Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
08-12-2011, 06:44 AM
Quote:
Originally Posted by zombie619 View Post
perhaps powerlevels would be hard to ballance but they could just add a bonus to somthing cool like my marter idea where the core blows up bigger when you die or gives you an ability.... to me its just somthing thats missing from the game
humm actually that could tie in nicely with eject warp plasma a skill that is already in game
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
08-12-2011, 07:08 AM
perhapes you could have somthing like martyr where ya you blow up but your dealth results in a larger explosion or a giant plasma cloud with debris ......maby it could enhaceyour self destruct to be and even bigger boom
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
08-17-2011, 12:13 AM
Quote:
Originally Posted by zombie619 View Post
i kinda think to make them like a puzzle pieces

a core for say a miranda class ship takes up 2 squares

#
#

but lets say a core for a galaxy is 5 squares

#
#
#
#
#

you couldnt fit the galaxy on the miranda cuz it can only accomidate 2 squares

escorts we could posibly manke them say 3 squares but they are a escort cores and and wont work on cruisers the same way you cant put cannons on cruisers

so if you can imagin the squares are a a little picture of a warp core lol
Interesting idea...have you ever played MechCommander 2? It had a similar fitting system. The Battlemtechs/Omnimechs in that game had a pattern like you described, but it was height AND width variable.

For example, let's say your loadout space looked like this:
####
####

You would be able to fit shorter or wider weapons, but not taller ones, such as one with this shape:
##
##
##

So, that could be interesting, to say the least.

Also, I've spent some time playing Hellgate recently...I must say, I really like the ability to upgrade your equipment in that game by increasing its level, and even adding special random traits. Considering how big a part of Star Trek engineering tends to be, this would be an awesome thing to have at ESD/First City. It would give the engineering department something to do, sort of like how science could be a raw crafting area.

Just dreaming, though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
08-17-2011, 12:25 AM
Also, possible warp core power ideas:
+5 to all power levels
+5/10/whatever to specific levels
EPS transfer speed bonus (passive, or perhaps an active power)
Ability to activate 1 extra device before the device cooldown sets in
Extra device slot
'Extend Warp Field' ability that allows lower-level Captains in your team to match your sector space speed
Extended duration/reduced cooldown of Slipstream
Transwarp abilities like that of the VA Excelsior

I might be a bit overzealous, but hey...food for thought, Cryptic.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
08-17-2011, 03:41 AM
IT'd probably be more likely to have bonuses to the efficiency stats than + to power levels.

Though some of those are interesting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
08-19-2011, 09:33 AM
I think the idea was that each ship has it's own warp core and the design is what determines it's top speed at warp. The warp speed tied to rank never made sense. Flying an advanced escort should give you the top speed for conventional warp. Galaxy x should have warp 14, and the sub transwarp IMPULSE engines shouldn't have had anything to do with warp speeds but if it added 4 warp factors that would be cool.

What engine can fit in a ship is determined by the size of the ship. can't put a huge sovereign classes core in a miranda and sure can't put it in a constitution.

However since warp speed has little to nothing to do with combat in this game they tied it to rank so you could get to farther places with less travel time. This means that my VA can hop into any ship and still go 9.97 or toss the borg one on there and go warp 14. This is fine since warp speed is only how fast people can get to the battle.

I am a bit of a canon nut myself though and would like to see it where things make sense but this is a game and fun wins out over canon every time. After all when was the last time you saw a ship in the show just hit a couple of buttons and bring the hull from 2% integrity to 100%? And miracle worker shouldn't exist. Scotty was a "Miracle worker" because he LIED THOUGH HIS TEETH every time he gave a time estimate.

If this game were close to canon then the ships hull repair rate would be based on your active crew, the hulls don't have replicator units all over the place unless your using ablative armor generators (then I could see that though). You would be slow in a Miranda class but fast in an advanced escort. Your Prometheus class ship wouldn't be classed as an escort but as a warship and would deal out just as much damage if not more than a Sovereign class and it's MVAM would act properly and not like cruisers. Your science vessels would be the weakest ships in the game and used for science not combat. [end rant here]

But this is a game not a simulator. In games if it's fun and still looks semi-right it wins over canon. Canon can't win anyway because canon is unballanced. After all if this game were canon we would all have ablative armor generators built into our ships and the federation would dominate the galaxy and that isn't fun for the other sides.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37 Sounds fun
08-19-2011, 03:10 PM
I think it would be fun have a warp core component that modulates engineering ability's and ship power levels/warp speed.


Maybe you could have varreations with trans-warp powers or increased slipstream powers. Or maybe even craft some?


And is just me or do other people think they have transwarp and quantum slipstream confused in game?
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