Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Space STF timer thoughts.
04-23-2012, 07:00 AM
Many have been whining about the new STF timers especially in space based STFs. I'm pretty much ok with it on the ground seeing how if you go down as long as 1 team member is still up they can run over and get you back on your feet with a press of a button but space is a different kettle of fish.
In space there is no reviving like there is on the ground and that combines with the new timers really isn't good. From what I've seen so far people have, for the most part, simply stopped dishing out the heals in favour of bumping up their chances of avoiding that timer. In effect it has discouraged help out others on the team. Before I go on I must clarify that I am referring to PUGs here. I am not in a fleet and many of my friends are on-line at different hours to me.

My idea is that instead of simply going *kaboom* once your hull hits the big round "0" your ship would be incapacitated and unable to do anything other than call for help as you would on the ground. There would then be a 30 second timer in which a team mate would get within range and use a "team" ability on you to get you moving again. By "team" ability I am referring to eng, sci or tac team. If a team mate uses one of the team abilities on you in time then the effects would be similar to how it is handled on the ground I.E. back on your feet, unable to use power or attack for a few seconds but impervious to damage during those few seconds.
If a team mate were to fail to use a team on you then your ship would suffer a core breach and you would be given a further 5-10 second cool down before you could re-spawn.
The rank of the team ability would affect how much in the way of hull and shield hp you are given as well as how quickly your power levels and subsystems recover.

I think that the new timers applying to space STFs are a bad idea but if it must stay in force then I think my idea may soften the blow somewhat.

Any thoughts people?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-23-2012, 07:28 AM
I think thats a great idea.

I would like to see a limit to how many times you could be returned to 'life' in this way though. I would also like to see a penalty such that the resurrecting ship needs to drop it's shields while resurrecting you with a team ability. The animation could be transporting engineering and medical teams aboard the ally's vessel to assist in emergency repairs after the fact.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-23-2012, 07:37 AM
Where in the Trek universe have you ever come across an enemy that'll give you 30secs to get back into the fight? if your shields are down and hull is approaching zero any decent enemy would destroy you not leave you crippled.
I think the new system is a good thing, it'll stop people just sitting there firing at cubes or ramming them to do damage, if you are losing structual integrity try to retreat and heal up, it takes a lot less time than having to respawn every time and stops whinging.

People need to think more about strategy and tactics than just sit and fire and hope that science characters have nothing better to do than keep an eye on you and heal your shields/hull when you can't be bothered to do it yourself or get out of the firefight for 15-20 secs to heal.
Check out some of the abilities you could use to help you get out of the firing range of a ship,
Evasive Manuevers
Emergency Power to Engines
Use a Engines Battery
Jam Sensors
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-23-2012, 11:46 AM
Quote:
Originally Posted by sheppardus View Post
Where in the Trek universe have you ever come across an enemy that'll give you 30secs to get back into the fight? if your shields are down and hull is approaching zero any decent enemy would destroy you not leave you crippled.
There have been instances of ships exploding almost immediately I admit but in this game we are all the heroes and when in trek lore has the "hero" ship exploded immediately? In a real life naval battle how many vessels simply exploded immediately after a fatal blow? Surprisingly few. Most vessels just sink. Granted STO is not real life or even remotely linked to actual naval combat but the principle is there.

But this is a game and a game is meant to be enjoyable. The timer in it's current form is hated by many players. Every time I have seen someone go down a few seconds later a new line appears in the chat box complaining and whining about the ridiculous timer.

I would also like to point out that if the same logic you used were applied to ground STFs then there would not be rezzing in any form whatsoever. Would you really want that? Would you enjoy that?

Quote:
I think the new system is a good thing, it'll stop people just sitting there firing at cubes or ramming them to do damage, if you are losing structual integrity try to retreat and heal up, it takes a lot less time than having to respawn every time and stops whinging.
The idea behind this from what I have read was to encourage teamwork and in that respect I believe that it has failed miserably. I used to see a fair number of people helping each other out with the odd heal but since the change I have hardly seen a single heal going out anywhere.
How does this new timer stop people from sitting there and getting the most out of their ships? Many people do that because their weapons are forward biased and do little damage from the sides. Escorts do this especially.

Quote:
People need to think more about strategy and tactics than just sit and fire and hope that science characters have nothing better to do than keep an eye on you and heal your shields/hull when you can't be bothered to do it yourself or get out of the firefight for 15-20 secs to heal.
I quite agree that one should get out of the firing line if they are taking a pounding but you of all people should realise that it can take some characters who aren't engineers rather more than 15-20 seconds to heal up and that occasionally no matter what you do you can't get out quickly enough. How many players do you know who go out of their way to keep people alive?

One of the best strategies in this game IS simply "shoot until nothing remains that could shoot back".

Quote:
Check out some of the abilities you could use to help you get out of the firing range of a ship,
Evasive Manuevers
Emergency Power to Engines
Use a Engines Battery
Jam Sensors
You do not need to start quoting powers to me. I have 3 lvl 50 toons and have been playing for quite long enough to know that discretion is the better part of valour. You might like to know that jam sensors isn't that great a power either.
But please add deuterium burn to the list

All things considered you must surely know that this is a game and games are meant to be fun. You may find it fun to wait around for the timer to count down but I guarantee you that few others do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-23-2012, 11:59 AM
Destroy and devalue crafting

Remove old currencies to reduce complexity and then add a bunch more

Saddle everything with thematically inappropriate Dilithium

Desirable items only attainable with Sucker Boxes thus slapping loyal customers in the face

And

Introduce a respawn timer into the already monotonous and ritualistic STFs

Seems like par for the course to me.
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