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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
05-14-2010, 07:30 AM
Photonic fleet should create decoy copies of your ship, which would all appear as you in PvP. They would take as much damage as you, but would deal 0 damage (while still appearing to fire normally.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
05-14-2010, 08:02 AM
That would be amazing, except that I don't think they should be able to take any damage... That would be far too powerful! Should have like a nominal 2k hp or something.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
05-14-2010, 08:20 AM
They should take damage, because it's all an illusion, i.e. the enemy is really blowing the hell out of empty space.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
05-14-2010, 12:51 PM
To be a "good decoy" the ships need make use of skills as human player do. They can take damage... even the "proyection" can simulate damaged... just "the Doctor" (the holodoctor) change his customes, uniform and his own "imagen" porfile. That will be consistan with the technological progression of star trek from the date of Voyager's return to the "present".

Or maybe, another odds is use the "skill" to make a similar effect that we can see on voyager with his final "armor" that only is a "holografic proyection" (rally it can take too damage if the original ship had too energy.

Maybe, even Criptic can make the two things.

A great salute for all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
05-14-2010, 02:25 PM
Wow... lol

ok so I see the OP's point and I will sum it up by saying this.

You can either leave PF how it is now and let the person "waste" all that energy on the holograms or you can let the "shoot" all that energy out of emitters for comparable damage. Give how much damage the ships do... that would easily be a 50k point shot at least...

which do you want people to have at least with PF you can easily kill the ships any number of ways. Plus really... everyone should know that putting that much power through any emitters, even phasers, would destroy them. It might seem like a lot of energy but with PF its released slowly over time if it was all at once you would probably vaporise your ship.

As for the torpeods and light causing damage think of it less as energy and anti matter damage and more as... phaser beams that really have more of a kenetic imptact rather than energy damage though they could do both seeing as its all light and light could do either depending on how tight you compress and focus it. Same for torpedoes it just would be energy dmg or kenetic not anit matter.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
05-15-2010, 04:39 PM
Quote:
Originally Posted by Zakaara View Post
Cryptic should describe them as being isomorphic projections instead of holograms.
That doesnt get around the requirment that the projector or the projecting entity has to deliver enough energy to not only materialize the photonic ships, but most importantly, provide the energy for all the destructive power used and delivered by the photonic weapons.

Essentially, the photonic weapons are creations of the projecting ship...this means the player's ship is producing more weapon power than they could generate through ship's actual weapon systems.

We are creating energy from nothing...fine to explain our means of navigating, for creating food, for justifying a semi-utopian society...but its unbalancing and destabilizing when its applied to a combat "special"/weapon or defense skill in a combat motivated PvP experience/interaction.

Where players interaction, player competition...you have to use balanced, substance based mechanics/models....or you get exploits/abused mechanics.

This one of those model mis-steps like extend shields, though I dont think its as bad as ES. This skill adds an extra ship worth(granted, a light/low level ship) of damage, just like ES adds an extra ship worth of shield HP for each user into the "system".

Such mis-steps is why the Devs are being forced to tone down so much stuff in thier attempt to balance combat...because they introduced too many unbalanced specials.

You got to follow KISS...keep it simple stupid. Law's of Nature/basic Physics based trends/principles provides most of the balance we need. KISS doesnt mean dont think and shy away from academic rules, intellectual guide lines...keeping it simple can mean not trying to re-invent the wheel and following what the Natural Law as already shown us.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
05-15-2010, 04:55 PM
Quote:
Originally Posted by Valdeck View Post

As for the torpeods and light causing damage think of it less as energy and anti matter damage and more as... phaser beams that really have more of a kenetic imptact rather than energy damage though they could do both seeing as its all light and light could do either depending on how tight you compress and focus it. Same for torpedoes it just would be energy dmg or kenetic not anit matter.
My holo-Raptor did 5k damage with his torpedo...thats T4/T5 base torpedo damage is it not?. Thats more than base phaser damage...more than the standard Beam: Overload output. Sounds to me that that Raptor's energy output should have blown out my emittor, possibly damaged my EPS.

Either way, it should the skill should be such a drain on my systems that either the PF does the shooting, because I dont have enough to really deliver any damage. Or it does little to nothing, acts purely as a decoy and my ship diverts all that power to conventional uses...like me shooting at the target.

So, I say, let PF drain...yes, drain Aux in order to materialize and maintain the photonic fleet. More Aux should mean longer PF duration. And each weapon the PF discharges should drain...yes, drain, Weapon EPS...to the point that it could drain so low that neither the PF weapons or the player's ship is capable of delivering significant damage output.

So it might provide a short and convincing burst at first, but no more than your ship is capable of doing with standard discharges. Or you can give the PF a bit more combat endurance by not discharging and converting energy away from weapons and into something else...like engines, shields, etc, etc.

This also means that a cloaking vessel would only be able to keep the PF up until 3 secs after it initiate the cloak...because once you fully cloak, all EM projections cease and the PF shuts-down...but who cares, it hopefully worked as a decoy and you are cloaked and hopefully home free.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
05-17-2010, 07:06 PM
I would have to agree, holo-ships should not be doing this kind of damage.

At best, the damage they should put out would be T0 levels but in exchange increase the duration and amount of damage they take. They are meant to be decoys, NOT meant to be an extra source of damage like Security Escort. Lowering the recharge on that skill would'nt be bad either.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
05-18-2010, 06:23 AM
I think they should cluster more around the ship that fires them, to make it harder to target that ship. Kinda like mines.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
05-18-2010, 01:25 PM
By coupling a handwavium inducer to the starboard plasma coil and transferring EPS flow through that to the holoprojectors.
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