Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-14-2010, 10:45 PM
OP's got a point. Those stating the fact that the skills use the crew system have a point too.

answer:
Since we must all be able to realize that engineers and science personell are different people.. they should not share the exact same cooldown, for realizm sake. However, we can't go around popping double heal's off instantly.

- Make it so that if I ordered Engineering team 1 used, all engineering team skills would go into it's 20 second cooldown, but science would go into a 10 or 15 second cooldown.



and could we PLEASE get rid of healing my target's target bull? or at least give an option for it..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-14-2010, 11:46 PM
Quote:
Originally Posted by Wulfeous View Post
and could we PLEASE get rid of healing my target's target bull? or at least give an option for it..
Already exists. You can turn off assisting of target's target.

There really should be two options, one for assisting friendlies when using hostile abilities, another for assisting enemies when using friendly abilities, but there's only.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-18-2010, 07:35 AM
Quote:
Originally Posted by Lothandros
Science 1 deals with Shields and Engineering 1 deals with hull damage why should they be on the same cooldown? Both have different officer requirements so it would seem to make more sense to me if they weren't on a shared cooldown. Even if they both utilize the system crew it seems to not make much sense.
The system is what part of the ship gets used to execute the skill. The cooldown represents the time it takes to reconfigure the system for the next ability, or whatever.

When you use Engineering team, the engineers drop what they were doing, run down to the transporter room (if necessary), and start fixing the ship you target. Other crew members take over their battle stations in the meantime.

When you use Science team, a similar thing happens, but with science officers. Those science officers, however, are still picking up the slack the Engineering team left at their normal battle stations, so they're not able to leave their stations and go modulate shields and purge debuffs. You have to wait for the engineering team to start arriving back at their battle stations to do so.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-18-2010, 08:04 AM
The way I see it is that it takes 20 seconds for the transporter rooms to prep another set of teams to send where they need to go.
I agree that having different teams from different departments sharing the same cool down seems odd. Even if they are all from "Crew" you are sending teams that have been predesignated to do this job.
I can see the reason for it game mechanics wise too. A non stop repair power would be over powering. What if you had to face one of the NPC ships that did that?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-18-2010, 08:51 AM
I actually wish more systems were cross-officer like crew is. I think it's a flavorful and interesting twist that STO offers, and a good way to make powers like "science team" and "share shields" and "emergency power to shields" differentiable -- they offer similar basic functionality, with some minor differences, and different secondary effects, balanced against using different systems (thus governing how they synergize with other abilities).

Way to go, Cryptic. Now, if only some other systems weren't hard-locked to one BOff type, like torpedoes, or tractor beams. =) If this happened with other systems than "crew," perhaps it would be more easily noticed and grasped by the player populace, instead of assuming it's some kind of bug.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-18-2010, 09:09 AM
Quote:
Originally Posted by novafluxx View Post
Both use crew members. When you beam a team, the rest of your crew mans their posts/stations to compensate, this 20 second cooldown is to simulate this.
Quote:
Originally Posted by LordSaru
The way I see it is that it takes 20 seconds for the transporter rooms to prep another set of teams to send where they need to go.
Both of these explanations work for me. (Except that since Boarding Party uses shuttles instead of transporters, the second argument doesn't work so well for that one.) But really, it's about game balance. Every bridge officer power uses one of your ship's systems, and locks out others. This puts everybody on a level playing field, even if that seems inaccurate in a few cases. For instance:
If my ship has two torpedo launchers, why does using High Yield or Spread lock out all other torp abilities for the full 20s? Shouldn't I be able to immediately use a second High Yield on the other torpedo tube?
Likewise, a ship with six beams that uses Overload on one should be able to use Fire At Will with a different one before twenty seconds are up.

Now, an easy way to get around this would be to have the global cooldown timer for each system vary with ship type. Crew and "repair" ability (hull or shield) cooldowns might be 20s for an escort, 15s for a science ship, and 10s for a cruiser to reflect the increased number of crew and transporter rooms available to divert to these things. Weapon attacks might be 10s for an escort, 15 for a cruiser, 20 for a science ship, while deflector- or sensor-related abilities would be 10s for a science ship, 15s for an escort, and 20 for a cruiser.
You could even tweak this in regards to the T5 subclasses, with the science-heavy escorts and cruisers getting being a few seconds faster on the sensor stuff, and so on.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-18-2010, 12:51 PM
That's actually not a bad idea, Spatz. I'm not sure you wouldn't run into trouble going down to 10 seconds with things like escort weapons, but 15, 20, 25 would probably be fun, too.
Lt. Commander
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Posts: 120
# 18
02-18-2010, 09:10 PM
Cruisers are suppose to be much more of tanks than the others... I really like the idea for them to be able to use skills a little more often since they have larger crews.
It fits both ideas well enough.
hmm.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-19-2010, 03:21 AM
Quote:
Originally Posted by Proletariat12
Cruisers are suppose to be much more of tanks than the others... I really like the idea for them to be able to use skills a little more often since they have larger crews.
It fits both ideas well enough.
hmm.
Cruisers hardly need even more durability...
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