Join Date: Jun 2012
Posts: 868
# 21
02-11-2013, 07:59 AM
Originally Posted by centersolace View Post
I think that we can mostly agree that the kits, particularly the ones with the holographic bits, look like nothing from the Trek universe. I know they were based off of the kits from Elite Force, but that game was pushing canon to begin with. Most of them are rather ugly anyway, and the only one I would really miss is that one engineering backpack that goes so well with the Ghostbusters Gun.

Cryptic said that they wanted to change how kits worked anyway, so changing them into tricorders would allow Cryptic to fix a lot of tricorder/kit related bugs and add a lot of stuff to the game.

First and foremost this would allow Cryptic to put in more than one tricorder model. This would allow Klingons and Romulans to have their actual respective tricorder models (it also makes them available for current and future reputation projects as well....). This would also allow for TOS and other Tv show themed tricorders and kits.

Secondly, it would give this game more of a Trek feel, which most of can agree that this is something the game is lacking.

Thirdly, it could also be used to change how a lot of ground powers look and function. Particularly toning down the amount of VFX that can exist on the screen at a given time. Currently ground combat can quickly turn into a haphazard mess of neon colours and flying VFX. I did a foundry mission a few days ago, and I remember that there was a smokescreen set up, and I couldn't see it until I died.

Fourth and finally, it could be an excuse to create more tricorder/scanning related mini-games and puzzles.

Do you know what? I could really get behind that? I like the idea of this as the kit outfits (along with the armor) have always bugged me.
Join Date: Oct 2012
Posts: 96
# 22
02-11-2013, 09:48 AM
If not used to replace kits, then tricorders should at least be equipment we can slot. Like the suggestions for warpcore equipment for ships. It's strange that tricorders weren't given a greater role in the game considering it's the standard and iconic piece of equiptment for starfleet officers in the series.
Join Date: Jul 2012
Posts: 553
# 23
02-11-2013, 11:00 AM
You have an interesting idea.

I really do not like how some kits operate right now. Tactical close combat is an example. Lunges, sweeping strikes, they are all physical attacks that have nothing to do with a device. A person either has the skills, appendages, fortitude and strength to do them or they don't. Everyone of every career in SF or KDF should be trained in basic and adv physical combat to execute these moves.

We're it me I would make each kit ability a module in addition to the devices, weapons, armor, and personal shield. I would make a slot for a tricorder and different tricorders for those slots. Tricorders would only do scans, reveals, sensor type abilities. There would then be a total of 4 kit slots and the whole gamut of kit modules that can be filled by a kit module of one single kit ability.
Chingachgook told me, Don't try to understand them; and don't try to make them understand you. For they are a breed apart and make no sense.

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