Republic Veteran
Join Date: Jun 2012
Posts: 122
Whatever happened to this? I remember that J-man proposed that the ability was going to have the same ranks as the torpedo abilities, yet it has not happened. I would definitely make use of the 3rd ensign tactical abilities that the defiant/mvam ships have. I would like to know the reason why this wasn't put on along with the other mine changes.
Captain
Join Date: Jun 2012
Posts: 1,395
# 2
10-14-2012, 01:27 PM
I can see it being a little bit strong, especially when it comes to trics.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,155
# 3
10-14-2012, 02:44 PM
We ran into some technical limitations that would've made it a prohibitive task to perform this change. It's not completely impossible, and not completely off the list of possibilities as far as bridge officer power changes, but not likely to happen over any sort of short-term time frame.

Instead, if it is determined that they need an increase in effectiveness to go along with their higher-rank seating requirements, that's a balance review we can perform more easily.
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Cryptic - Systems Design
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Career Officer
Join Date: Jun 2012
Posts: 134
# 4
10-14-2012, 02:50 PM
Quote:
Originally Posted by borticuscryptic View Post
We ran into some technical limitations that would've made it a prohibitive task to perform this change. It's not completely impossible, and not completely off the list of possibilities as far as bridge officer power changes, but not likely to happen over any sort of short-term time frame.

Instead, if it is determined that they need an increase in effectiveness to go along with their higher-rank seating requirements, that's a balance review we can perform more easily.
Or you could ADD a new Mine BOFF power, make it the power of the current LT ability and then buff the three like you're talking about.

In fact, do that with EVERYTHING. Torpedo High Yield IV at Commander, Gravity Well I at Ensign, Gravity Well IV at Commander. That would be the best thing to do as it would give players complete choice of what powers to use based on their likes but the best use of them would still be limited by rank.
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Republic Veteran
Join Date: Jun 2012
Posts: 122
# 5
10-14-2012, 10:46 PM
Not to be rude but you guys said the same thing about Beam Fire at Will. Remember when one of the devs said it would be too hard to make the fx for missing the shot when using BFaW, but it was accomplished regardless. What I'm trying to say here is that it might not be as hard as it seems.
Career Officer
Join Date: Jun 2012
Posts: 1,173
# 6
10-16-2012, 12:17 PM
Quote:
Originally Posted by borticuscryptic View Post
We ran into some technical limitations that would've made it a prohibitive task to perform this change. It's not completely impossible, and not completely off the list of possibilities as far as bridge officer power changes, but not likely to happen over any sort of short-term time frame.

Instead, if it is determined that they need an increase in effectiveness to go along with their higher-rank seating requirements, that's a balance review we can perform more easily.
IF you want to get people to use mines more, I'[m not clear why we simply don't buff their damage, reduce their threat a little and re-bind them to a DamageType: Torpeedo so people can use torp consoles for them as well, because NO ONE is going to use a Mine console for something of limited utility.

The idea should be to make it convenient fror players to incorporate mines into their current builds without selling the DPS farm in the process.
Commander
Join Date: Aug 2012
Posts: 471
# 7
10-19-2012, 07:32 PM
Quote:
Originally Posted by borticuscryptic View Post
We ran into some technical limitations that would've made it a prohibitive task to perform this change. It's not completely impossible, and not completely off the list of possibilities as far as bridge officer power changes, but not likely to happen over any sort of short-term time frame.

Instead, if it is determined that they need an increase in effectiveness to go along with their higher-rank seating requirements, that's a balance review we can perform more easily.
Mr Borticus perhaps i'm missing something here, please correct me if i'm way out.

In order to lower the dispersal patterns by a rank could you not just do the following:

1. Create 2 new Bridge Officer skills at Ensign, Lt and Lt commander, calling them Dispersal Pattern Epsilon and Dispersal Pattern Pi (or whatever you want)

2. Copy all the current programming behind Dispersal Pattern Alpha and Beta into these new skills.

3. Replace the tactical captain's ability to train Dispersal Pattern Beta III with the ability to train DP: Epsilon III and Pi III.

4. Perform a server wide replace of all occurances of Dispersal Pattern Alpha with Cannon Rapid Fire and all occurances of Dispersal Pattern Beta with Cannon Scatter Volley. We know you can do server wide replaces because you did them when the science consoles were all changed with the skill tree revamp.

There you go. Done. Everyone has to revisit the Bridge Officer trainer to get the new Dispersal Patterns but that is hardly a big deal. Also bridge officers would not be generated with these new skills but that is no big deal either, everyone uses the trainer for rank I and II anyway.

I don't know how your programming is set up but I cant imagine it would take you guys more than a day to implement the above changes. Maybe two.
Starfleet Veteran
Join Date: Jun 2012
Posts: 815
# 8
10-14-2012, 11:56 PM
Quote:
Originally Posted by savingj View Post
Whatever happened to this? I remember that J-man proposed that the ability was going to have the same ranks as the torpedo abilities, yet it has not happened. I would definitely make use of the 3rd ensign tactical abilities that the defiant/mvam ships have. I would like to know the reason why this wasn't put on along with the other mine changes.
That would be really bad change for projectile builds and torp boats. I would have to lose torp spread III to move down Mine III and leave me with nothing useful in the top slot. I would end up with less projectile ability?s on my projectile build.
Rihannsu
Join Date: Jun 2012
Posts: 948
# 9
10-15-2012, 06:48 AM
Quote:
Originally Posted by pottsey5g View Post
That would be really bad change for projectile builds and torp boats. I would have to lose torp spread III to move down Mine III and leave me with nothing useful in the top slot. I would end up with less projectile ability?s on my projectile build.
theres a simple fix to that. something Bort was even mentioning months ago. Making a Torp and Mine attack all in one. Preferable a Bridge Officer attack. I hope this becomes a reality.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 10
10-15-2012, 07:07 AM
Quote:
Originally Posted by borticuscryptic View Post
We ran into some technical limitations that would've made it a prohibitive task to perform this change. It's not completely impossible, and not completely off the list of possibilities as far as bridge officer power changes, but not likely to happen over any sort of short-term time frame.

Instead, if it is determined that they need an increase in effectiveness to go along with their higher-rank seating requirements, that's a balance review we can perform more easily.


Part of the problem is that some ships win the lotto in terms of BOFF layout design (Bugship, Fleet Patrol Escort) and others lose out with a borderline useless third tactical ensign slot (or similar).

So players are pretty desperate for some skill that is viable that is also not Tactical Team for ensign stations (and to be honest here, third ensign engineering slots are even worse - this is why many players deride the Galaxy-R and Fleet Galaxy-R).


On top of this several powers are (in some cases, arbitrarily, and in other cases justified) limited to Ltc or CMD only (for example Attack Pattern Omega).


So you end up with a bottleneck of great abilities at the upper end that you can only take 1 or 2 copies of, and you end up struggling to fill 3 ensign stations due to a lack of choices.


A defiant using mines for example now has to fit in cannon skills, a mine skill, attack pattern omega which is basically a requirement, and even with 2 copies of tac team - you are left with the proposition of having to either leave it empty or stuff a torpedo/DBB there and drop your overall average DPS by losing a DHC (this build probably has 1 or maybe 2 mine launchers rear to make use of the dispersal pattern - so it's already made the sacrifice for kinetic weapons in the aft layout).

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