Reputation System - my Feedback
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Join Date: Sep 2012
01-10-2013, 04:05 AM
I just wanted to summarise my thoughts on the reputation system. First up, I want to say that I actually generally like the reputation system; it's a great way to add minor factions (even if we hope the Romulans get more later on) with access to new bonuses and goodies. However, it has a lot of rough edges that need to be resolved so while this is all the stuff I want to see fixed, I want people to bear in mind that I don't actually dislike the Reputation system:
General Reputation System
While funding fleet projects as individual items (x communication arrays, x officers etc.) is fine due to the sheer size and cost of fleet projects, doing this for reputation system projects is more annoying than anything else. I'd like to see projects reduced in what they require, and simply list what they need with a big "Begin" button to set them going; make it as easy as possible!
For example, the basic experience projects might require something like 30 marks, 8,000 expertise and 30,000 energy credits. When you hit "Begin" these are deducted from your account and the project begins, nice and simple; if you don't have enough of one of the requirements it'll be highlighted in red, and the button will be greyed out, what could be easier?
Only projects with much more specific requirements should have the separate items to provide, such as requisition projects where it's more characterful that you would trade shield generators to develop a new shield system.
All the store unlock feature achieves is to discourage people from wanting to unlock a reputation faction's store, as they have no idea of what the unlocked items will be like or how much they'll cost; not without coming to the forums or finding someone in chat to tell them at least.
This mechanic should be ditched in favour of simply unlocking store items as you complete each tier. It'll suck for people that have already unlocked store items, but it might actually encourage more people to use the reputation system store without having to go away and do some reading to figure out which unlocks are worth the effort.
Store purchases really shouldn't cost Dilithium only. When you compare the costs to fleet provisions the cost is more than double for what should technically be worse items (thanks for [Dmg]x3 on fleet weapons this probably isn't true but let's ignore that for now). I think that Reputation store items should be subsidised by marks in a similar way to fleet weapons so that the costs are more reasonable, requiring only some grind to get ahold of most of it.
I love the requisitioned bonuses, but I'm not sure about the handling of different levels of items. Personally I think that it would be better for requisitions to be treated like store unlocks are now; you undertake a (cheaper) project to co-develop the technology, maybe even temporarily assign some duty officers to it. This then unlocks the appropriate Mk X, Mk XI, or Mk XII item in the store for you to buy.
For people that already have one or more requisition items there should then be upgrade projects. These will appear if you have the appropriate item equipped or in your inventory, allowing you to swap it for the higher level version at a reduced cost (compared to buy a whole new one). So for example if you have M.A.C.O Shields Mk X then you would see a project to upgrade them to Mk XI (once you've unlocked the Mk XI item), and it would only cost the difference, rather than the full price of the Mk XI item.
Item Set Bonuses
One of the problems introduced with multi-level sets is that set-bonuses don't apply if you have a set of mixed levels. So for example if you have a borg set with two items of Mk X level, and one of Mk XI then you'll only receive the 2-piece bonus at Mk X. The item sets need to be adjusted so that items of a higher level still count for lower level bonuses. So in the example you would still receive the 3-piece bonus, but the Mk X level one only; if you had two Mk XI items and one Mk X then you'd receive the Mk XI 2-piece bonus, but only the Mk X 3-piece bonus, and the same again for mixed Mk XI and Mk XII. If you had one Mk X, one Mk XI and one Mk XII then you'd get the 2-piece Mk XI bonus, and the 3-piece bonus for Mk X.
I think it's pretty much a must that the reputation system add a project to each faction, allowing players to change their Reputation system abilities for each tier. Currently the choices aren't always obvious, or require some research to find out what effect they really have, and there's no option to experiment with each ability before settling for one.
With a respec project it would be easy, if a bit time consuming, to change your abilities as you wish and actually try different combinations.
These need to be double
to compete with the Epohh farming mini-game. It's pretty silly when a Starfleet Vice Admiral is running around after rabbits because rescuing captured fleets is worth practically nothing by comparison! The space missions barely reward 20 marks, but it needs to be at least double that to be worth it.
On that issue, the PvE missions need Elite varieties to compete with the Task Force Omega ones, offering double again the marks, along with a healthy amount of Dilithium to buy your new toys with.
Daily Epohh Tagging
Please reduce the time for Epohh duty officer assignments to 20 hours; with them set to 24 hours you have to be ready
when the current assignment finishes otherwise you end up with it becoming later and later each day until you're no longer able to get it done during your normal time online. Even worse is when the damned shard maintenance occurs, which is smack in the middle of when I would normally like to be online on my Wednesdays off, which prevents me from getting online to start the next assignment. The Reputation experience projects are good in this regard as that four hour difference means you can guarantee they're ready to be started again first thing.
Make Plasma Proud
Not strictly related to the Romulan Reputation system, but given the number of shields out there with plasma resistance (all the Omega ones) someone needs to take a look at how plasma now stacks up. Ideally I'd like to see the borg set (which I actually use) ditch plasma resistance in favour of a small extra bonus to its regenerative abilities. Leave the M.A.C.O and Honour Guard sets as they are since fighting Borg is what they're for, but the borg regenerative shields should be about regeneration. Maybe do the same to the Omega Force set since it's supposed to be about hit-and-run rather than slugging it out toe-to-toe with a borg fleet, so should focus on that rather than resisting plasma.
Task Force Omega
I think a lot of people are missing the old anti-borg space weapons (except for those that still have them
), and I'd like to see a return as well. However, I'd like to see them return as something different; specifically I'd like to see them become normal weapons without a specific anti-borg element, as it never made any sense to me in the first place, as the whole threat of the Borg is their ability to
so having a weapon that can hurt them doesn't make a lot of sense.
I'd rather see borg ground and space weapons come with a bound ability that allows them to rapidly cycle through different frequencies. This would cause all such weapon(s) to fire a little more rapidly, changing colour with each phase shift. In effect what would happen is that each hit would gain
basic weapon proc for the duration of the (slow to cool-down) ability. So the barrage would have a 2.5% chance to disable a subsystem, a 2.5% chance to apply a damage debuff, a 2.5% chance to drain power levels, a 2.5% chance to drain shields, a 2.5% chance to apply plasma fire, and +20% critical severity. For space weapons the ability would only effect anti-borg space weapons. For ground weapons the borg would be unable to adapt to the barrage fired.
The idea is that it'd be the kind of ability that is designed to overcome the borg's ability to adapt, but can also be useful against other enemies, which is pretty much how it should be since the Borg aren't uniquely vulnerable to anything, that's kind of why they need to be defeated in the first place. Depending on the strength of the ability it could be added in place of a third weapon bonus, but I think it would be nice. Kind of like how the Romulan plasma weapons are Very Rare with only two bonuses, because they have the extra proc from Disruptor weapons.
Last edited by haravikk; 01-10-2013 at