Lt. Commander
Join Date: Sep 2012
Posts: 166
# 1 andorian ship set
02-23-2013, 02:09 PM
Bought the andorian ship pack the other day. have to say it is extremely fun to fly. The wing cannons are a blast, literally, to use.

I was thinking about more ship sets for each 3 pack of ships in the c-store. (odyssey, vesta, kumari). There arealready the maco, omega, borg, jem'hadar, reman, romulan, aegis, and breen sets in game. (correct me if theres more plz) Each 3 pack of ships could get its own set of gear, by gear I mean deflector, engine, and shield.

Each ship variant, tac, sci, eng, could get its own stats to help that career.
not sure exactly what the stats numbers would be but below is what i think these sets should have.

all of these would include normal stats found on every deflectors/engines/ shields

please read the ship you know the best and provide balanced feedback

Odyssey - while it has variants is still a cruiser, so mostly eng stats with a few extras for
tac / sci with eng being the real performance booster set
3 piece bonus allows the ship to seperate the saucer and deploy the escort ship at the same time.

tac - deflector, targeting systems, something to boost attack pattern / weapon performance

- engines, +engine power, + impulse thrusters

- shield, a tac shield should not perform better than the eng version so....this would
have the lowest shield cap out of them all, but since its a tac variant on a cruisr it
would still be higher than pure escort shields.

eng - deflector, this version would have the most advanced stats because the ship is meant
to be an engineering ship. it also boosts the ships consoles abilities

- engines, theres no but about it, this ship turns slow, but not with these equiped.

-shields, these shields will have the higest cap out of the three variants because, once
again, the eng variant will boost an eng ships performance more than tac or sci
variants

sci - deflector, the usual sneaky sneaky sci skills will be on this, + stealth detection

- engines, honestly i have ZERO ideas here, im just not a sciency type capt, if you
have an idea, please post it below!

-shields, while more power full than the tac variant, but less powerful than the eng
variant, these shields would be able to reduce incoming damage quite a bit.


VESTA - this ship is the federations most advanced science ship, so its equipment should
show that
3 piece bonus, the sympathetic fermion transceiver provides additional healing to ALLIES and its range is extended 15%

tac - deflector, boost pet damage by creating some sort of complex explanation about how
the ship and fighters remain in constant contact and costantly transmit data between
them so the ship can fire more accuratly while providing a greater view of the battle
field for the fighters

- engines, + engine power, + turn ? maybe? not sure again

- shields, least powerful of the set again, + X damage to X subsystem for X happening

eng - deflector, drawing a blank here

- engines, increase warp sped to 12, + engine power

- shields, pwoer between tac and sci variants

sci - this set would provide a way to better control fighters, such as when they use tractor beams, or fire photon torpedos
- deflector, boosts ships consoles abilities, give some more accuracy to the pets as well
also boosts all console abilities that came with the ship

- engines, increase warp speed to 15, + engine power, + generates an energy wake
causing the ship to need less power to move, thus making it turn and move faster in
normal space.

- shields, +shield power, + aux power, highest cap of the variants, take a shields
average regen multiply that by 3/4 then you have the regen.


kumari - this is the andorians most advanced escort, the gear should show it!
3 piece bonus, wing cannons decreased charge time by 2 seconds, this applies to the console special ability.
( for only a 2 second charge time)


tac - deflector, boosts weapon accuracy, boosts attack patterns, boosts rapid fire, boosts all console abilities that
came with the ship

- engines, boosts turn rate and movement speed, these also create a energy wake
which causes the ship to need less engine power to use them effectivly, these engines
would operate normall at 50 engine power when othe rengines would operate at the
same parameters at 75 engine power. ( i didnt do calcs, i just wanted to show an
example)
- shields, this is a touchy topic, because escort shields should normally NOT be higher
than the eng or sci variants, but since this is an escort, they are higher than the eng
and sci variants. ( read the eng and sci variants beforeraging plz)

eng - deflector, this ship needs beter heals, so this deflector does just that, + boosts to
emergency power to shields by creating secondary shielding this shielding is 1/4 the
cap of standard shielding and lasts 1/4 the time emergency power to shields does.

- engines, the compactness of these engines allow for minimal turn rate increase, but
not more then the tac variant due to the bulk of the wings

- shields, less than the tac variant but provide a boost to secondary shields affect
raising its effectivness to 1/2 the cap of equiped shields and 1/2 the duration of
emergency power to shields.

sci - defector, boosts science healing abilities, generates a constand secondary shield affect.
this is 1/8 the cap of equiped shields and does not benefit from additional shield
resistances, or other skills that would normally increase shields power

- engines, these engines run smoothly and cause the ship to be harder to dectect,
+ 1,500 stealth

-shields, these MUST be used with the deflector in order to obtain the constant
secondary shield affect. ( this would be the sets 2 piece stat)


now obviously some of these things might not work, like secondary shielding. but I feel that these ships should ALL have special deflectors/engines/shields that ONLY THEY can use.

this is not an attempt to make these ships over powered, or under powered. I think this would add something new and make the ships even more fun to play.

this will also make them more desirable for people to buy, so cryptic, those paragraphs above are money. please read

I would buy the set for the kumari for 250 zen btw

please add to the vesta and odyssey variants, I realize I did more work on the kumari but that is only because i know escorts more than i do cruisers / science ships.

edits.
added damudkipz suggestion for the vesta science variant set - this set will give more control over fighters abilities such as tractor beam and photon torpedos

added foundrelics sugestion, this is a 3 piece bonus for decreasing wing cannon charge up time by 2 seconds.
see tac engine variant for the kumari. charge up time would then be 2 seconds

added my two more suggestions of my own.
odyssey, eng part of the 3 piece bonus allows the ship to seperate the saucer and deploy the escort ship at the same time.
vesta, 3 piece bonus the sympathetic fermion transceiver provides additional healing to ALLIES and its range is extended 15%

moved wing cannon charge time reduction to 3 piece bonus, from the engines
Captain Moe
U.S.S. Prometheus
Fleet Multi Vector Advanced Escort
Resistance is futile

Last edited by loading159; 02-23-2013 at 03:44 PM.
Ensign
Join Date: Jul 2012
Posts: 1
# 2
02-23-2013, 02:30 PM
I agree. ships should have a more unique piece of gear other than Federation standard gear.
they need something to enhance the ships performance to the class they are designed for. the gear based on the ships should be comparable to at least mk11 or 12 MACO,omega or honor guard in stats.


To add to you idea about the Vesta. maybe have a set bonus being a more accurate control of what pets do(being able to choose when they use skills like tractor beam,or directed energy modulator, or firing torpedoes).
The deflector should add aux(being science and all) and a bit if turn or even engine power.

all in all i think ships should have a bit of unique flare to them, something other than a skin or two to make them "stand out" something to emphasize what the ships supposed to do.
Captain
Join Date: Jun 2012
Posts: 1,352
# 3
02-23-2013, 03:23 PM
I just wish the charge up on the overload were even one second less.


I mean, it's 4 seconds of NO damage output from your ship, and since this is an escort vessel it's only job is DPS.
Lt. Commander
Join Date: Sep 2012
Posts: 166
# 4
02-23-2013, 03:29 PM
Quote:
Originally Posted by foundrelic View Post
I just wish the charge up on the overload were even one second less.


I mean, it's 4 seconds of NO damage output from your ship, and since this is an escort vessel it's only job is DPS.
I agree so lets suggest this for the tac egine variant for the kumari.

kumari tac engine variant - due to this engine operating at a lower engine power more efficiently, they provide a boost to the wing cannons and decrease the time they take to charge to 2 seconds.

will add this accordingly
Captain Moe
U.S.S. Prometheus
Fleet Multi Vector Advanced Escort
Resistance is futile

Last edited by loading159; 02-23-2013 at 04:13 PM.
Lt. Commander
Join Date: Sep 2012
Posts: 166
# 5
02-26-2013, 03:29 PM
After all the complaining people did wanting these ships in game, one would think that suggesting new sets for them and trying to make them more fun would be a good idea. but I gues 200 people cannot even say this is a bad or good idea?
Captain Moe
U.S.S. Prometheus
Fleet Multi Vector Advanced Escort
Resistance is futile
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