another dumb idea-Fleet Gearing and parts meant to work together.
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Join Date: Jul 2012
02-03-2013, 01:02 PM
#1 Told you it was a dumb idea, didn't I?
#3 I wasn't "Complaining", so you're not confused-I wasn't complaining. I was floating an
to address a few issues brought up many, many times by fans of Cruisers, people whom maybe didn't pick a good fleet, etc. etc.
I don't mind how the mechanics of the game work at present-at least, not much, and not when they actually work (i.e. when not impacted by untested new passives or other bugs).
What really motivated this, is repeated threads about how certain classes and ship types are becoming irrelevant with the proliferation of heals/resists and passives, esp. in PvP, but also in other areas.
There is a segment of the community that feels Cruisers are Underpowered/Escorts overpowered, they're vocal, and often show numbers to back their claims.
Unfortunately, most of them want to nerf things. I'm not keen on the application of the Nerf-Bat to balance the game, so I started wondering what a better balance-pass method might be-one that doesn't involve stripping existing abilities from players, and where you'd have to go to APPLY it...
Hence Fleet gear as the focus-specifically requiring players that WANT that bonus to use it EXCLUSIVELY-one of the things Cryptic did with S7 was take away our ability to mix/match STF gearing-which was, at the time, really the only option a lot of us had for half-decent MkXII equipment (aka running STFs' for the currency, buying the stuff at the Omega store...)
well...the Omega store's gone, from the chatter, it seems they took the space items out of the Rep store (except for the engine/shield/deflector combos) and replaced them with gimmick weapons (the Omega-unimatrix-plasma-ball and the cutting beam). so I really couldn't base the idea on THAT stuff...
but the idea is simple enough:
Parts that are made to work together, will be more efficient than parts that are mix/matched, and further, can be made to work in what the economics guys call "Economies of scale"-aka, take a ship, install EVERYTHING from the same store/manufacturers, designed individually to work with the same components, and you use less energy-and further, the more of it you have installed, the better your energy efficiency gets (means more power you can direct to other things-like tossing heals, or Sci spam, or running the engines hotter, or running more juice to your own shields...or just keeping up the fire-pressure because your damage-drop-off is slower...)
Basically to make Cruisers marginally more efficient with Beam Arrays than Escorts are with Cannons-not a big change, but one that pushes E's out of the "all over better" range that some posters believe them to exist in.
Also makes Escorts marginally more efficient with their weapons than Sci ships OR BoPs-which, as a Bird of Prey user, would make things more difficult for ME...
"when you're out of Birds of Prey, you're out of ships."
I play KDF, because being a genocidal maniac works better with Klingons, than explaining it as a member of Starfleet.