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-   -   "Target Carrier Bays" as a new weapon skill. (http://sto-forum.perfectworld.com/showthread.php?t=198184)

Archived Post 01-21-2011 05:57 PM

"Target Carrier Bays" as a new weapon skill.
 
OK we've all heard it before, and we'll hear about it until the end of time. I just did a FvK Capture and Hold map on the Tribble server. I was in my Excelsior retrofit. There were 5 feds and 5 klingons. After the carriers let loose all their ships it was about 50 against 5, no exaggeration. I am all for a challenge, but there is no way that the feds can win under this situation. There were BoPs, Raptors, Skul fighters, Interceptors, Frigates that laid out Tricobalt mines. It was a zoo. To be honest I was having a great time - Thank you Teapower3, that was a lot of fun. If I didn't go to full shields power level for about 15-20 seconds I would have been dead. As soon as my shields came back up though, I went back to full weapons power. But I can see how some people are so frustrated by it. So what to do about it?

Here's the thing, either feds need carriers OR they need a way to either disable or destroy an enemies carrier bays. Why not give us a target carrier bays weapon skill? I think that would even things out a lot. I also think it would give some people no reason to complain about it anymore. Let us be able to shoot and destroy the bays for 30 seconds, a minute, or even the whole match (yeah that one is a little too much I know, but it could work). If we did destroy the bays for the whole PvP match, it could easily be fixed with either a Major or Critical Component once the match is over. With that weapons skill, it would even things out a lot. And if a carrier can not send out any fighters, so what. They have all the same skills to choose from that everyone else does, so they can do very well in a fight just like any other ship (except they may have to fight in a straight line, since they turn worse than a 72 Caddy).

Archived Post 01-21-2011 06:09 PM

Quote:

. I am all for a challenge, but there is no way that the feds can win under this situation. There were BoPs, Raptors, Skul fighters, Interceptors, Frigates that laid out Tricobalt mines. It was a zoo
Those pesky Klingons are *quite* the litterbugs.....disgusting. But what do you espect from the cretins who don't even cook their food? Certainly not tidyness. :D

Actually, this is a rather interesting idea, and could see this being added into Sci Ships as an additional option.

Thinking other interesting options - which would likely be difficult to code - cruiser skill to lay a tractor net.
Escorts can get skill to 'strafe" across multiple targets.

But the target carrier bays.....very interesting. Nice idea.

Archived Post 01-21-2011 06:58 PM

Sorry about the 2nd posting
 
It was just brought to my attention that I had posted this thread twice. I am sorry about that. In my haste to post up some ideas before dinner, I did a copy and paste and then tried another copy and paste that didn't take. So this thread has been posted here and also under Star Trek Online Discussion. Again, I am sorry about the repeating of this thread.

Archived Post 01-24-2011 12:42 PM

I like this idea. You should have a bit to deal with when carriers are on the field but it shouldn't be a straight up zoo.

Archived Post 01-26-2011 02:36 PM

Target Carrier Bays = Target Auxilliary Subsystem.

Currently on tribble, launch speed is affected by Aux power level:
http://forums.startrekonline.com/sho....php?p=3306371

If Aux goes offline the carrier losses the ability to launch ships.

Archived Post 01-27-2011 07:29 AM

I'm all for it if the Devs change the pet mechanics to make them more useful and less spamful.

Archived Post 01-27-2011 08:55 AM

I would be happy if the pets didn't keep following me after I've evaded, left combat, and cloaked in my Defiant-R, all the while leading that cloaked BoP right to me.

Archived Post 01-30-2011 01:31 AM

Quote:

Originally Posted by NWCtim
Target Carrier Bays = Target Auxilliary Subsystem.

Currently on tribble, launch speed is affected by Aux power level:
http://forums.startrekonline.com/sho....php?p=3306371

If Aux goes offline the carrier losses the ability to launch ships.

Yes I just saw that. Check the dates, this thread was started before they announced that.

Congrats go to Jonathan_Kent, for taking my original, generalized "target hanger bays" concept, and coming up with the idea to tie it in to the Auxiliary Systems; and to Snix, for seeing the possibilities and merits of this idea and going with it.

Nice job people.:)


Saavik: Then you never faced that situation, faced death.
Kirk: I don't believe in the no-win scenario. Kirk to Spock, it's two hours are your ready?
Spock: Right on schedule Admiral, just give us your coordinates and we'll beam you aboard.
Kirk: Alright. I don't like to lose.

Archived Post 01-30-2011 01:49 AM

Quote:

Originally Posted by seanhazz1 (Post 3309893)
I would be happy if the pets didn't keep following me after I've evaded, left combat, and cloaked in my Defiant-R, all the while leading that cloaked BoP right to me.

ahaha agreed! Those naughty freakin pets!!

Archived Post 01-30-2011 01:50 AM

Quote:

Originally Posted by NWCtim
Target Carrier Bays = Target Auxilliary Subsystem.

Currently on tribble, launch speed is affected by Aux power level:
http://forums.startrekonline.com/sho....php?p=3306371

If Aux goes offline the carrier losses the ability to launch ships.

nice tips ty ^^

[pew pew]


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