually do things the simple way: Trim down their weight and omit facilities so they have a better power:mass ratio despite their lower power output.

The Defiant's warp core was oversized, but its output was a speck compared to a Galaxy-class. Except the Galaxy-class had 95 times the volume, 20 times the crew, and being as much a city as a starship it had to dedicate a great deal of power to facilities that the Defiant didn't even have. The Defiant was basically guns on an engine. It had a tiny fraction of the power output, but put most of it into four phaser cannons.



Anyway, within the current established settings of STO, I believe that sooner or later, the devs will want to sell other ships in the C-Store, and for that, they will have to open new niches... Tactical Bigships with greater-range weaponry may be one.

This is probably the best argument you can make for this type of ship. There's already collision in ship niches (Galaxy-R and Odyssey, for example), and if they really do keep the ship a month idea going it'll get worse within the confines of the current system. Personally I'd prefer some blurring of the lines (the way the Galor introduces speedy light cruisers) before completely new roles, but this is a way to do it.

Archived Post
04-06-2012, 08:58 AM
What other advantages can we come up with to give the Tactical BigShip?

New consoles? Mudflaps with Orion Women Silhouettes on them? 45 degree firing arc super guns? An increased inertia so that they slide easier, since Tokyo Drift and Tactical BigShip go together like chocolate and peanut butter?

Let's hear some ideas people!

Tactical BigShips are AWESOMESAUCE because they have ___________.

Mad Lib it!

Here was my proposal in the "OMG FEDTOON CARRIOR" thread... Hero Cruisers, since Starfleet doesn't have iwin-BoPs.

Weapons 6 Fore, 6 Aft (because 5 isn't enough)
Type: Hero Cruiser
Hull: 420,000 (i.e. 10x the Odyssey)
Standard Shields: 60,000
Crew: 2,500
Device Slots: 6
Consoles: 6 Tactical, 8 Engineering, 3 Science
Turn Rate: 30
Boffs: Commander Universal, 3x Lt.Commander Universal, 5x Lieutenant Universal, 1x Ensign Universal (for Wesley!)

Can mount DCs & DHCs

That would fix all the problems right there!

Archived Post
04-06-2012, 09:07 AM
This concept would mimic the 'battlecruiser' concept of the World Wars - high firepower at the cost of armour protection.

The British concept of what a battlecruiser was anyway.

But in actual naval history battlecruisers weren't that good either as they couldn't take hits.

Actually, it was the Admiralty that squandered the class by trying to use them as Battleships. They performed admirably when in their intended roles.

Archived Post
04-06-2012, 09:59 AM
What other advantages can we come up with to give the Tactical BigShip?
[...]

Sigh. If how this could be balanced within the current system is beyond your grasp, why don't you just kee out of this thread.

Seriously, that's just poisoning the debate.

Archived Post
04-06-2012, 12:11 PM
Sigh. If how this could be balanced within the current system is beyond your grasp, why don't you just kee out of this thread.

Seriously, that's just poisoning the debate.

You don't understand my post at all. Please refrain from commenting on my comments until you do actually understand what it was I wrote.

Thanks!

Archived Post
04-06-2012, 01:13 PM
Oh, let's just get it over with and launch a BORG CUBE SHIP. There you go, I know all the kiddies want one!


edit; for the seriousness (i am shocked ) of the OP I leave this comment, are you serious? You do understand what a Tactical ship is right? Why it's called Tactical? Why they are small and quick but pack a huge punch? Eh ok, maybe you don't , sorry to laugh here but as noted above, if the game comes to that, it won't be star trek and sense the IP won't allow this , it will never happen.

Archived Post
04-06-2012, 01:19 PM
When you shove too many tactical boffs on a Bortas'qu or Oddysey, they tend to explode in short order. They lack the agility to keep a fresh shield facing where it needs to be, and lack the defence value to "defence tank" damage that their shields and hull can't take. Attack pattern Omega etc will have far less mileage on something that's relatively easy to hit for example. Cruisers have big hull and shield numbers, but these mean squat when you've not got the boff powers to restore them.

An over abundance of tactical boffs must seem very tempting, and I'm sure it's a large part of why so many Oddy's explode way before their time in PVP. But the mainstay of a cruiser's toughness is it's boff layout.

Regarding battle cruisers IRL, the main reason they were a bit of a flop was because they were frequently forced to act as Battleships a lot of the time and join in fleet actions they weren't designed for. They were supposed to opperate relatively independantly and outrun anything that outgunned them, and outgun anything that outran them. Jutland proved what a disaster sending under-armoured ships into the line of battle just to muster up more big guns could be. And ships like the Graf Spee and Admiral Scheer proved how effective at tying up resources of an enemy navy lone Battlecruisers (or Pocket Battleships in their case) could be when commerce raiding.

I am primarily a tactical captain, and I love my escort, but I also love my cruiser. A Tactical Captain in a cruiser needs top level Engineers and Science officers to stay alive. Do we want a battleships? I think we allready have them, you just need to know how to equip it.

Archived Post
04-06-2012, 01:42 PM
You don't understand my post at all. [...]

:rolleyes:

Okay, let us think about such long-range weaponry. What could it be, and how could its use be limited?

As it would supposed to be "heavy artillery", it should be in the upper DPS range, though not as high as DHCs - its deadliness would derive from the tactical boffs in combination with the range. Much like some types of cannons are limited to escorts, these guns would be limited to larger ships - cruisers and the new Tactical Bigships. I would also think about a type if "minium range", if that can be justified somehow.

Archived Post
04-06-2012, 09:03 PM
:rolleyes:

Okay, let us think about such long-range weaponry. What could it be, and how could its use be limited?

As it would supposed to be "heavy artillery", it should be in the upper DPS range, though not as high as DHCs - its deadliness would derive from the tactical boffs in combination with the range. Much like some types of cannons are limited to escorts, these guns would be limited to larger ships - cruisers and the new Tactical Bigships. I would also think about a type if "minium range", if that can be justified somehow.

I think a good limit might be putting a speed limit on them. Most energy weapons lose damage beyond a certain range, canons drop off pretty sharply. Instead of using range (which would really cripple weapons meant to be used at extreme range), give these weapons an accuracy drop over, say, quarter impulse. This would reinforce the artillery concept - they'd be able to provide supporting fire from outside the main fight, but can't try to hit and run or kite from range.

I think the ships might benefit from some kind of stealth to counterbalance the speed limit. Even without the speed limit, they'd be sitting ducks - visible, alone, and easy prey for escorts or BoPs to close distance with. Maybe a battle cloak with reduced effectiveness so they can hide at range but not close up, or a type of mask energy signature designed the same way, giving them a chance to flee after firing a salvo and hopefully before an escort can react and corner them.

Archived Post
04-07-2012, 12:34 AM
:rolleyes:

Okay, let us think about such long-range weaponry. What could it be, and how could its use be limited?


Long Range Phasers? Long Range Torpedo Launchers? What else there is? Pets? aka 15 km carrier pet deployment range?

How is it limited? It's not a weapon, but a power, and it stops your ship when you use it maybe? When used, you drop shields?

But of ocurse,a fundamental problem of range is - NPCs don't generally react to you beyond 15 km range. That means you're always at a significant tactical advantage. There will never be a surprise NPC decloaking at your behind while you disable engines/shields to fire your big guns at some unsuspecting target at long range. Instead, you'll get a free 20 seconds of pounding at the NPC ship before it idly fumbles into range....

I don't think there is "room" for tactical bigships, at least not like this. The Excelsior route may work if you need more DPS at the expense of a bit of healing.

What really needs to be done is on the NPC side so that DPS isn't king anymore and you may actually need all those heals, while removing those one-shot kill thingies. If you're dead in one shot by a random hit with a special NPC weapon, you don't need heals, you need to kill the NPC faster so he doesn't get any chance for lucky hits. If the enemy will deplete your shields and ruin your hull even if takes only 15 seconds to kill him with an Escort to kill it, then we're at a point where suddenly having the big Cruiser with tons of heals and aggro management skills matter.)

Archived Post
04-07-2012, 01:02 AM
Long Range Phasers? Long Range Torpedo Launchers? What else there is? Pets? aka 15 km carrier pet deployment range?


Indeed, though Carriers are Science Bigships.


How is it limited? It's not a weapon, but a power, and it stops your ship when you use it maybe? When used, you drop shields?

Needing to stop the ship much like with the Guramba might be an option.


But of ocurse,a fundamental problem of range is - NPCs don't generally react to you beyond 15 km range. That means you're always at a significant tactical advantage. There will never be a surprise NPC decloaking at your behind while you disable engines/shields to fire your big guns at some unsuspecting target at long range. Instead, you'll get a free 20 seconds of pounding at the NPC ship before it idly fumbles into range....

I don't think there is "room" for tactical bigships, at least not like this. The Excelsior route may work if you need more DPS at the expense of a bit of healing.


Well, there is also PvP... and adjusting the AI isn't beyxond possibilities either.


What really needs to be done is on the NPC side so that DPS isn't king anymore and you may actually need all those heals, while removing those one-shot kill thingies. If you're dead in one shot by a random hit with a special NPC weapon, you don't need heals, you need to kill the NPC faster so he doesn't get any chance for lucky hits. If the enemy will deplete your shields and ruin your hull even if takes only 15 seconds to kill him with an Escort to kill it, then we're at a point where suddenly having the big Cruiser with tons of heals and aggro management skills matter.)

I fully agree with this notion, but actually, that is not what interests me in this thread. :)

Archived Post
04-07-2012, 01:11 AM
I think a good limit might be putting a speed limit on them. Most energy weapons lose damage beyond a certain range, canons drop off pretty sharply. Instead of using range (which would really cripple weapons meant to be used at extreme range), give these weapons an accuracy drop over, say, quarter impulse.


In other words, make ships that use that kind of weapons slow. Makes sense.


This would reinforce the artillery concept - they'd be able to provide supporting fire from outside the main fight, but can't try to hit and run or kite from range.

I think the ships might benefit from some kind of stealth to counterbalance the speed limit. Even without the speed limit, they'd be sitting ducks - visible, alone, and easy prey for escorts or BoPs to close distance with. Maybe a battle cloak with reduced effectiveness so they can hide at range but not close up, or a type of mask energy signature designed the same way, giving them a chance to flee after firing a salvo and hopefully before an escort can react and corner them.

That would be the Galaxy X Dreadnoght's niche, wouldn't it?

Archived Post
04-07-2012, 01:16 AM
Im a Tactical but dislike these little Escorts, the Fleet Escort i do like though but Cryptic havent updated that one for a hell of a long time, the Akira i love so how about a t5 one? i still do STF's in my Akira :p

But a bigger ship for Tacticals, yes 100% would love that, maybe a T5 Akira, i would lump it into the Fleet Escort catergorie as the layout externally is the same as Akira and FE's.

Archived Post
04-07-2012, 06:42 AM
I don't think there is "room" for tactical bigships

I see what you did there. And I approve of the pun!

Archived Post
04-07-2012, 06:45 AM
Messing with the game mechanics for a handful cruisers is just wishful thinking. Not gonna happen. And not necessary either.

These ships wouldn't be optimal, I still would love a Souvereign/Vor'cha with such a BO layout. For the min/max community cryptic made the Star Cruiser/ Negh'Var.

Archived Post
04-07-2012, 06:50 AM
Indeed, though Carriers are Science Bigships.
They are only Science Bigships because they have a Science Commander slot, though, so you could replace that one with an Engineering Commander or Tactical Commander to get something Cruiser or Tactical like.

I wouldn't be surprised if all we needed was something like a Tier 5 Akira Retrofit, for example. THis ship looks like a Cruiser, but is an Escort. Sure, it will be maneuverable and not slow, but I don't think many peoply fly Cruisers because they like the slow turn rates.


Well, there is also PvP... and adjusting the AI isn't beyxond possibilities either.
Adjusting the AI may be possible (and that possibility is important for the last section of my post), but changing ranges may be a big problem - since it affects encounter placement on all existing maps.

Archived Post
04-07-2012, 07:38 AM
If the Tactical should get a bigger ship i would suggest a Missile Boat..(or Missile Destroyer). IT would look like the Delta Class

http://www.shipschematics.net/startrek/images//federation/destroyer_delta.jpg

Hull: 40000

Fore weapons 4x
Rear weapons 3x

5x Tactical Slots (Red Matter Missile console)
2x Science Slots
3x Engineer Slots

Special ability. Can use Red Matter Missiles .. each launch would a barrage of 12 missiles if hit would do 2.5k damage each (can be shot down by point defense) cool down of 2 min and has a 360 arch but can not be use with in 2 km of target (like the bio neural warhead) max useable range up to 15 km


Inertia 70
turning same as the intrepid class science ships but not as quick as the fleet escorts or the Mult vector ships

Commander tact
LT Universal or another LT Tact
LT commander Engineer
LT Sci

:D

Archived Post
04-07-2012, 05:10 PM
If the Tactical should get a bigger ship i would suggest a Missile Boat..(or Missile Destroyer). IT would look like the Delta Class

http://www.shipschematics.net/startrek/images//federation/destroyer_delta.jpg

Hull: 40000

Fore weapons 4x
Rear weapons 3x

5x Tactical Slots (Red Matter Missile console)
2x Science Slots
3x Engineer Slots

Special ability. Can use Red Matter Missiles .. each launch would a barrage of 12 missiles if hit would do 2.5k damage each (can be shot down by point defense) cool down of 2 min and has a 360 arch but can not be use with in 2 km of target (like the bio neural warhead) max useable range up to 15 km


Inertia 70
turning same as the intrepid class science ships but not as quick as the fleet escorts or the Mult vector ships

Commander tact
LT Universal or another LT Tact
LT commander Engineer
LT Sci

:D

You know tis is going to make it like SFC2 right?

"Deploy scatterpack shuttles! Launch all MIRVs!"

That destroyer looks like a warp-capable X-33 (http://files.abovetopsecret.com/uploads/ats54639_lm_x33.jpg), which makes it all the more awesome for NX-class heritage.

Archived Post
04-07-2012, 06:21 PM
You know tis is going to make it like SFC2 right?

"Deploy scatterpack shuttles! Launch all MIRVs!"

That destroyer looks like a warp-capable X-33 (http://files.abovetopsecret.com/uploads/ats54639_lm_x33.jpg), which makes it all the more awesome for NX-class heritage.

Your right the ship is Pre TOS i just notice when i went back to check

so i guess we can use the NEW ORLEANS class instead is it consider to be a Heavy Destroyer

http://www.shipschematics.net/startrek/images/federation/heavydestroyer_neworleans.jpg

Archived Post
04-07-2012, 06:28 PM
How large is the New Orleans-class in description? It looks to be a smaller-scale Galaxy set of saucer and nacelles.

Archived Post
04-07-2012, 06:54 PM
not sure if this is official spec for the ship size

New Orleans Class

http://www.cygnus-x1.net/links/lcars/blueprints/Starfleet-Review/Starfleet-Review_Page_25.jpg

Galaxy Class

http://www.cygnus-x1.net/links/lcars/blueprints/Starfleet-Review/Starfleet-Review_Page_20.jpg

Excelsior

http://www.cygnus-x1.net/links/lcars/blueprints/Starfleet-Review/Starfleet-Review_Page_18.jpg

Archived Post
04-07-2012, 07:15 PM
Ah I see, frigate size. Could be a small-scale Galaxy "pattern" of the same "art deco" design era.

An alternative for a tactical light cruiser is ironically, Warship Voyager. Though, we already have 2 Intrepid class variants so another LRSV might be a bit uncalled for.

But it's simple to make - LRSV with Lt. Cdr tac slot at the cost of one of its science ones.

As for balance? Well, I already find the RSV and LRSV to be optimal for fast attack roles. I operate them like submarines to perform disabling chronitron torpedo strikes and area debuffs then pull back before the battle line engages.

This strike warfare capability is balanced by its relative fragility compared to a full sized cruiser.

Archived Post
04-07-2012, 07:57 PM
but if we use the Intrepid class again as you said it would be too repetitive

I was thinking if they going to make a big tactical ship how about the Steamrunner

http://www.cygnus-x1.net/links/lcars/blueprints/Starfleet-Review/Starfleet-Review_Page_35.jpg

or the Fast Cruiser Niagara class

http://www.cygnus-x1.net/links/lcars/blueprints/Starfleet-Review/Starfleet-Review_Page_26.jpg

Archived Post
04-07-2012, 08:09 PM
but if we use the Intrepid class again as you said it would be too repetitive

I was thinking if they going to make a big tactical ship how about the Steamrunner

http://www.cygnus-x1.net/links/lcars/blueprints/Starfleet-Review/Starfleet-Review_Page_35.jpg

or the Fast Cruiser Niagara class

http://www.cygnus-x1.net/links/lcars/blueprints/Starfleet-Review/Starfleet-Review_Page_26.jpg

I think things are fine the way they are. I wouldn't mind if we could actually build our ships from the ground up, and equip slots based on our in game rank.