Lt. Commander
Join Date: Sep 2012
Posts: 154
# 1 interchangeable pods
07-09-2013, 03:51 AM
i started a thread not long ago on the fed ship yards, about interchangeable pods for the nebula class starship. witch would basically with the change of the pod via the shipyard, possibly change the stats, bo line up, and console line up in the ship.

my question is if the kdf would be interested in a similar ship, for themselves.

For more information on the pods go to

http://sto-forum.perfectworld.com/sh...d.php?t=780321
Support the Pods
Fed: http://sto-forum.perfectworld.com/sh...d.php?t=780321
RR: http://sto-forum.perfectworld.com/sh...1#post12150781
KDF: http://sto-forum.perfectworld.com/sh...d.php?t=784941

Last edited by ccmurphy; 07-09-2013 at 03:53 AM.
Career Officer
Join Date: Jun 2012
Posts: 4,043
# 2
07-09-2013, 04:13 AM
There was an extensive discussion about this concept looong ago in the KDF forums.
The idea was to convert either Raptors or BoPs into scout versions, meaning ships intended for signal intelligence, electronic warfare etc.
They'd trade firepower and tac BO/console slots for shields and science BO/console slots.
This would also make sense given the Raptor was a scoutship on Enterprise.
I know Mem Alpha also also calls it a battlecruiser.
But that's only because Archer, the guy who crawled around the floor of his ready room loking for a squeek that he thought moved intentionally away from him when he got closer to it, referred to it as such in "Marauders".

Unfortunately I don't think such a pod system is fasible in the current game system because external appearance and internal characteristics of a ship are totally seperated.
That's why we have stuff like the starship 3-packs.
Lt. Commander
Join Date: Sep 2012
Posts: 154
# 3
07-09-2013, 04:52 AM
Quote:
Originally Posted by misterde3 View Post
Unfortunately I don't think such a pod system is fasible in the current game system because external appearance and internal characteristics of a ship are totally seperated.
That's why we have stuff like the starship 3-packs.
that doesn't mean that the it can't be changed in the future. i know this wont happen overnight.
Support the Pods
Fed: http://sto-forum.perfectworld.com/sh...d.php?t=780321
RR: http://sto-forum.perfectworld.com/sh...1#post12150781
KDF: http://sto-forum.perfectworld.com/sh...d.php?t=784941
Career Officer
Join Date: Jun 2012
Posts: 4,043
# 4
07-09-2013, 05:19 AM
Quote:
Originally Posted by ccmurphy View Post
that doesn't mean that the it can't be changed in the future. i know this wont happen overnight.
It's good to see you have a realistic outlook on the matter.

The big question that keeps coming up in my head is whether this system would work on an existing ship design, like the Nebula this is based on, or whether we'd need a new kind of ship that is basically "blank".

Assuming the latter, it would work a bit like the following.

A "blank" vessel starts out with the usual stuff like shield and engine slots etc. plus:

6 console slots (2 for each category)
6 weapons slots (3 fore, 3 aft)

and a module slot

The ship also has a rather low hull, shield mod and turnrate and no power bonus.

depending on the module, the ship gains
a typical science/escort/cruiser power bonus
turnrate
hull (by via "strucutral integrity")
shield mod
and either "Sensor analysis" or one or two weapons slots
The BO layout depends on the module.

The other big issue is whether it's more work for Cryptic to for example build 3 ships with 3 modules that work on all three ships without totally killing what little balance we have...or 9 new individual ships.

Last edited by misterde3; 07-09-2013 at 05:22 AM.
Lt. Commander
Join Date: Sep 2012
Posts: 154
# 5
07-09-2013, 06:03 AM
Quote:
Originally Posted by misterde3 View Post
It's good to see you have a realistic outlook on the matter.

The big question that keeps coming up in my head is whether this system would work on an existing ship design, like the Nebula this is based on, or whether we'd need a new kind of ship that is basically "blank".
i'm hoping we can use existing ships. it would be a little work, but if you tweek the code for the neb for example to fallow the pod that you selected in the ship creator, and said pod has these upgrades. the only problem with that is, if someone forgot to dequip equipment or the like, what would happen to the equipment.

of course if they made theses pods, people would want them to be used on other ship types besides the ones that seam like they can equip them now.
Support the Pods
Fed: http://sto-forum.perfectworld.com/sh...d.php?t=780321
RR: http://sto-forum.perfectworld.com/sh...1#post12150781
KDF: http://sto-forum.perfectworld.com/sh...d.php?t=784941
Career Officer
Join Date: Jun 2012
Posts: 4,043
# 6
07-09-2013, 06:19 AM
Quote:
Originally Posted by ccmurphy View Post
i'm hoping we can use existing ships. it would be a little work, but if you tweek the code for the neb for example to fallow the pod that you selected in the ship creator, and said pod has these upgrades. the only problem with that is, if someone forgot to dequip equipment or the like, what would happen to the equipment.
I think there is a simple and existing solution to the equipment problem.
When you want to trade a BO to another player, the system prevents that unless you have removed every bit of equipment from its inventory.
The same could be done with a ship's module: you can't remove it from your ship until you've removed all the equipment from the module.

Quote:
Originally Posted by ccmurphy View Post
of course if they made theses pods, people would want them to be used on other ship types besides the ones that seam like they can equip them now.
That's possible, but it's a problem STO has faced numerous times.
Ships with hangar are introduced...so people suddenly want a hangar on an existing ship.
But I'm not sure if that's the best solution.
I think there should be ships that support modules and those who don't, just like there are ships with universals or hangars...and ships without.
Captain
Join Date: Nov 2012
Posts: 3,465
# 7
07-09-2013, 07:00 AM
Quote:
Originally Posted by misterde3 View Post
It's good to see you have a realistic outlook on the matter.

The big question that keeps coming up in my head is whether this system would work on an existing ship design, like the Nebula this is based on, or whether we'd need a new kind of ship that is basically "blank".

Assuming the latter, it would work a bit like the following.

A "blank" vessel starts out with the usual stuff like shield and engine slots etc. plus:

6 console slots (2 for each category)
6 weapons slots (3 fore, 3 aft)

and a module slot

The ship also has a rather low hull, shield mod and turnrate and no power bonus.

depending on the module, the ship gains
a typical science/escort/cruiser power bonus
turnrate
hull (by via "strucutral integrity")
shield mod
and either "Sensor analysis" or one or two weapons slots
The BO layout depends on the module.

The other big issue is whether it's more work for Cryptic to for example build 3 ships with 3 modules that work on all three ships without totally killing what little balance we have...or 9 new individual ships.
I think another issue is whether the game is setup in such a way that simply equipping an item can change the hardcoded slots that a ship has. If memory serves, similar conversations in the past (not necessarily about modular ships, but with things like adding on console slots to existing ships) necessitated multiple versions of a given ship to be produced as opposed to a single modular framework hull.
Career Officer
Join Date: Jun 2012
Posts: 4,043
# 8
07-09-2013, 07:05 AM
Quote:
Originally Posted by stirling191 View Post
I think another issue is whether the game is setup in such a way that simply equipping an item can change the hardcoded slots that a ship has. If memory serves, similar conversations in the past (not necessarily about modular ships, but with things like adding on console slots to existing ships) necessitated multiple versions of a given ship to be produced as opposed to a single modular framework hull.
Please read post#2.

I tried to convey precisely that point.
Captain
Join Date: Nov 2012
Posts: 3,465
# 9
07-09-2013, 07:07 AM
Quote:
Originally Posted by misterde3 View Post
Please read post#2.

I tried to convey precisely that point.
/derp

This is what happens when I post decaffeinated
Career Officer
Join Date: Jun 2012
Posts: 4,043
# 10
07-09-2013, 07:19 AM
Quote:
Originally Posted by stirling191 View Post
/derp

This is what happens when I post decaffeinated
Hey, at least it was intelligible.
If I posted decaffeinated it'd look like a transcript of this:
http://www.youtube.com/watch?v=usHG28UjZGQ

so don't be too hard on yourself there.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 03:42 PM.