If you have purchased a Legacy or Starter Pack, please see this thread for instructions on how to claim your items in-game. (Please see the yellow text in the linked thread for instructions on creating a Reman.) (Not seeing your pack in-game? Please see the lime-green text in the linked thread above for information.)
If you have additional questions about the Legacy or Starter pack, please read this FAQ.
Thanks SO MUCH for all your support, and we'll see you in-game!
I did waste a couple of thousands of merits to make a comparison of various emergency to XX skills. Now i feel the person who made those skills did a very poor job and either rushed them with CTRL+ C and CTRL+V or was really lacking imaginantion.
I feel that those powers should be there to allow various hybrid builds, to overcome lack of certain consoles and overall to create a diversity.
I made a list of all those skills, and proposed suggestions in green. The numbers are of the tooltip, on T4 exploration cruiser, with T4 engineering captain, with skills/traits maxed for all those abiltieis.
-------------------------------------------------
Emergency power to shields I
repairs subsystem shields
+22 shield power setting for 30s
671 shield regeneration over 2s
Reduces damage to shield by 9% for 30s
Emergency power to shields II
repairs subsystem shields
+28 shield power setting for 30s
895 shield regeneration over 2s
Reduces damage to shield by 12% for 30s
Emergency power to shields II
repairs subsystem shields
+34 shield power setting for 30s
1119 shield regeneration over 2s
Reduces damage to shield by 15% for 30s
-----------------------------------------------
Emergency power to engines I
repairs subsystem engines
+40 speed for 4s
+22 engine power setting for 30s +0,5 EPS transfer to engines for 30s
Emergency power to engines II
repairs subsystem engines
+45 speed for 4s / for 6s
+28 engine power setting for 30s +1,0 EPS transfer to engines for 30s
Emergency power to engines III
repairs subsystem engines
+50 speed for 4s / for 8s
+34 engine power setting for 30s +1,5 EPS transfer to engines for 30s
-----------------------------------------------
Emergency power to weapons I
repairs subsystem weapons
+22 weapon power setting for 30s +1 EPS transfer to weapons for 30s
Emergency power to weapons II
repairs subsystem weapons
+28 weapon power setting for 30s +2 EPS transfer to weapons for 30s
Emergency power to weapons III
repairs subsystem weapons
+34 weapon power setting for 30s +3 EPS transfer to weapons for 30s
------------------------------------------------
Emergency power to auxilary I
repairs subsystem auxilary
+22 auxilary power setting for 30s +1 flat turn rate for 30s increase of power of aux. scaling BO abilities (both engineering and science) by 9%
Emergency power to auxilary II
repairs subsystem auxilary
+28 auxilary power setting for 30s +2 flat turn rate for 30s increase of power of aux. scaling BO abilities (both engineering and science) by 12%
Emergency power to auxilary III
repairs subsystem auxilary
+34 auxilary power setting for 30s +3 flat turn rate for 30s increase of power of aux. scaling BO abilities (both engineering and science) by 15%
------------------------------------------------------------------------------------------------------------------
Feel free to disccuss, make more ideas on how the create a more interesting emergency power system..oh and i would like a response from the dev, responsible for that unimaginative system and the reasoning, what was his "vision", when he made it.
Oh something i missed when i did that. The CD of the abilties is greater with each tier. Its 30s for I, 45s for II and 60 for III if im not mistaken. with 9 ranks.
Oh something i missed when i did that. The CD of the abilties is greater with each tier. Its 30s for I, 45s for II and 60 for III if im not mistaken. with 9 ranks.
Interesting. Given the CD differences seems like in some cases you are probably a lot better of with the I ability than the equivalent III ability.
Emergency power to engines and aux definitely need a lot of love before most people would consider taking them.
I think what was proposed for Emerg to Aux should be sufficient- well that and making the aux dependant suite of abilities more enticing as a whole.
I would suggest for Emerg to Engines to add any number of the following:
a) + large amount to turn rate for 4 seconds (allowing Emerg to Eng to be used similarly to evasive maneuvers)
b) +dodge coefficient, meaning every unit of speed provides higher than normal benefit towards increasing enemy miss chance.
c) partial mitigation of snare effects such that emerg to eng could be considered a soft counter to tractor beam or warp plasma. The effectiveness of this would consider things like the rank of emerg to eng, the rank of opposing tractor beam, the size of ship being tractored, and possibly other factors.
d) +damage bonus to ramming speed.
e) base speed for reverse movement is doubled and the associated power drain after 10 seconds is suppressed.
f) +speed while at full impulse. You know... for drag racing. :p