Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Science and Engineering powers
07-18-2011, 09:41 AM
So.. We all know how weapon use drain weapons power (8-10-12), and some tactical abilities as well (FAW).

We also know how stacking of many Science and Engineering abilities, make it so an ability used by a single ship is able to be overcome, but when used by multiple ships become almost overpowered (4 extends, 8 ETs, 4 TSSs, 4 HEs on one team for example)

Ive been thinking a bit, and thought that maybe itd be a good idea to add some drain on any aux/shield/engine based abilities.

Abilities with a duration would have a drain for the duration while instant abilities would have a onetime cost.

Examples:

Extend Shield : Cost 10-20-30 shieldpower for the duration
Transfer Shield Strenght : Cost 15-20-25 Aux Power for the duration.
Aux to SIF : Cost 20-40-60 Aux when activated.
Charged Particle Burst : Cost 20-40-60 when activated
Tractor Beam : Cost 10-20-30 Aux when activated.


Thoughts/suggestions (note: the cost values are just for illustrating the idea)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
07-18-2011, 10:09 AM
Quote:
Originally Posted by MelineAaele View Post
So.. We all know how weapon use drain weapons power (8-10-12), and some tactical abilities as well (FAW).

We also know how stacking of many Science and Engineering abilities, make it so an ability used by a single ship is able to be overcome, but when used by multiple ships become almost overpowered (4 extends, 8 ETs, 4 TSSs, 4 HEs on one team for example)

Ive been thinking a bit, and thought that maybe itd be a good idea to add some drain on any aux/shield/engine based abilities.

Abilities with a duration would have a drain for the duration while instant abilities would have a onetime cost.

Examples:

Extend Shield : Cost 10-20-30 shieldpower for the duration
Transfer Shield Strenght : Cost 15-20-25 Aux Power for the duration.
Aux to SIF : Cost 20-40-60 Aux when activated.
Charged Particle Burst : Cost 20-40-60 when activated
Tractor Beam : Cost 10-20-30 Aux when activated.


Thoughts/suggestions (note: the cost values are just for illustrating the idea)
While I agree with you in principle, the drains seem a little high, this will probably not end well
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
07-18-2011, 10:20 AM
Well, BOv takes off 50 across the board for weapons power and that's more severe than much of what Meline is proposing. At least different steps in weapon power drainage for BOv would be nice. Like, 15, 25, 50 at BO1, BO2, & BO3, respectively. Comparative drainage with Aux power would make sense to me. It's logical to be consistent.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
07-18-2011, 10:23 AM
Quote:
Originally Posted by Cattivo80 View Post
Well, BOv takes off 50 across the board for weapons power and that's more severe than much of what Meline is proposing. At least different steps in weapon power drainage for BOv would be nice. Like, 15, 25, 50 at BO1, BO2, & BO3, respectively. Comparative drainage with Aux power would make sense to me. It's logical to be consistent.
I understand. Personally I would good with lesser heal/resist drains and throw in a miss factor. In this game unless you are scrambled you hit your heal target 100% of the time. now how is that fair when you can miss you kill target 1 out 10 shots if not more, same principle.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
07-18-2011, 10:38 AM
This is an interesting idea. It would certainly make Engineer Captains more attractive

The only thing I would worry about is that it might lead to some extra 'stratification' of the 3 Captain types into the MMO trinity of healer-tank-DPS. For example if power is that vital to heals why use a sci or tac as a healer?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
07-18-2011, 11:00 AM
Quote:
Originally Posted by Fletch246
This is an interesting idea. It would certainly make Engineer Captains more attractive

The only thing I would worry about is that it might lead to some extra 'stratification' of the 3 Captain types into the MMO trinity of healer-tank-DPS. For example if power is that vital to heals why use a sci or tac as a healer?
Well.. Obviously Eng captains would have a advantage in power, but this is balanced by the lack of buffs/debuffs.. The main idea behind the post was to provide a system that makes the various powers easier to balance.. First Id expect youd see less Sci and healspamming, or rather when you spam, each power would be slightly less effective.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
07-19-2011, 12:27 AM
Quote:
Originally Posted by Mirourm

We also know how stacking of many Science and Engineering abilities, make it so an ability used by a single ship is able to be overcome, but when used by multiple ships become almost overpowered (4 extends, 8 ETs, 4 TSSs, 4 HEs on one team for example)
I don't see how your solution even deals with this issue: There is a team stacking abilities here. It's not a single player doing it, a team. But your solution primarily affects a single player. It doesn't do anything to a team of people that throw around their heals. A good team can certainly manage to do that, and avoid having a single player use all his heals to save someone.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
07-19-2011, 01:20 AM
Honestly, I can see the reasons to want something like this..

To be frank, this game has been kind of short sighted when it comes to the way abilities stack up. There doesn't seem to even remotely be any kind of deminishing returns on stacking buffs from other sources, especially when it comes to shields. Not to mention I don't think they even considered how powerful the abilities in the game are in the PVP side of things when everything I believe is designed around the PVE side of the game in mind first. Which maybe why we have to constantly have balances, buffs, and nerfs since nothing has been properly balanced from day 1.

Now do I agree with the original suggestion that is the same as the one Minimax provided a month or two ago? Some what. As I can see how it would make sense that powers should draw off the ships systems in order to trigger. For those addicted to Cannon, why just look at how often it's complained about power settings, and the power not being adaquate for different things. Especially in Voyager, where they actually had a limited supply.

So in the end, I think it would make sense to have those things. Provided they were done properly.

For example, I always thought with Extend shields, YOUR shields should effectively be taking the damage for the target your extending. Which means your shields should get drained when an escort begins to heavily pound on who you are trying to protect. (Honestly I also thought it should look like the Science Officer's AOE resistance buff, but that's me personally as you'd be providing a shield buff to your allies)
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