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-   -   interchangeable pods (http://sto-forum.perfectworld.com/showthread.php?t=784941)

ccmurphy 07-09-2013 03:51 AM

interchangeable pods
 
i started a thread not long ago on the fed ship yards, about interchangeable pods for the nebula class starship. witch would basically with the change of the pod via the shipyard, possibly change the stats, bo line up, and console line up in the ship.

my question is if the kdf would be interested in a similar ship, for themselves.

For more information on the pods go to

http://sto-forum.perfectworld.com/sh...d.php?t=780321

misterde3 07-09-2013 04:13 AM

There was an extensive discussion about this concept looong ago in the KDF forums.
The idea was to convert either Raptors or BoPs into scout versions, meaning ships intended for signal intelligence, electronic warfare etc.
They'd trade firepower and tac BO/console slots for shields and science BO/console slots.
This would also make sense given the Raptor was a scoutship on Enterprise.
I know Mem Alpha also also calls it a battlecruiser.
But that's only because Archer, the guy who crawled around the floor of his ready room loking for a squeek that he thought moved intentionally away from him when he got closer to it, referred to it as such in "Marauders".

Unfortunately I don't think such a pod system is fasible in the current game system because external appearance and internal characteristics of a ship are totally seperated.
That's why we have stuff like the starship 3-packs.

ccmurphy 07-09-2013 04:52 AM

Quote:

Originally Posted by misterde3 (Post 11299451)
Unfortunately I don't think such a pod system is fasible in the current game system because external appearance and internal characteristics of a ship are totally seperated.
That's why we have stuff like the starship 3-packs.

that doesn't mean that the it can't be changed in the future. i know this wont happen overnight.

misterde3 07-09-2013 05:19 AM

Quote:

Originally Posted by ccmurphy (Post 11299641)
that doesn't mean that the it can't be changed in the future. i know this wont happen overnight.

It's good to see you have a realistic outlook on the matter.:)

The big question that keeps coming up in my head is whether this system would work on an existing ship design, like the Nebula this is based on, or whether we'd need a new kind of ship that is basically "blank".

Assuming the latter, it would work a bit like the following.

A "blank" vessel starts out with the usual stuff like shield and engine slots etc. plus:

6 console slots (2 for each category)
6 weapons slots (3 fore, 3 aft)

and a module slot

The ship also has a rather low hull, shield mod and turnrate and no power bonus.

depending on the module, the ship gains
a typical science/escort/cruiser power bonus
turnrate
hull (by via "strucutral integrity")
shield mod
and either "Sensor analysis" or one or two weapons slots
The BO layout depends on the module.

The other big issue is whether it's more work for Cryptic to for example build 3 ships with 3 modules that work on all three ships without totally killing what little balance we have...or 9 new individual ships.

ccmurphy 07-09-2013 06:03 AM

Quote:

Originally Posted by misterde3 (Post 11299841)
It's good to see you have a realistic outlook on the matter.:)

The big question that keeps coming up in my head is whether this system would work on an existing ship design, like the Nebula this is based on, or whether we'd need a new kind of ship that is basically "blank".

i'm hoping we can use existing ships. it would be a little work, but if you tweek the code for the neb for example to fallow the pod that you selected in the ship creator, and said pod has these upgrades. the only problem with that is, if someone forgot to dequip equipment or the like, what would happen to the equipment.

of course if they made theses pods, people would want them to be used on other ship types besides the ones that seam like they can equip them now.

misterde3 07-09-2013 06:19 AM

Quote:

Originally Posted by ccmurphy (Post 11300191)
i'm hoping we can use existing ships. it would be a little work, but if you tweek the code for the neb for example to fallow the pod that you selected in the ship creator, and said pod has these upgrades. the only problem with that is, if someone forgot to dequip equipment or the like, what would happen to the equipment.

I think there is a simple and existing solution to the equipment problem.
When you want to trade a BO to another player, the system prevents that unless you have removed every bit of equipment from its inventory.
The same could be done with a ship's module: you can't remove it from your ship until you've removed all the equipment from the module.:)

Quote:

Originally Posted by ccmurphy (Post 11300191)
of course if they made theses pods, people would want them to be used on other ship types besides the ones that seam like they can equip them now.

That's possible, but it's a problem STO has faced numerous times.
Ships with hangar are introduced...so people suddenly want a hangar on an existing ship.
But I'm not sure if that's the best solution.
I think there should be ships that support modules and those who don't, just like there are ships with universals or hangars...and ships without.;)

stirling191 07-09-2013 07:00 AM

Quote:

Originally Posted by misterde3 (Post 11299841)
It's good to see you have a realistic outlook on the matter.:)

The big question that keeps coming up in my head is whether this system would work on an existing ship design, like the Nebula this is based on, or whether we'd need a new kind of ship that is basically "blank".

Assuming the latter, it would work a bit like the following.

A "blank" vessel starts out with the usual stuff like shield and engine slots etc. plus:

6 console slots (2 for each category)
6 weapons slots (3 fore, 3 aft)

and a module slot

The ship also has a rather low hull, shield mod and turnrate and no power bonus.

depending on the module, the ship gains
a typical science/escort/cruiser power bonus
turnrate
hull (by via "strucutral integrity")
shield mod
and either "Sensor analysis" or one or two weapons slots
The BO layout depends on the module.

The other big issue is whether it's more work for Cryptic to for example build 3 ships with 3 modules that work on all three ships without totally killing what little balance we have...or 9 new individual ships.

I think another issue is whether the game is setup in such a way that simply equipping an item can change the hardcoded slots that a ship has. If memory serves, similar conversations in the past (not necessarily about modular ships, but with things like adding on console slots to existing ships) necessitated multiple versions of a given ship to be produced as opposed to a single modular framework hull.

misterde3 07-09-2013 07:05 AM

Quote:

Originally Posted by stirling191 (Post 11300801)
I think another issue is whether the game is setup in such a way that simply equipping an item can change the hardcoded slots that a ship has. If memory serves, similar conversations in the past (not necessarily about modular ships, but with things like adding on console slots to existing ships) necessitated multiple versions of a given ship to be produced as opposed to a single modular framework hull.

Please read post#2.:)

I tried to convey precisely that point.

stirling191 07-09-2013 07:07 AM

Quote:

Originally Posted by misterde3 (Post 11300871)
Please read post#2.:)

I tried to convey precisely that point.

/derp

This is what happens when I post decaffeinated :eek:

misterde3 07-09-2013 07:19 AM

Quote:

Originally Posted by stirling191 (Post 11300911)
/derp

This is what happens when I post decaffeinated :eek:

Hey, at least it was intelligible.
If I posted decaffeinated it'd look like a transcript of this:
http://www.youtube.com/watch?v=usHG28UjZGQ

so don't be too hard on yourself there.:)


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