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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
07-17-2010, 12:25 PM
I would love to see crafting skills/items that would impact your general ships. Something like being able to upgrade a miranda to LCDR level (add hull and weapon spots etc.). Granted, this would cost a lot of bits but with the new scanning mini-game, getting a lot of bits isn't that hard.
Lt. Commander
Join Date: Dec 2007
Posts: 120
Quote:
Originally Posted by dstahl View Post
This is the reason we will most likely not be changing the existing ships. The newer ships have a different seat configuration and pro/cons to make up for their abilities.

That being said - we're always willing to evaluate based on feedback.
Here's some feedback...if you make iconic ships have powers that are very desirable and leave the other ships as they are, few will fly the old ships. I would almost be alright with that except you sold me skins for the old ships that will soon be obsolete. Let us refit those ships with some type of power comparable to what you're offering the new ships or they will die. I'll also be pretty careful about buying any new ship skins in the future since they'll be obsolete as soon as you make a few new ships for the C-store.

I feel like I was taken advantage of when I thought I was buying skins for top tier ships, that suddenly will become second rate. I could have saucer separation, cloak, instant travel to distant sectors, or ablative armor, but I'll stick to the ships that have none of those because I like the skin I paid money for? That is unlikely.

Oh I hear the new ships will have some disadvantage, but I hear the Defiant refit will have cloak, an extra commander bridge slot for the price of one aft weapon slot. Sure, everyone will still fly their fleet escort instead. And pigs are flying around my house. Losing a turret for only a cloaking device and an extra commander level tac skill? Anyone would make that deal. You just killed the fleet escort.

Sheesh, dstahl, who runs this game anyway? You act like the marketing department is your boss. If they tell you the next ship will cost $100, do you just salute and say "Yes, sir!" I would hope your position actually has some authority. If it doesn't, let the marketing head do the talking since he's the real head of the company. By the way, if he's not in charge, fire the head of the marketing department, he's making a fool of your whole company.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
07-17-2010, 01:12 PM
Quote:
Originally Posted by shdwlancer666 View Post
It's just an example. Like I said, it's something I came up with, pretty much spur of the moment, I fully realize it needs work. That's why I also put in that I was open to suggestions.
O, i'm sorry, lol.

What did you think about the rotating photon torpedo launcher with a wider arc, but weaker torpedos.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
07-17-2010, 01:15 PM
Quote:
Originally Posted by Shakkar View Post
Here's some feedback...if you make iconic ships have powers that are very desirable and leave the other ships as they are, few will fly the old ships. I would almost be alright with that except you sold me skins for the old ships that will soon be obsolete. Let us refit those ships with some type of power comparable to what you're offering the new ships or they will die. I'll also be pretty careful about buying any new ship skins in the future since they'll be obsolete as soon as you make a few new ships for the C-store.

I feel like I was taken advantage of when I thought I was buying skins for top tier ships, that suddenly will become second rate. I could have saucer separation, cloak, instant travel to distant sectors, or ablative armor, but I'll stick to the ships that have none of those because I like the skin I paid money for? That is unlikely.

Oh I hear the new ships will have some disadvantage, but I hear the Defiant refit will have cloak, an extra commander bridge slot for the price of one aft weapon slot. Sure, everyone will still fly their fleet escort instead. And pigs are flying around my house. Losing a turret for only a cloaking device and an extra commander level tac skill? Anyone would make that deal. You just killed the fleet escort.

Sheesh, dstahl, who runs this game anyway? You act like the marketing department is your boss. If they tell you the next ship will cost $100, do you just salute and say "Yes, sir!" I would hope your position actually has some authority. If it doesn't, let the marketing head do the talking since he's the real head of the company. By the way, if he's not in charge, fire the head of the marketing department, he's making a fool of your whole company.
I definitly agree. That marketing guy is single handedly making everyone around him seem like a fool, lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
07-17-2010, 01:26 PM
Quote:
Originally Posted by cavilier210 View Post
O, i'm sorry, lol.

What did you think about the rotating photon torpedo launcher with a wider arc, but weaker torpedos.
That's a good one, in fact hold on a mo.....

EDIT: there edited.

So, Retrofit would be to give an existing ship new abilities without changing it's tier.

Such as Saucer Sep, Cloak, or Torpedo Turrets.

Upgrade would be taking a low level ship, tier 1 (Nova, Saber, Connie) at the lowest, and making them Tier 2, or higher.

Another piece of ship equipment that occurred to me was "Linked Torpedo Launcher" it'd fire twin torpedoes but can also be switched to single torpedo rapid fire launching. Cons would be, lower Torpedo damage, and in rapid fire mode, a longer cool down time, in addition to lower torpedo damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
07-17-2010, 01:47 PM
I hate game balance used as an argument. In real life, the only reason everyone doesn't make ueber-superships is because they're too expensive. Logistics and maintenance are reasons to have larger numbers of smaller support level ships than fleets of huge flagships. Not sure how that could be translated into the game, but anything else makes it blatantly artifical. Everyone is already running around in T5 ships and will pretty much abandon them for T6 ships...

if we weren't completely gimped, many of us would be perfectly happy, if not prefer to play Mirandas, Centaurs, Consitutions and Excelsiors...

Off the cuff, I'd say it should all come down to the crews and damage. I'd like to see crews get injured and killed and ships get damaged to the point you need to return to a starbase and get repairs (paying EC to replace crews). I'd leave the death/damage penalty optional, but not so much for "crew drain," which should be a basic mechanic. I'd like to see periodic EC drain from needing to rotate crews (leave, retiring, newbies coming on board, etc). To simply the game mechanics, make it only be required for usage. IOW, engineering crew would be more heavily worked on regular flights between Sol and DS9, for example. All the more reason why Starfleet would want to pursue their transwarp conduit network. Going into combat would strain all crews, but doing lots of exploration missions would most strain the science crews (which means we could get rid of the completely artificial timers for the daily exploration missions. Your crew endurance and replenishment IS the timer. This of course, leads to socialization and perhaps mini games in the ships own rec facilities during a game. Not interested in that? Fly to Risa or DS9 or a starbase so your crew can go on shore leave, etc which brings their numbers back up.

Crew drain should be higher on escorts (not as much rec facilities, etc) and slowest on cruisers... cruisers would have such massive numbers, though, that it would near always be a large number. You'd have greater endurance with cruisers, but a bigger headache if you stay on in deep space for a long time. Not interested in that jazz? Go to a smaller Heavy or Light cruiser, if not an Escort or Science ship with a correspondingly less need to manage it.

Obviously a science lab/exploration type stuff should be the easiest on Science ships, but that's a separate enchilada.
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