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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
04-22-2010, 12:38 PM
New Ideas:

Tactical Illusion
Fragile Illusion. If you have over 90% hull health tactical illusion will show your ship heavy damaged to opponents (a random hull-number below 40% and random shields around 20-70% health per facing). If your ship is below 90% hull health tactical illusion will show it as 100%/100%. Breaks when taking too much damage (very few damage, something like 1000 or so, so you don't kill it if a beam hits you for a second, but within the first real attack).

And of course the mighty

Picard Maneuver
Your ship enters warp speed and "jumps" 3-5km ahead in the current fllghtdirection.

This would be totally awesome to get out of an escort firing arc, to get out of fights, or into fights/cannon range. Just make sure cooldown is around a minute at least, so you can't spam it. Higher tiers let you jump farther away.
Use the current warp animation for it. And don't jump really, but accelerate and deaccelerate greatly. Maybe without taking inertia into account, else our cruisers will drift several kilometers further.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
04-24-2010, 07:26 AM
Shameless bump!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
04-24-2010, 09:38 AM
Ok, here's another.

Not sure how to call it, proximity alert maybe? Fires at hostile torpedos, spawned fighters, mines; auto-fire; does not drop the main target. So if you fire at a battleship that launches a heavy torpedo, the skill just kills the torpedo while you still fire at the battleship with your main weapons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
04-24-2010, 11:04 AM
Here we go:

Attack Patterns dropped to Ensign level
Dispersal Patterns dropped to Ensign level
Away Teams - Taken off global cooldown with other profession team types.

That would solve the problem rather well and give everyone an equal benefit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
04-24-2010, 11:28 AM
Quote:
Originally Posted by Roter_Panda
Hi!

I want to start this topic because the problem of the tactical ensign slot nearly disappeared in the discussions and is on no agenda of the devs at this point.

What is the problem?
Nearly every player that receives a 2nd tactical officer stands in front of the problem what he shall give this officer as an ensign skill. This specially applies to cannon users or ships specialized into beams.

Why?
* Tactical skills, unlike the other classes, are of no use to the player if he doesn't use the appropriate weapontype on his ship. A beam-type skill won't use you anything if you don't use beams.
* Tactical Team uses the same global cooldown as science- and enginering team (and boarding party), which are way superior and, especially science team, a must have for every captain that engages PvP.
* There are no cannon-, mine-, or attack pattern skills at ensign level.
* Tactical skills often have a 30second cooldown, with a 20second global cooldown, making several skills per system often unattractive.

The problems that result from it:
Less assault cruisers and Reconaissance Science Vessels, because the additional BO-slot often would be a waste
Less Raptors, because you would have to think of 3 tactical ensign-skills
Escorts (and Raptors) can't use their 2nd tactical ensign slot efficient

Solution?
To change this I want to propose new skills, that could be added to the tactical tree, starting from ensign level. My focus here is not to implement any further damage-boosting skills - I think the majority agrees that we don't want higher damage peaks - but skills that help the survivability of the squishy escorts.

Examples:
Evasive Pattern Alpha
A straight increase in bonus defense (=evasion rate) for several seconds.
Important: This must be a new system and don't share a global cooldown with attack or dispersal patterns. Else escorts and raptors got the same dilemma again.

Evasive Pattern Beta
A defense bonus buff for several seconds, depending on how many people are shooting you.
I would love if you could implement actual people shooting you and not just how many guns are firing (like the attack pattern beta/delta). This skill should be less powerful if only 1 or 2 people fire at you than evasive pattern alpha, but with 3-5 be stronger. A skill designed to survive the alpha strike on the escort better.
Same system as Evasive Pattern Alpha


Feel free to think of more yourself, I will too.
But as advices I would say make sure your skills don't boost damage, we got enough of them, they aren't dependant on a weapon type or share any global cooldown with existing skills in general and are suitable to ensign levels too (not too powerful).
My problem exactly. ANd my solution was also to add some Evaside/Defensive Patterns.
I think these are definitely needed more. Evasive Maneuvers is possibly the best non-career-specific Captain skill, and I really wish there were a few more powers like that. Not necessarily as strong, but still with the same direction. More speed, more maneuverability, better defense.

And they could - now that I think about it - also make Beam Target [Subsystem] I a BO skill, and not just a Science cruiser skill.

So...

_______
[Signed]
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
04-24-2010, 11:51 AM
So, more ideas. I like the idea of the individual ships and roles being a little more versatile then the standard tank/DPS/CC. So tactical could also have a few abilities that provide more defense for the team as a whole.

I would call the various patterns "Defense Patterns" for this purpose, to be a little more generally useful.
All defense patterns should have a shared cooldown probably, but not share one with the attack patterns.

Defense Pattern Alpha (TIer I to III)
Increase the ship speed and maneuverability for a short time.
Tier Bonus: Increase duration and maneuverability gain.
Goal: With minimum cooldown and maximum duration, highest level skill should last about 3/4 of its cooldown.
Magnitude: Increase Speed gain and maneuverability gain.
Remarks: This ability is interesting to all classes, but maybe most interesting for non-Tactical - like Cruisers desperately looking for a way to get some extra maneuverability. (Might be nice if the bonus was not a percentage bonus, but a fix numerical bonus to turn speed.)


Defense Pattern Beta (TIer I to III)
Each successive heat against the ship increases its hull damage resistance up to a maximum.
Tier Bonus: Increase the duration and the maximum resistance attainable.
Magnitude (from Captain skills): Increase the resistance gained per hit.
Remarks: This ability is great for replicating the iconic Defiant battles - the enemies keep hitting it, but it won't go down. Will also be looked at by many cruiser captains.
I kinda wish the Volley/Scatter/Fire-At-Will powers would already have such an effect. But now they might work well in team with this pattern!


Defense Pattern Delta (TIer II to IV)
Each attack gives a small damage debuff to the target, up to a fixed maximum.
Tier Bonus: Increase the maximum debuff.
Magnitude (from Captain skills): Increase the gains per hit.
Remarks: Basically replicates "suppressive" fire and is nice for working in teams and an Escort that doesn't just focus on one enemy. The maximums are given as a precaution for excessive stacking, and they also encourage switching targets.


Defense Pattern Omega (TIer II to IV)
All allies within 5 km gain a turn bonus and a defense bonus.
Tier Bonus: Increase the turn and defense bonuses.
Magnitude (from Captain skills): Increase the duration.
Remarks: Another team skill. Essentially, a "Fleet" defense pattern. I would not recommend a speed bonus, as this might be very irritating, some people might deliberately have picked their speeds. But few will be bothered by faster turning. The 5km range makes it comparable to Dampening Field and harmonizes with Extend Shields and Hazard Emitters.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
04-24-2010, 01:00 PM
Tactical Takeover
The station can switch out the ensign BO to a higher rank; the higher rank can use one skill of the next level.
i.e. Ensign BO uses Tactical Takeover and Lt. BO can use 1 ability of Lt. rank (i.e. Torpedo Yield II). That would make the station somewhat universal and help with cooldowns, as you could switch to an ability that doesn't share a cooldown with your most needed system, plus allow individual strategies for different types of enemies. You use different skills when going against Cardassians than you use against Orions.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
04-25-2010, 02:47 AM
I think a change to fire at will might help. Make it less powerfull than a beam overload, but more powerfull than a normal beam attack.

If you use both beams and turrets or a few cannons, you could use beam overload, high yield 1 and rapid fire 1. Thats my plan atleast.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
04-25-2010, 04:03 AM
Quote:
Originally Posted by Koopa27 View Post
I think a change to fire at will might help. Make it less powerfull than a beam overload, but more powerfull than a normal beam attack.

If you use both beams and turrets or a few cannons, you could use beam overload, high yield 1 and rapid fire 1. Thats my plan atleast.
Fire at will will shares a global cooldown with beam overload. Plus the issue still persists for escorts that don't use beams.


But I really like the ideas others have brought in. I wish we could get a "Dev Post", so the interest in this issue rises and of course developers get wind of it!

We really need some sort of change in the tactical ensign-area. The best thing would be a defensive or manoeuvrability ability. This would help all classes and maybe make fights a bit longer in average too.
Phoxe I summon you to post here!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
04-25-2010, 04:30 AM
Quote:
Originally Posted by Koopa27 View Post
I think a change to fire at will might help. Make it less powerfull than a beam overload, but more powerfull than a normal beam attack.

If you use both beams and turrets or a few cannons, you could use beam overload, high yield 1 and rapid fire 1. Thats my plan atleast.
- Beam Fire At Will could be a debuff power and not just a "hit many enemies". Same for Scatter Shot and Torpedo Volley or what they are called. Dealing damage to mulitple foes is otherwise rarely useful, since they can regain their shields and repair their hull while you focus on a single target again. But if you cause debuffs, you can increase your own survival chances, and at the same time make yourself a target - because if you keep doing it, you negate a lot of damage, and it's better to focus on you instead of dealing less damage for a prolonged time. An Escort is already naturally a target since it is the biggest threat, so it really uses the debuff for itself. So it's great for a Tactical captain. A Cruiser or Science ship might not be the first target, but if it keeps debuffing you, it quickly can become one. An Engineer in his Cruiser can tank better with this power - he takes less damage, but he's also a big annoyance. And a Science Captain in his Science Ship can do more "crowd control" with it, as every debuff targeting multiple foes clearly does that well.
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