no built in player abilities? there wouldn't be captain types then
as a fan of tacs an all sorts of things, because of what they can bring to each ship type, im afraid i am completely against this. there is a great deal of fun and synergy to be had when not patching ship type and captain type. i don't think its silly that escorts can subnuk if their captain is a scientist, or that a cruiser can use APA when the captain is a tac officer. this game is all about you being a superhero/captain, so your captain making that big of a difference is par for the course.
instead of throwing that all out, its the under performing captain that needs fixing. when every captain type has useful synergy in every ship type things will be fixed. i think captains should stay a unique type, and bring their specialty with them.
I will have to disagree as well. Most of the fun in PVP is matching different ship classes to Captain Classes.
I remember when I first started playing, my first character, Bianca, a Science Officer, would decimate STF's with her Advanced Escort. I liked the idea of being in a ship agile enough to turn my nose towards an enemy to sub nuke them or to assist my allies with scattering field or debuff them with Sensor Scan. I liked the fact I could also do a good amount of damage for the fact I was without Tactical Captain abilities.
In general, I just don't think this is a very good idea as it takes a majority of the variety out of the game, or whatever variety it has left.
The current implementation of these abilites can not possibly be working as intended. These abilities were intended for ship classes, not captain classes. There was some sort of "reasoning" that "modular ship design" allowed for subnucs in escorts, and cruisers dancing to attack patterns. It makes PVP silly! Tee Hee!
That is garbage. Truly and simply garbage.
Remove those abilites from captains and bake them into the ship classes where they belong. Done. Get past it.
This is essentially the same pattern that Boffs follow.
Or split it up. Bake some into the ship, but allow for a captains chair station and allow certain abilites (not all) but some to be chosen in that manner. Seems a bit advanced to me, I think just baking them into the ships for now would be far more predictable. And that's good for balance.
All of what will be called Ship Class abilities will need to be skilled by the player if they wish to be super good at it. You don't spend skill points in sciency magic? Well hopping into a Science ship to use sub nuc won't be working out that well for you. It will WORK, just not as well as someone that skills for it. Oh thats right. Previously you didn't need to spend skill points. Now you will.
Captains are already free to spend points as they wish. Make it so ALL the points they spend have meaning vs the abilities and ships they intend to use. There can no longer be FREE abilities. The Previous costs for owning those abilites has been REMOVED and it needs to go BACK IN but in a manner that doensn't punish the player or LOCK them into a single path.
This will be an additional way to allow for greater design leeway. Ships could have much greater variety than they do now without fretting over the huge issues that mixing "captain abilities" and "ship classes" brought to the game.
And it allows for truly hybrid class ships. How about a fast attack craft with just Alpha AND Sub nuc, but NO other ability. How about a Massive cruiser with scattering field, team eps 5k, and um...something else! This would be a GREAT way and opportunity to address the engineering ships.
This will help make PVP serious! Mhm.
Cheers and happy flying!!
No... Just... No
The Average PvP player
1) Teamwork and timing is #1
2) You cannot "Kirk It" in every ship
3) You are going to die, just get back up
One thing I'd like to see is a bonus to a ships primary purpose. A Cruiser puts out stronger heals, science ships have stronger crowd control, and escorts have stronger tactical skills. Engineering Team might do 8k hull heal, but the same ET would only heal 6k from a Science ship and 4k from an Escort. Sure, this is already the case based on bridge officer slots, console slots, and the like but I'm thinking more like each ship would come with an innate bonus to certain areas of the skill tree.
For example, a pure science ship like the intrepid would have +18 to every skill in the skill tree just by virtue of equipping that ship. It would make science captains that much stronger for min/maxing or they could be more well rounded by virtue of having all those free skill points to put in other areas. For an Assault Cruiser, they'd get something like an innate +18 to parts of the Engineering skill tree as well as portions of the Tactical skill tree.
Also, do away with the innate power bonus that is distinct to each ship type (Escorts +15 to Weapons, Science +15 to Aux). Innate power bonus should be to Cruisers alone, they should have a higher power level potential, and more efficient usage from power enhancing abilities (like batteries, EPtx, EPS, and so on).
I don't suspect any of this would go over particularly well as a complete revamp would obviously be required. But maybe some of this stuff could be used to make better, more interesting distinctions between new ships. There are only so many new ways to do things based on bridge officer and console slots.
@OP I have heard many worse suggestions. count me in.
Just a note to those that fear for the beautiful synergy that sci and tac can have with the three primary ship classes. If engs are to get such a synergy, this will involve some form of nerfing of current synergies, otherwise engies will be the one to rule them all.
eg, the all cannon escorts, could become a thing of the past for a tac, if cryptic ever decides to look at their own game and do something about it other then releasing costumes and gamble items.
personally i like thissler's idea, but what does it matter?...the game is what it is, changes of this magnitude will never even be considered...if i had to design sto i would do so many things differently, but i'm not in charge and not capable of making any changes to the game, and so is nobody else on this forum.
*not even tribble test feedback is taken into account by the devs, why should anything else be?
i'm going to save my time and brain cells for something else, player input and feedback is not even remotely valued in sto. I'm not saying that the devs arent willing to, it's just either the communication between player base and dev team is severly lacking or they got a master plan already from which they cannot move away.
@thissler: just don't make this another "arguing with trollvax thread" be the adult and stop answering him, otherwise before you know it you will circle around the same issue for 20 pages.