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Archived Post 07-18-2011 08:41 AM

Science and Engineering powers
 
So.. We all know how weapon use drain weapons power (8-10-12), and some tactical abilities as well (FAW).

We also know how stacking of many Science and Engineering abilities, make it so an ability used by a single ship is able to be overcome, but when used by multiple ships become almost overpowered (4 extends, 8 ETs, 4 TSSs, 4 HEs on one team for example)

Ive been thinking a bit, and thought that maybe itd be a good idea to add some drain on any aux/shield/engine based abilities.

Abilities with a duration would have a drain for the duration while instant abilities would have a onetime cost.

Examples:

Extend Shield : Cost 10-20-30 shieldpower for the duration
Transfer Shield Strenght : Cost 15-20-25 Aux Power for the duration.
Aux to SIF : Cost 20-40-60 Aux when activated.
Charged Particle Burst : Cost 20-40-60 when activated
Tractor Beam : Cost 10-20-30 Aux when activated.


Thoughts/suggestions (note: the cost values are just for illustrating the idea)

Archived Post 07-18-2011 09:09 AM

Quote:

Originally Posted by MelineAaele (Post 3649495)
So.. We all know how weapon use drain weapons power (8-10-12), and some tactical abilities as well (FAW).

We also know how stacking of many Science and Engineering abilities, make it so an ability used by a single ship is able to be overcome, but when used by multiple ships become almost overpowered (4 extends, 8 ETs, 4 TSSs, 4 HEs on one team for example)

Ive been thinking a bit, and thought that maybe itd be a good idea to add some drain on any aux/shield/engine based abilities.

Abilities with a duration would have a drain for the duration while instant abilities would have a onetime cost.

Examples:

Extend Shield : Cost 10-20-30 shieldpower for the duration
Transfer Shield Strenght : Cost 15-20-25 Aux Power for the duration.
Aux to SIF : Cost 20-40-60 Aux when activated.
Charged Particle Burst : Cost 20-40-60 when activated
Tractor Beam : Cost 10-20-30 Aux when activated.


Thoughts/suggestions (note: the cost values are just for illustrating the idea)

While I agree with you in principle, the drains seem a little high, this will probably not end well :(

Archived Post 07-18-2011 09:20 AM

Well, BOv takes off 50 across the board for weapons power and that's more severe than much of what Meline is proposing. At least different steps in weapon power drainage for BOv would be nice. Like, 15, 25, 50 at BO1, BO2, & BO3, respectively. Comparative drainage with Aux power would make sense to me. It's logical to be consistent.

Archived Post 07-18-2011 09:23 AM

Quote:

Originally Posted by Cattivo80 (Post 3649551)
Well, BOv takes off 50 across the board for weapons power and that's more severe than much of what Meline is proposing. At least different steps in weapon power drainage for BOv would be nice. Like, 15, 25, 50 at BO1, BO2, & BO3, respectively. Comparative drainage with Aux power would make sense to me. It's logical to be consistent.

I understand. Personally I would good with lesser heal/resist drains and throw in a miss factor. In this game unless you are scrambled you hit your heal target 100% of the time. now how is that fair when you can miss you kill target 1 out 10 shots if not more, same principle.

Archived Post 07-18-2011 09:38 AM

This is an interesting idea. It would certainly make Engineer Captains more attractive :)

The only thing I would worry about is that it might lead to some extra 'stratification' of the 3 Captain types into the MMO trinity of healer-tank-DPS. For example if power is that vital to heals why use a sci or tac as a healer?

Archived Post 07-18-2011 10:00 AM

Quote:

Originally Posted by Fletch246
This is an interesting idea. It would certainly make Engineer Captains more attractive :)

The only thing I would worry about is that it might lead to some extra 'stratification' of the 3 Captain types into the MMO trinity of healer-tank-DPS. For example if power is that vital to heals why use a sci or tac as a healer?

Well.. Obviously Eng captains would have a advantage in power, but this is balanced by the lack of buffs/debuffs.. The main idea behind the post was to provide a system that makes the various powers easier to balance.. First Id expect youd see less Sci and healspamming, or rather when you spam, each power would be slightly less effective.

Archived Post 07-18-2011 10:49 AM

I brought this up in a thread the other day. Like I said there it makes sense in my head. I don't make video games so I'm not sure what it would take to impliment. But an aux drain for TSS and he and cpb ect.... Shield drain for extend shields. Sounds good.

But I agree most with the thought of making or "overusing" 1 ability for premades. Can you say everyone carries tach beam 2 and focus fires. This general idea can be applied everywhere in the game. Overkill. But you need the teamwork and wilingness to comply with build restrictions so we don't do many premades in our fleet.

Good post meline.

Archived Post 07-18-2011 11:00 AM

I don't think this is really necessary.

A weapon shot is not a power. These are different things. Also, every ship does suffer from weapon energy drain. Escorts might actually suffer the least at that as well, as they use highly energy-efficient weapons with only 7 slots and have extra weapon power. Cruisers have more weapons to feed, and Science Vessels don't have the power.

If anything, I might consider removing the energy drain from Beam Overload. It's an unnecessary feature. Attack Pattern Alpha or High yield Torpedo also raise damage and don't cost energy. Beam Overload is the only power that works differently.

If engineering and science powers are too strong, they need to be adjusted - in a straightforward manner, instead of trying to figure out what kind of energy drain would be justified. If stacking stuff is an issue, I doubt it's the issue that a single player can stack them - it's that a team can stack them. So if you want something more complicated, you need to think about a diminishing returns on buffs (primarily actually Heals, instant as well as over time, possibly also shield damage reduction, the diminishing return in place there works differently from hull resistances and might plainly be too good.)

Archived Post 07-18-2011 11:21 AM

I'd rather see weapon drain eliminated honestly. Would benefit low weapon power ships too. A ship with low (25-50) weapon power can't even use many energy weapons because you hit 0 wp with the drain. With no drain you could have low but consistant damage. Scaling weapon drain could be a substitute though I would prefer no drain. Say at 100 you weapons drain like they do now, about 10. At 75 you'd get 7.5 drain, 50/5, and 25/2.5.

Archived Post 07-18-2011 11:28 AM

While it makes sense from an RP perspective, I think it is a horrible idea.

Space combat is all about burst Dmg, without a significant boost in Dmg potential Cruiser and Sci ship would become useless if heals and sci attacks drain energy.

I don't think it is worth the balancing nightmare, just to give tacs (and maybe sci) in escorts faster kills because those DHC drain sooooo much energy :)


Thinking about it:
APA -50 Weapons Power
MW -50 Shield Power
SNB-50 Aux Power

WTF??


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