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***Resolved Issues***
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Lo'gaN's thread is mired with discussion, so I thought I'd show some initiative and set up a separate submissions thread.
Absolutely no interplay about the merits of a what a flagship should be or whether a particular submission should even be considered. This thread is just a collection of the ideas in one place. So please add yours.
Tell me that wouldn't make an awesome Klingon Flagship, with the proper design adaptions of course. Greener, meaner, and bulkier. Possibly keep the superweapon as a counterpart to the Gal-X Dreadnought's.
I like the idea of the thread itself and I might turn in one or two ships myself in the next few days since I finally have some time to do something "unproductive" for a while.
As far as the Victory class from B5 goes, I'd say reworking this
to something remotely resembling a Klingon ships is most likely more time-consuming that to start from scratch.
It has nacelles on wings and it has a forward module that remotely resembles that of a Klingon BoP if we ignore the fact it's actually four "shields" that surround a hollow area that contains the Minbari-inspired weaponry (the specs on "b5tech.com" are non-canon and, frankly, a pile of BS)
To add more substance to this thread, Ill put some generic stats for the Flagship regardless what the model is:
Lo'gaN Class Dreadnought
Special: Ramming Speed! - Dreadnought engages Full Impulse in a last ditch effort to destroy the enemy. While under RS buff conditions the ship is immune to speed altering effects, cannot maneuver, and will do kinetic damage to anything in its path equal to the current hull hp of the ship. The ship takes 40% of that damage back onto itself and damage has 50% shield penetration. If a ship is destroyed by RS and the Dread survives, 10% of the crew will be healed. 5 second duration, ship must be at or below 60% hull to initiate.
5 foreward weapons
4 aft weapons
33000 hull ?
9 turning ?
12 speed ?
1.5 Shield modifier
0.75 Shield regen modifier (yes, that is a 25% nerf to base regen)
3 devices
3 tac consoles
4 eng consoles
2 sci consoles
BO Tac - LCDR, LT, Ens
BO Eng - CDR, LCDR, LT
BO Sci - LT, Ens
*Dreams of something with Stasis Field Generators like in TAS...*
Or maybe even something in the class of SFB's B-10 with 2 Stasis Field Generators...
Now THAT would be something...
I've played EnB and WoW (shadowsong) mostly online, not realy played SFC that much, Also was one of the moderators on the old STO forums, as well as on the IRC channels. 'Suricata' is latin, so I could easily imagine other people using the name, I also know of a few people that have tried to purposely immitate me in other games as well, lol
To add more substance to this thread, Ill put some generic stats for the Flagship regardless what the model is:
Lo'gaN Class Dreadnought
Special: Ramming Speed! - Dreadnought engages Full Impulse in a last ditch effort to destroy the enemy. While under RS buff conditions the ship is immune to speed altering effects, cannot maneuver, and will do kinetic damage to anything in its path equal to the current hull hp of the ship. The ship takes 40% of that damage back onto itself and damage has 50% shield penetration. If a ship is destroyed by RS and the Dread survives, 10% of the crew will be healed. 5 second duration, ship must be at or below 60% hull to initiate.
5 foreward weapons
4 aft weapons
33000 hull ?
9 turning ?
12 speed ?
1.5 Shield modifier
0.75 Shield regen modifier (yes, that is a 25% nerf to base regen)
3 devices
3 tac consoles
4 eng consoles
2 sci consoles
BO Tac - LCDR, LT, Ens
BO Eng - CDR, LCDR, LT
BO Sci - LT, Ens
Specs are good, but why another ramming speed?
We already have one.
Of course it feels familiar to have Tony Todd order "Ramming Speed!" to attack the Shadow Death cloud but even though he also played Kurn in Star Trek it becomes clear where you got the idea from.
I do have a counterproposal:
Ramming is usually emloyed in SF against something that's bigger than oneself because
1. It's too big to miss
2. It's too big to evade the ram
3. It's too big to damage any other way
Since the Klingon flagship will be either the biggest or the most advanced ship the KDF has it's more likely it will be rammed by a smaller enemy ship.
So my proposal is the opposite.
Give the ship "shield hardening" which is essentially a "brace for impact" for shields.
It diverts Aux into the shields to increase their resistance to a ramming attack.
The amount of Aux determines the time it lasts.
In addition since it can be combined with the Ramming the ship has anyway it would increase the chances of the flagship's survival.
First, thanks for using the Lo'gaN-class name; I think it could be very much deserved.
Back to concepting. Shields are for Romulans and the Federation. I think that if the KDF Flagship should have any particular special 'niche' skill, it should be akin to the Klingon's own remarkable resilience in combat; a ship-equivalent to their Brak'lul.
In another - sail-based - MMO, there's a Naval Officer skill called 'Final Defence'. This skill allows a ship to keep fighting for a duration, even with the hull at 0%. I counter-propose something similar for the KDF Flagship - the ship could be ablaze, in a condition that would destroy any other ship, but still fighting like a Klingon in the middle of warrior madness.
The practical side of this would be to give the player a rare chance to fight on while certain healing cooldowns came around. Obviously, this 'Brak'lul' skill would need an equally respectable recharge, considering the possibility of being able to fully heal during this last ditch situation, but it would make for one damn good tank when the chips are down.