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Captain
Join Date: Aug 2012
Posts: 3,553
Hi guys, it's the crazy knight of heresy. After the recent Fleet AC thread, someone posted up that maybe they should have a fleet dreadnaught at tier 5. And I, being slightly insane, thought they meant dreadnaught type (in-game designation, like how certain NPC ships are cruisers (like the orb weaver), certain ships are considered battleships (like the recluse), and some are dreadnaughts (like the tarantula), that method). I figured out now that they were probably referring to that horrible 3-nacelled monstrosity, but I went out on a limb and decided to look at what is considered a dreadnaught NPC.

On the Klingon side, any NPC bigger than a neg'vhar is considered a dreadnaught. This includes but is not limited to Vo'quv and Bortas class ships, plus siege ships in FA and blockade. On the Fed side, anything bigger than the Typhoon is considered a dreadnaught, which again includes, but is not limited to the Odyssey and fed siege ships.

That in mind, what if they did indeed make a REAL fleet version of the Bortas and Odyssey? You have to admit the current ones are trash. 9 consoles, terrible stats, and you can't even use the unique consoles that the c-store ships come with. All the other fleet ships can. Take the Fleet Tactical Escort Retrofit. It has 10 consoles, and can use the cloak console (not that a lot of players do, but it can). Same for the Fleet Advanced Escort. It can use the MVAM. I would go on, but brain not working at 100% atm, so don't want to seem stupider than my next few paragraphs are going to make me out to be.

Now these NEW fleet versions would be tier 5 like the current ones. However they would cost 500k fleet creds, and they would also require Fleet Ship Modules, and Fleet Ship Requisitions. Multiples of BOTH. I leave it up to the devs to decide how many of each (in the unlikely event they do this). Cost aside, let's go into actual stats on these new ships.

Fleet Odyssey Cruiser Retrofit

Rank: Vice Admiral
Type: Criuser
Tier: 5.5/6 (whatever fleet ships are considered)
Hull: 46200 (+10% due to fleet status)
Shield Modifier: 1.25 (+10% due to fleet status)
Impulse Modifier: 0.16 (slight improvement over c-store versions)
Turn Rate: 6.5 (slight improvement over c-store versions)
Inertia Rating: 22 (slight improvement over c-store versions)
Crew: 2500
Weapons: 4 fore, 4 aft
Bonus Power: +10 to Shields and Aux, +5 to Weapons and Engines (fleet ship AND flagship, so I figure boosted power shouldn't be THAT overpowered/unexpected, however I would be willing to compromise and just go with the usual +5 to all subsystems that cruisers normally have)

BOff Layout:
Lt. Tactical
Cmdr Engineering
Lt. Science
LtCmdr Universal
Lt Universal (slight improvement over c-store versions)

Console Layout:
3 Tactical
4 Engineering
3 Science
(chose the tactical layout since I see that as the most balanced, which is what I would expect from a fleet version)

3 Unique Console slots
(these slots are for Odyssey consoles ONLY, i.e Aquarius, Chevron, Worker Bees. They are like Hangar slots on carriers, part of the ship, but don't interfere with normal consoles)

These unique consoles are what makes the fleet ship possibly OP. The ability to have the Odyssey set without losing out on normal consoles might make the ship OP, but on the other hand would force players to put a lot of resources in, since you would need not only the Oddy 3 pack, but you would also need the FSMs, FSRs, and Fleet Creds. That would end up costing a lot of time and zen. Which is what I see balances it out a little.

Fleet Bortas Battlecruiser Retrofit

Rank: Lieutenant General
Type: Battlecruiser
Hull: 47850 (+10% due to fleet status)
Shield Modifier: 1.1 (+10% due to fleet status)
Impulse Modifier: 0.16 (slight improvement over c-store versions)
Turn Rate: 6 (slight improvement over c-store versions)
Inertia: 19.8 (slight improvement over c-store versions)
Crew: 3600
Weapons: 4 fore, 4 aft
Bonus Power: +10 to Weapons and Shields, +5 to Engines and Aux (fleet ship AND flagship, so I figure boosted power shouldn't be THAT overpowered/unexpected, however I would be willing to compromise and just go with the usual +10 to weapons and shields which is more typical of a KDF battlecruiser)

BOff Layout:
Lt Tactical
Cmdr Engineering
Lt Science
LtCmdr Universal
Lt Universal (slight improvement over c-store versions)

Console Layout:
5 Tactical
4 Engineering
1 Science
(It's the Klingons. They like to get lots of bang for buck. I figured the War Cruiser layout to be appropriate due to it being the way the KDF does things. Shoot first, blow it up, then figure out what it was. If they even bother to do that.)

3 Unique Console Slots
(Like Hangar slots, allow for use of the consoles without interfering with normal consoles, but are limited to Bortasqu set consoles ONLY)

Again like the Fleet Odyssey, it's the unique console slots that will probably draw the most flak and make this ship possibly OP, but again, it will require the purchasing of the Bortasqu 3 pack in addition to the FSMs, FSRs, and Fleet Creds. This huge cost in zen and time should balance out the power of the ship.

Now both of these ships are quite powerful, and if you add in their ability to use their set bonuses while still maintaining 10 normal consoles, possibly stupidly so, but remember, they would also need a tier 5 shipyard, which would take a lot of time, effort, and resources (or a TON of ECs if you are too lazy to do it with your own fleet and want to buy it from a fleet at tier 5).

The way I see it, it's a win win for players and devs alike. We finally get our flagships that aren't just for show, and the huge cost in zen and time would be good for the game creators.

Thoughts please? (constructive thoughts requested not trolls, and PLEASE do NOT start the Cruisers are too weak thread in here...)

*Note: During the creation of this thread, I have been a little woozy and not completely coherent, so if I made too many spelling errors, please let me know.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
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Why the Devs can't make PvE content harder.

Last edited by hereticknight085; 11-20-2012 at 04:00 AM. Reason: had to purty it up for it's destruction by way of trolls and nay sayers...