Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Provide New Abilties
05-27-2010, 06:05 PM
In my opinion as a suggestion, there could be more abilities added in the game to provide more combinations for any ships and strategies. This will provide new ways for combat for both space and ground battles. With this, it allows for people to test new things out and keeps the game updated since there are always need new suggestions that keep coming up, more missions added, more very rare items, and suggestions on new ships.

This is just a suggestion for the game to keep providing for more fun and new experiences to have throughout the game. I understand things do not happen over night, but thought I would bring this up. In addition for more abilties from bridge officers, maybe allow for more slots per bridge officer.

Anyone can comment on this and provide on other suggestions related to this.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-27-2010, 06:19 PM
New ones would be nice esp since some tiered abilities have been changed making some worthless. Science could really use new ones with the changes to aux power.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-27-2010, 06:23 PM
That would be interesting or more abilities for tactical powers. One ability that seems too over rated is the target subsystem. Too many people spam that. I don't know just my opinion, but if it is effective, then use it.

There are just so many abilties they could put in or be able to purchase abilities just based off the officer you are to customize for your ship no matter what you are. Like have specialty abilities say if you are a tactical officer commanding a cruiser, say have different improvements than if you are a tactical officer commanding an escort. This will provide more variety even without improving bridge officer abilities.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-30-2010, 04:01 AM
I agree. I feel limited with such a small selection of skills. Some are nearly useless, some totally overused because the rest is crap. I'd like more specialized skills to add more strategy to them. For example, 'reverse shield polarity' turns incoming damage into shield power - why not make 3 more versions at the same tier, where incoming damage is turned into aux, eng or weapon power? Same for energy syphon, make different versions that draw different types of energy. Totally more spatial anomalies, too. There's just Tyken's Rift and Gravity Well - why not make an entire system 'anomalies', take them off the deflector and add some other types, like anomalies that confuse sensors, effect the navigation or stun the crew (and set related skills on longer cooldown)?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-30-2010, 11:39 AM
Quote:
Originally Posted by ArievDhien
I agree. I feel limited with such a small selection of skills. Some are nearly useless, some totally overused because the rest is crap. I'd like more specialized skills to add more strategy to them. For example, 'reverse shield polarity' turns incoming damage into shield power - why not make 3 more versions at the same tier, where incoming damage is turned into aux, eng or weapon power? Same for energy syphon, make different versions that draw different types of energy. Totally more spatial anomalies, too. There's just Tyken's Rift and Gravity Well - why not make an entire system 'anomalies', take them off the deflector and add some other types, like anomalies that confuse sensors, effect the navigation or stun the crew (and set related skills on longer cooldown)?
This suggestion I definitely like. Different versions/levels of certain moves. That would make the game more exciting and plenty of ways to experiment on strategies. In my opinion, I hate the TSS tactical ability, but is an effective ability to have. Just do not feel like using it. That is definitely a move overused, but hey it is in the game and might as well exploit any move possible to your advantage.

Another note could be to have moves go higher than level 3 and/or be able to overtime make an ability better. Like your thought with RSP on having different versions, why not add a different setting absorbed in addition with shields being restored from energy damage.

Anymore suggestions from players or anyone else, feel free to comment on here.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-30-2010, 12:08 PM
I think they need to just keep working on the abilities we have till they each have a strong function. Once all the powers are used and none are considered 'crap' will it be time to add new abilities.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-30-2010, 01:19 PM
Different versions of existing abilities would already add a lot alternatives. A 'overused' ability would be Tactical Team - why do people take it? Its quite useless, but there aren't that many other skills for ensign stations. The two others are Torpedo Yield and Spread, like - everyone - uses at least one of them, because the rest is kinda specialized and useless if you have different weapons. Beam Overload is bugged, then you have Cannon only skills that are 100 % useless for sci ships. Add more variation in Tactical for EACH weapon type. For example:

Split Beam: Enhances next beam attack, splits damage to 3 targets at I, 4 targets at II and 5 targets at III. If only 1 target is in range, its a focussed beam.

Aux (or whatever) to Foreward Shields: Why in the world would someone invent weapons with a 45 arc, but nothing to improve foreward shields, the essential part to make these weapons effective?!

Assault Team: Like eng skill Boarding Party, but with 25 % chance to do one of the following:
1) Drop Target for 5 seconds (similar to Jam Sensors)
2) Set Cooldown for random same rank ability to 10 seconds (i.e. Assault Team I sets enemy skill Jam Sensors I on cooldown, similar to SNB)
3) Drop Shields for 3 seconds
4) Waste Attack (decrease next attack - beam, cannon, turret - damage to 25 %)
Like a team beams to the enemy ship's bridge, hits random buttons to do damage, and if you are lucky, its what you need in that situation. Kinda a joker card attack.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-30-2010, 02:36 PM
Tactical team is good for getting crew back up and it does seem to increase damage for 30 seconds, like how science team can improve harazd emitters and jam sensors. Engineering team also makes certain moves better.

Either way, whenever the developers decide to, new abilities would be cool to see. Definitely creates more strategy for the game. There are a lot of good abilities out there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-30-2010, 04:22 PM
Compared to Sci and Eng Team, Tac Team is pretty useless. The damage increase is minimal, and my ship still flies if my entire crew is dead. It repairs no vital system - the other teams can be lifesavers and have a resist (as small/short as it is/will be). Tac Team should have a similar 'save' function, like release holds/tractor beams or something. I don't know what exactly I want it to do, just something more useful than a small damage buff and crew recovery.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-30-2010, 04:49 PM
Guess I see your point there on Tactical Team. Let them make adjustments if need be. There is so much that can be done to the game. Probably takes time for the developers to accomplish their task on improving the game and keeping the players/fans pleased with the game.

Yes the other two teams are lifesavers and combine them with another support move and just keeps you or a partner alive.
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