Discuss: Sub-system targeting
I would like to have a short discussion with regard to how the current sub-system targeting abilities work in PVP and how they might be improved upon to not only make sub-system targeting a viable option for all ships to toy around with, but to also indirectly make Engineering Team a viable option as a counter to sub-system targeting; which is an engineering de-buff.
Currently sub-system targeting drains power from a targeted sub-system, be it Shield, Weapons, Engines or Auxiliary. This has the effect of making abilities and weapons reliant on subsystem power levels less effective when the sub-system is at lower power levels. This effect is however extremely temporary and easily overcome by the many ways to increase power levels, passive power drain resistances and engineering team currently being able to repair any sub-system that is disabled Therefore, I would like to tweak all sub-system targeting abilities to do something similar but perhaps better suited.
I think that the purpose of sub-system targeting is to diminish or weaken the sub-system being targeted. A de-buff in more simplified language. However, as stated above, draining the sub-system power level is perhaps not the best way to do this. In fact, I believe that the sub-system targeting ability should in fact de-buff the sub-system itself in the best way possible; by affecting what skills buffs the sub-system to begin with and what abilities relies upon the sub-system.
Therefore, I propose the following changes and would like you to share your thoughts. Note: all these new de-buff effects will clear immediately with Engineering Team.
- X% Starship Shield Emitters for 15 seconds. (Reduces Shield Healing effectiveness)
- X% Starship Shield regeneration for 30 seconds (Reduces five ticks of shield regeneration)
- X% Starship Shield Performance for 15 seconds. (Reduces extra power given to sub-system from skill bonus, if Skill bonus goes into the negative from this de-buff, power is subtracted from the sub-system accordingly)
- X% Starship Energy Weapons for 15 seconds (Reduces Energy Weapon Damage. De-buff cannot go below zero)
- X% Starship Energy Weapon Performance for 15 seconds. (Reduces extra power given to the sub-system from the skill bonus, if Skill bonus goes into the negative from this de-buff, power is subtracted from the sub-system accordingly)
20% Chance to disable a single random weapon for 5 seconds (Disables weapon for a complete cycle)
- X% Starship Warp Core Efficiency for 15 seconds. (Reduces Skill bonus effect. De-buff cannot go below zero)
- X% Starship Warp Core Potential for 15 seconds. (Reduces skill bonus effect. De-buff cannot go below zero)
- X% Starship Engine Performance for 15 seconds. (Reduces extra power given to sub-system from skill bonus, if Skill bonus goes into the negative from this de-buff, power is subtracted from the sub-system accordingly skill)
20% chance to disable engines for 5 seconds. (Drains all power from Engine Sub-System)
-X% Starship Auxiliary Performance for 15 seconds. (Reduces extra power given to sub-system from skill bonus, if Skill bonus goes into the negative from this de-buff, power is subtracted from the sub-system accordingly)
30% chance to reduce Auxiliary power level by 50% for 15 seconds
10% chance to disable Auxiliary sub-system. (Drains all power from Auxiliary Sub-system)
Remove the PHASERs inherent subsystem targeting and stead give it a bonus when used with the BSST skills.
Otherwise I'm indifferent as to the form your ideas take and see no upfront issue with them, though the 20%20%/30% chances may be a bit high.
In Star Trek we never saw the Phasers randomly disable a ships system.
We did see many times when the Captain asked for a shot to disable a system and the Phasers where considered very accurate at such a feat but did not do so by fact of existance.
Disable percentages are fine where there at. I do agree with you that the power drain is way off now though. What about increasing the systems cd timers. So for shields, any shield ability including shield batteries would go on a 20% longer cd for btss1 up to 40% for btss3. It would make both engy teams and batteries a lot more important to have handy and definately would add some dynamics as to when you might use an emergency power or a battery.
The klink versions of Paris Hilton will love suck more. We don't need power. Just sit there and get blown up. Sigh.
PvP is almost at the point of fubar so it doesn't matter. This will be my last negative post about pvp.
I Love It....
But I agree with Roach. If Phaser Procs stay the way they are it'd be op. The phaser proc should change. And if you were gonna recommend a change like this to subsystem targeting I'd want to see a change to all weapons procs across the board. Now I wouldn't exactly know what to suggest to replace each weapons type proc with but with your idea of subsystem targeting I'd say that it'd be a step in the right direction. Excellent Idea. I feel more sciencey already!
So couldn't I just always be running an engineering team and have immunity? I'm not sure where this is going. Some of the mess we are in is due to Captains flying around in other captains ships. So sure an engineer in an escort has far more ways to resist and negate the current subsystem targeting. And with the new system they still will with miracle worker tossed in there. And then there's the power level Doff joy. And Dual system batteries. Oh where does it end?
Anyways to a non engineer in an escort this new system becomes slightly more onerous than it was before. Cruisers will enjoy their new found ability to clear the effects of subsystem targeting. Science ships will still be sad. I mean if you're just spamming out a rotation of targeting. If you're watching your target or being prepared for a situation where targeting a particular subsystem will be critical, its fine the way it is. There's no real reason to make it harder on escorts than it is already, and at the same time easier on cruisers.
I like the idea of the different de-buffs. Just not so keen on the way we currently clear them, or having engineering team clear them.
Hey our power conduits are blown!! Here pump more power through it!!
Hey our power conduits are blown!! Here miracle it all better!!
If captains had a choice to carry a ships device that was conceptualized as a store of emergency supplies of sensitive ships components that is used to repair subsystems I'd feel better about the entire thing. And make that the only way to "fix' the damage faster. You can't emergency power a broken system, it just leaks out. You can't wish it better without parts. You wait it out or use emergency repair kits.
Of course that makes sub system targeting very strong.
Of course I don't have a Science character so I'm impartial..... >.> o..o
Cheers and happy flying! Keep those science dreams coming!
hmm... In my opinion, the current BTSx skills are working fine. Maybe even too fine.
when you come up againt a team running a heavy BTS setup, maybe combined with a tykens rift, a VM or two, (and worst case, some sucking drones) you can be effectively shut down completely. You pop your ET, and live 5 seconds, and then you're dead.
I would be OK with BTS becoming more effective, if they would only put a limit in, that would make it impossible to loose more than one subsystem at once. Like, if one subsystem is down, all other systems can't drop below 25.
Out of curiuosity, is this change to Beam Target abilities an after thought becuase so mnay are using the Beam targte abilities currently in PvP?
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