Career Officer
Join Date: Jul 2012
Posts: 469
# 41
05-06-2013, 07:52 AM
Quote:
Originally Posted by dalnar83 View Post
I will here just repost my idea from other thread. Obviously we all kinda point to the same thing. We do not want to make any other ship obsolete, instead making Galaxy viable and interesting choice.

----

I would go with another route. Judging by the development of the Andorian escort and the 5th weapon slot. I would do this.

Change Galaxy weapon loadout from 4/4, to 5/3.

In the 5th slot, there would be a massive beam array, with just one shot per cycle, with that nifty charge up animation from series. This could only be enhanced by Beam Overload for massive spike.

It would be part of 3 piece set.

2nd piece, would be a dual photon torpedo launcher, which would work like omega launcher with charger. It would have 5 charges, each firing two photons.

The third piece would obviously be saucer separation console.

Now the set bonuses:

2 pieces: +5 to each subsystem power, +10 to SIF and Shield Emmiters
3 pieces : +30 phaser dng (it would thus act as 3rd tactical console)

Now the console layout could remain 5/3/2, because you could basically sacrifice one engineering console for saucer sep and get a tactical console instead via the 3-pieces set.

----
Same would go for the dreadnought, except for the console layout 5/1/4. While changing the layout to have lt.cmd tac.
I'd really love to see THIS version!!!
Career Officer
Join Date: Jun 2012
Posts: 107
# 42
05-06-2013, 08:29 AM
That idea what be pretty awesome to try!

One Year and Three months waiting for Fleet Galaxy X - "Technical Difficulties" Since 8th Feb 12.
Landmark Technical Difficulties Dates: 13/01/12 - 8/11/12 - 14/11/12 - 14/12/12 - 26/04/13
Lt. Commander
Join Date: Sep 2012
Posts: 138
# 43
05-12-2013, 07:08 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
enhanced exploration cruiser retrofit 3 pack

how about a 3 pack like the andorian ship had. in this case, the galaxy class. if any ship should have 5 forward weapons, its this one. it will hardly be as big a deal if its got all beam arrays, as apposed to 5 narrow arc heavy damage weapons

(based off fleet galaxy stats)

explorer
44,000 hull
1.1 shield mod
6 turn
5/3 weapons
4/4/2 consoles
COM eng
LTC sci
LT tac
LT eng
ENS uni
special console- heavy tachyon beam (BoBW weapon, not the same pulse as 3 part maco)

command ship
44,000 hull
1.1 shield mod
6 turn
5/3 weapons
4/3/3 consoles
COM eng
LTC eng
LT tac
LT sci
ENS uni
special console- large phaser array (similar to andorian wing cannons in effect)

battleship
44,000 hull
1.1 shield mod
6 turn
5/3 weapons
4/2/4 consoles
COM eng
LTC tac
LT eng
LT sci
ENS uni
special console- torpedo high yield spread (dispersal pattern sierra?)


heavy tachyon beam click to activate ability- the heavy tachyon beam console would basically be like the normal tachyon beam, only 3 times more powerful. it would also deal knetic damage over time. this is supposed to be the attack from BoBW, different from maco 3 part, thats only a single burst, this is an over time abilty


the large phaser array would basically act like the andorian wing guns. if you have seen them in action you will understand. it should have that visual charge up effect along the array, something unfeasible for just normal array weapons but for this special weapon that only fits on this ship thats different.

it should be a 2 shot per cycle weapon and have a 360 deg firing arc, or maybe 310 degree or something, just not dead aft. it should have 4 total hard points for each of the dorsal and ventral arrays. basically the 4 corners of the array, the same palaces the saucer pet fires from if you have ever watched it in action

torpedo high yield spread click to activate ability- the torpedo high yield spread would fire photons at up to 3 targets a 4 torp spread, but it would detonate on impact, not in proximity. it would deal normal THY3 damage to each target.


2 part set bonus
+1 turn
+3 power to all sub systems
+15% power transfer rate
+ to crew recovery rate

3 part set
changes the 'torpedo high yield spread' skill into 'lets see what this galaxy class starship can do' skill. this will fire the HY torp spread, and do a phaser lotus like attack with the large beam array. the beam attack should look like this, only they should remember the change effect with each shot. 90 deg fireing arc on this


saucer separation interaction
you can use the saucer sep console on this you get from the galaxyR, but if you do its the pet that gets the long array weapon, and your left with 4/3 weapons on the separated portion if you have the long array slotted. also the 3 part ability wile separated is disabled, it reverts to the normal 'torpedo high yield spread' console power.



the galaxy R and fleet galaxy- technically, these all should be slot able on these ships. the difference would basically be the 4/4 weapon setup and the station and console setup they have

galaxyX, eventual fleet galaxyX- let them use these things as well
^ THIS! So much this! I would love to be able to actually use a viable Galaxy Class, while we're at it, Cryptic, please try and 'clean up' the Galaxy render in game? That Deflector housing is unacceptable, let alone the neck being as straight as it is.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,593
# 44
05-15-2013, 01:08 PM
The reason ive not got the galaxy is ive heard nothing good about it since i started playing a year ago if there made it so it was fun n not just a worthless big target i would buy it but thats not happering. There some good idears in this thread hope devs read it n change the gal
Welcome to bugs online were we only fix the bugs you like, and will ignore the ones you hate.
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Captain
Join Date: Jul 2012
Posts: 2,383
# 45
05-21-2013, 04:49 AM
maybe if you are interested, please take a look at this. Encouraged by your thread here, I have built these ships.

http://sto-forum.perfectworld.com/sh...1#post10092961
Career Officer
Join Date: Jun 2012
Posts: 467
# 46
08-02-2013, 01:11 PM
im pretty sure I saw somewhere long ago that iconic ships werent intended to ne end game ships you would see in every game because of Paramount. I for one am quite satisfied I dont have to see Jean Luk Picard of the USS Enterpryse every time I look around.

Oh wait, I do.
Empire Veteran
Join Date: Jun 2012
Posts: 7,098
# 47
08-02-2013, 01:22 PM
Quote:
Originally Posted by pulserazor View Post
im pretty sure I saw somewhere long ago that iconic ships werent intended to ne end game ships you would see in every game because of Paramount. I for one am quite satisfied I dont have to see Jean Luk Picard of the USS Enterpryse every time I look around.

Oh wait, I do.
far older and inferior ships are much more common then the galaxy class. as soon as they decided to make retrofits any original intention went out the window
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Starfleet Veteran
Join Date: Jun 2012
Posts: 650
# 48
08-21-2013, 07:12 PM
Quote:
Originally Posted by pulserazor View Post
im pretty sure I saw somewhere long ago that iconic ships werent intended to ne end game ships you would see in every game because of Paramount. I for one am quite satisfied I dont have to see Jean Luk Picard of the USS Enterpryse every time I look around.

Oh wait, I do.
The Excelsior is pretty iconic, not a lot of screen time, but iconic. Especially in the sense it was the most common ship included in the next generation.

What I would say is that there are probably some things planned, and I bet the GalX could be one of them, but they are sitting on them because they are rationing the items they put out. They aren't going to be rewarded as much for putting out a blurb of content once every couple years, like game sequels, as much as they are giving piecemeal episodes.

The unfortunate part of this type of game model is development is limited to past mistakes or inability to maintain balance AND seldom heavy spikes of content and shinies is not as profitable as routine meager additions.
PvE Jem'Hadar motto: Participation Ribbons are life.
Commander
Join Date: Jul 2013
Posts: 266
# 49
09-13-2013, 08:57 PM
Proposal for a Galaxy Class Cruiser Pack

(I know dontdrunkimshoot made one, but I'd like to at least take a whack at it)

Dawn Galaxy Class Cruiser

45,000 hull
1.2 Shield Modifier
6.25 Turn Rate
40 inertia rating

4 fore weapons
4 aft weapons

3 engineering consoles
4 science consoles
3 tactical consoles

Commander science
Lieutenant tactical
Lieutenant engineering
Lieutenant commander universal
Ensign universal

Console piece: Advanced Shield Amplifier Generator


Midlight Galaxy Class Cruiser

47,500 hull
1.15 Shield modifier
6.5 turn rate
30 inertia rating

4 fore weapons
4 aft weapons

four engineering consoles
three science consoles
three tactical consoles

Commander engineering
Lieutenant tactical
Lieutenant science
Lieutenant commander universal
Ensign universal

Console piece: Advanced Alloy Hull Plating


Dusk Galaxy Class Cruiser

44,000 hull
1.1 shield modifier
7 turn rate
35 inertia rating

5 fore weapons
3 aft weapons

3 engineering consoles
3 science consoles
4 tactical consoles

Commander tactical
Lieutenant engineering
Lieutenant science
Lieutenant commander universal
Ensign universal

Console piece: Advanced Energy Modulating Device


Advanced Shield Amplifier Generator: Gives +18% shield capacity and shield regeneration. Also gives current equipped shield array an extra resist of 20% for any energy that is directed at it. Changes with damage output from attacking enemies.

Console piece: Advanced Alloy Hull Plating: Gives +18 kinetic resistance and +18 all energy resistance. Also gives ship +22 energy resistance matching the first weapon that impacts the hull. Changes with damage output from attacking enemies.

Console piece: Advanced Energy Modulating Device: Gives +25% energy damage output of desired choice and a 25 shield penetrating energy damage. Also debuffs target shields, giving them a -20% damage resistance for their shield array that corresponds with your highest energy dps.

2 piece set:

Passive
Advanced Essential Systems:
+5% shield capacity and regeneration
+5% to all other subsystems from highest subsystem
+10% hull repair and hull hit points
+5 all damage resistance and kinetic resistance
+5% energy damage and kinetic damage
+10% accuracy

3 piece set:

Active

Must activate first for abilities to take place:
Galaxy Battlestations:

Galaxy Bravo Battlestation:
+10% shield capacity and regeneration
+10% to all other subsystems from highest subsystem
-20% hull repair and hull hit points
-10 all damage resistance and kinetic resistance
+10% all energy damage and kinetic damage
+20% accuracy
+5 weapon power
+5 shield power
-5 engine power
+5 auxillery power

Galaxy Charlie Battlestation:
+10% shield capacity and regeneration
+10% to all other subsystems from highest subsystem
+20%% hull repair and hull hit points
+10 all damage resistance and kinetic resistance
-10% all energy damage and kinetic damage
-20% accuracy
-5 weapon power
+5 shield power
+5 engine power
+5 auxillery power

Galaxy Delta Battlestation:
-10% shield capacity and regeneration
-10% to all other subsystems from highest subsystem
+20%% hull repair and hull hit points
+10 all damage resistance and kinetic resistance
+10% all energy damage and kinetic damage
+20% accuracy
+5 weapons power
-5 shield power
+5 engine power
+5 auxillery power

(This is just a little extra I thought up of, ignore if you want to)
If Cryptic would make the Saucer Seperation part of this set then the final piece set would be this:

4 piece set:

Active:
Must activate first for abilities to take place

Standard Battlestation with attached saucer:

Galaxy Alpha Battlestation:
+10% shield capacity and regeneration
+10% to all other subsystems from highest subsystem
+20% hull repair and hull hit points
+10 all damage resistance and kinetic resistance
+10% all energy damage and kinetic damage
+20% accuracy
+5 weapon power
+5 shield power
+5 engine power
+5 auxillery power

Standard Battlestation with dettached saucer:
(standard stats of saucer seperation still apply)

Galaxy Omega Battlestation:
+10% shield capacity and regeneration
+15% to all other subsystems from highest subsystem
+20% hull repair and hull hit points
+15 all damage resistance and kinetic resistance
+10% all energy damage and kinetic damage
+25% accuracy
+3 weapons power
+3 shield power
+3 engine power
+3 auxillery power

(If anyone wants to change something around to balance this whole thing, be my guest. We're all here for the same thing anyway.)

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My proposal for a Galaxy bundle
Captain
Join Date: Aug 2012
Posts: 2,825
# 50
09-18-2013, 08:39 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
far older and inferior ships are much more common then the galaxy class. as soon as they decided to make retrofits any original intention went out the window
Very true.
Especially if you look at the Galor Class which is in "real" trek far inferior than a GCS.
Not talking about the Excelsior, Ambassador or t5 (Fleet) Nova class ().
... and these are just the most blatant examples of inferior shipclasses in STO.

(Who comes up the idea of a Nova class having more FP than a Galaxy class? I don't get that, really.)

Besides dontdrunks 3-Pack i could imagine the GCS becoming a Cruiser/Science Hybrid, having special [aux] phaser arrays, similar to the Vestas DHCs.

Its BOFF/console Layout:

Tactical: Lt.
Engineering: Cmdr.
Science: Lt.
Universal: Cmdr., Ensign

Instead of being a relatively nimble ship like the Vesta, the GCS would be a much heavier/slower ship, which would make it able to equip its [aux] phaser arrays fore and aft.
Additonally it should get a similar 3 console pack, like Dontdrunk has porposed. (it's just the best GCS console bundle i can imagine.)

All this and a few tweaks with its turnrate* shouldn't make this ship anywhere OP. But it would make the GCS finally a fun to fly ship and less a punishment for its fans.

*even the huge Scimitar has a turnrate of 7, the moonbosh has 10. So i think it would be justifyable to give the GCS a turnrate of 8 or 9.

-> -> -> STO players unite and say NO to ARC <- <- <-
T6 Guardian Class design / A 25th century Ambassador refit
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