Lieutenant
Join Date: Jun 2012
Posts: 54
# 11
04-08-2013, 12:24 PM
You could base the construction on points.

Each base you pick (Eng, Tac, Sci) gives a certain amount of points to be spent on Engineering parts (cruiser/dreadnought), Science parts (sci vessel/carrier) and Tactical (escort/destroyer).

Then for every part you add it uses a set amount of points to prevent players from building the "heavy escort tactical carrier cruiser".

This is much like the skill point system already in use for characters and boffs.

Also each part could have an inertia number or a size or weight. The bigger the parts or more parts you add the slower your ship will be. Nobody will create a Galaxy based Escort Carrier because it'll be really slow. It would make sense to build a Galaxy based Cruiser.

The bigger nacelles you fit will make it faster in sector space but will reduce it's turn rate and impulse speed. The more console slots also have an impact on system power so you can't have more than 4 or 5 Engineering slots because you'll have next to no Engineering power to run them all. This can also be offset by fitting a larger warp core but again this will reduce turn rate and impulse speed.

There's a million ways that this can be controlled.
http://sto-forum.perfectworld.com/image.php?type=sigpic&userid=91854123000&dateline=  1388936372
New channel called "Build Chat" for talking about ship builds instead of clogging up stf channels.
It's a public channel so anyone can join.
Lieutenant
Join Date: Jan 2013
Posts: 80
# 12
04-08-2013, 12:31 PM
I think it's a good idea but, I would like to see it where Captain's can update their existing ships as they level. An option, you can either get a new ship or you can add slots or bridge officer stations.
Lt. Commander
Join Date: Mar 2013
Posts: 108
# 13
04-08-2013, 12:34 PM
Hmm spending 5 years to make da ultimate ship.
Commander
Join Date: Dec 2012
Posts: 354
# 14
04-08-2013, 12:46 PM
Quote:
Originally Posted by glados122 View Post
Hmm spending 5 years to make da ultimate ship.
Ah if it were true to canon, the "ultimate ship" would just be a warp core with a bunch of deflector dishes attached to it, with only one crew member -- a liberated borg child.
Ensign
Join Date: Jun 2012
Posts: 22
# 15
04-08-2013, 01:41 PM
This is a great idea that I don't think CBS would allow Cryptic to ever do.
Career Officer
Join Date: Jun 2012
Posts: 197
# 16
04-09-2013, 04:37 AM
I was thinking if they had a Shipyard rep, itd be to customize their current ships. A Retrofit perk if you will.

Maybe i'd just be a tier unlock.

and its be very marginal, very costly

Add 10 perc hull/Take 10 perc shield mod: 36k dill, a lot of other stuff
Add 1 Tac Console/Take 1 Engi Console: same

something like that, more drastic changes as you incriese the tiers etc.
Captain
Join Date: Jun 2012
Posts: 733
# 17
04-09-2013, 08:11 AM
What they really need is the ability to let us have ship skins once we've unlocked a set even if we're not using the set at the time.
Join Date: July 29 2008
Career Officer
Join Date: Jun 2012
Posts: 17
# 18
04-14-2013, 01:28 AM
I like the customization idea , but i prefer upgrade an existing hull from tier 1 to tier 5 :

Exemple : upgrade a miranda class with hull stengh , shield strengh , consoles slots
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