Lt. Commander
Join Date: Dec 2007
Posts: 120
Introduction

HI,

Some of us will of been playing for a long time others for a ahorter period, i've been playing since its launch.

So here is a list of ideas of re-specification of the ships in play; more details could be added later,
Starting with the starter ship and coving slots and fire arcs. while this will sound mostly Fed based it could apply to Klingon ships too. There are two threads already out there I include links to them as they include good ideas along the same theme.

“Ship refit option - logical idea (feedback appreciated!)” thread.

http://forums.startrekonline.com/sho...d.php?t=149067
“suggestion for refit of ships for new level caps”

http://forums.startrekonline.com/sho...d.php?t=164952


To stop this post from being too long I will break it down into sub posts.
Thanks for reading and please let me know your thoughts on these ideas and your own..
Lt. Commander
Join Date: Dec 2007
Posts: 120
Part 1 starting ships.

First item for consideration, the starting ship.

At start level there could be 3 ships an escort, science and cruiser the models at the moment they are classed as "light cruisers", since fed players can get heavy dual canons mark 1 and 2 at that level, it would make sense to have an escort class at the starting level so you can use them.

If there is an escort and a cruiser (the original enterprise) then there should be a science level ship.
The enterprise is a pre order or purchase from c-store, that can be accessed after the tutorial, so perhaps there should be at least one each type that you could choose your ship type at the last stage of the character creation with the default ship type related to your career path.
  • Choosing a tactical ship would give you one of the existing models and perhaps an Armstrong type as seen in the latest movie. It looks like a one of the existing ships but with 3 nacelles.

  • So a cruiser choice could be the Kelvin type as seen in the latest movie. Or if you have TOS enterprise u could choose that at start to, or a USS Entente type, a variation on the Enterprise A, with 3 nacelles

    http://www.shipschematics.net/startr...ntente_ref.jpg

  • For science vessel these could be an Oberth ship or one the one nacelle ships maybe.

More ship ideas for starting tier would be welcome these are just mine.

On to my Idea for leveling of ships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
The next part of this post deals with levelling up, console slots.

The TOS enterprise comes with two slots for engineering, so the other starting ship should have one extra console tactical or science if there were to be a escort and science ship at the start.

So one reason for a respec at some point, is that a player with the TOS Enterprise (it has two engineering slots), then when the player reaches the next tier of cruisers, they also have two slots for engineering, a player would notice that be 3 slots. So it feels less like a significant upgrade.

So I suggest that
  • From tier two all console slots should increase by 1,
  • So tier 2 ships will have 3 slots relating to ship type and 2 of the other types. So a level two cruiser would have 3 ENG slots 2 TAC and 2 SCI, an escort would have 3 tactical slots and so on.
  • Tier 3 ships, an escort tier 3 would have 4 tactical slots and 3 of the others and so on,
  • Tier 4 ships 5 main slots, and 4 of the others
  • Tier 5, 7 main (cruiser 6 eng slots) slots.

    Then either
  • 6 of a 2nd type and 4 and 4 of remaining type. (assault cruisers 5 tactical and 4 science slots, star cruiser 5/ science and 4 tactical)
    So it feels more like your new ship dose have more of a difference.
  • The next round of tier 5 ships could be the same but the slots are increased by 1

  • At tier 6 if and when the ships come, it the number of consoles stayed the same but ships could be modular so that if you had a weapons module u got extra weapons, a shield array module gave you a second shield slot, a 2nd engine slot/ last but not least 2nd deflector slot. If there were an amour slot, a ship could have heavy amour by having 2 /3slots for amour.

    (2 shields of the same type = double stats/ 2 shields of different types, the 2nd shield acts as emergency and kicks when first one fails)

Comments and ideas are welcome, now on to next post new slot ideas.
Lt. Commander
Join Date: Dec 2007
Posts: 120
New Universal slots, for all ships
  1. Amour. Hull slot. I’ve never fitted amour not enough room as I use other engineering shots.


  2. , Ship’s computer slot. see my post on this http://forums.startrekonline.com/sho...d.php?t=163349


  3. A warp core. Different cores could affect warp speed and energy level, not my idea but I wanted to include it,


  4. Cacelle types, different nacelle types could affect speed or turn rate maybe, this could be plasma grades maybe?


  5. Circuit slot, voyager used a Bio-neural circuitry, so there could be other types too.


  6. Not a slot as such but a feature the number of nacelles should affect impulse and warp speed.
    Say any extra .5 warp speed for each extra nacelle, and extra 5 for impulse speeds, so ships with 4 nacelles gain something from it. so going to poiint 4 the number of Nacelles would determin the number of nacelle slots. so a tier 3 ship or a tier 5 with extra nacelles would gain
.

More of other slot type ideas or comments welcome, Now on to Weapon slot respec.
Lt. Commander
Join Date: Dec 2007
Posts: 120
This is the last of the set, it includes ideas on increases slots,/ double slots but reduce weapon damage/ port and starboard weapon slots for some ships/ weapon engery transfer UI/ and fire arcs being related to postion on the model.
  • First idea weapon levels stay the same, power level increased from 125 max to 150 maybe?


  • Starter ship has 1 extra aft weapon,

  • Tier 2 -4 ships 1 extra slot over the existing for fore and aft slots. And 2extra for each at level 5.

  • 2nd idea is weapons powers are reduced by a 3rd or half, but weapon slots are doubled.

  • An idea extension, some weapons slots are weapon specific. All ships carry torpedo launchers as standard, so the starter ship would have 2 fore torpedo slots and 1 aft as standard + beam/ cannon slots. Then the number of slots doubles per tier. And adjusted by ship type some escort ships could be torpedo boat.

  • Torpedo slots can take any torpedo type, and weapons slots take any as ship type dictates,

  • A lot of ship models have more than one torpedo launcher, so it would make sense that this is reflected in the ships weapon slots.

  • Example a future ship could be designed as a torpedo boat for example.

  • If a ship can take cannons then a player should be able place it fore & aft and port & starboard if they are included)


  • One last point is that if you have two or more forward/ aft torpedo slots with torpedoes equipped u should be able to fire both at same time. If you have two high yield powers in play, u should be able to use one on one tube and another on 2nd almost instantly.



    At the start its feels silly even if u have two torpedoes loaded and u have to wait before you can fire a 2nd torpedo , any level ship should be able to cope with.


  • And my last suggestion as part of ship revamp, is that firing arcs are related to the position and facing of the weapon on the ship.

  • As ether a tier 5 prototype or experimental ship some ship weapons slots are located on port and starboard side. There could be weapon energy cross interface that works like the shield control where u can transfer weapon power equally or to all fore /port/starboard / aft energy power

  • My reasoning is that some ships have a narrow at the front saucer section and long hull/ saucer length more suited to have most weapons for left and right fire. Just like sailing ships of old.


  • Under normal setup a tier 5 escort ship might have 2 fore, 3 on each side and 1/2 aft weapon slots. if the weapon transfer power was set to all on one side it would leave the rest of the ship unable to fire back. But it would give a deadly broadside. If weapon levels were equal then the ship should be able to fire at two targets if in weapon fire arcs,

  • If port and starboard weapon slots were fitted with beams with a 270 degree arc. They would be able fire all 6 at fore and aft targets(but just 3 at targets to left and right of the ship) and still lave two forward slots for cannons or torpedoes. As well as aft slots.
  • If this was under the double weapon slots idea, then there would be more choice of weapons but they would be weaker, yet still do the same damage overall.


    This would depend on a ship type, as some ships might be designed for fore and aft combat such as the galaxy class, while the Prometheus and Cerberus look better suited to having some port and starboard weapon slots. Also firing arcs should depend on the location of weapon slot on the ship.


    A good example is the Nomad saucer it had dual torpedo launchers on the sides of the saucer, currently the torpedo fires out then turn and shoots forward and flies to the target, if the firing arc matched it location and facing the torpedoes wouldn’t be able to fire dead ahead of the ship they should fire dead ahead to the ships left and right.

That's all thanks for reading and i hope to see some if not all iideas in the game sooner or late
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
07-04-2010, 02:13 AM
Your last post about the weapon slots/arcs is a bit complicated. I understand what u are saying, but they seem a bit too complicated to implement without a massive and time consuming over haul. The rest of it sounds ok though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7 glad you understand
07-04-2010, 01:00 PM
Quote:
Originally Posted by Capt_Spacer
Your last post about the weapon slots/arcs is a bit complicated. I understand what u are saying, but they seem a bit too complicated to implement without a massive and time consuming over haul. The rest of it sounds ok though.

Hi,

I agree with what you saying but I wouldn't mind if it was a long wait season 4 or 5 or beyond that,
It looks cool with the nomad ship firing torpedo out of the side of its saucer, and then the torpedoes turn after exit and head for your target. But if my idea of related arcs was developed with a 90 degree arc they could only hit targets on one side of the ship at 1/2o'clock between 4/5 o'clock and between 7/8 and 10/11. So most ship models have fore and aft facing launchers, so this would only affect ships like the Nomad where the launchers are at the side. I think so not many ships would be affected.

A ship that had side beams with a 270 degree arc would allow to do broadside to front and rear targets, not left and right targets

If some ships were fitted with port and starboard, weapons slots, and fire arc were relevant,
Say the ship had 4 dual heavy cannons, one in each port slot. With just a 45 degree arc, should all cannons have the arc from centre? Or should it be real and there are 4 points on the side of the ship, so a passing target would come in line of fire of one cannon then the next and so on.

A new idea,


A ship with a extra weapon mount (unique feature to the ship / per faction) for cannons or torpedoes. The weapon mount could be controlled by the player or auto, it could have a slow turn rate, but it would let you aim your cannons or torpedoes on the mount in another direction. At the start it could be just one specific slot and at higher tier a have two.

all of these ideas would make space battles more realistic if not more interesting at least.

thanks for reading and the reply.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
07-04-2010, 01:38 PM
I don't think u understand the complexity of what u are asking for. The ships would have to be completely revamped to have slots in a 360 degree arc of the ship. Then the slots would have to be conformed to class, ie. cruiser/sci/escort. The problem is that u would turn an mmo into a simulator. This game is not meant to be a simulator, but an mmo. The simpler the controls the better for an mmo for more than one reason, such as playability and more systems able to run the game. I agree that what u suggest would be more realistic, but as i said this is not meant to be a simulator but an mmo.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
11-05-2010, 12:53 PM
At start level there could be 3 ships an escort, science and cruiser the models at the moment they are classed as "light cruisers", since fed players can get heavy dual canons mark 1 and 2 at that level, it would make sense to have an escort class at the starting level so you can use them.

If there is an escort and a cruiser (the original enterprise) then there should be a science level ship.
The enterprise is a pre order or purchase from c-store, that can be accessed after the tutorial, so perhaps there should be at least one each type that you could choose your ship type at the last stage of the character creation with the default ship type related to your career path.

I agree with this idea. its seams really od that and ensign or a Lt be given a command of a cruiser in most case. I would suggest a scout destroyer of the Saladin, Larson, Daring, Ptolmy, and Sirus Class, A Oberth Science Vessel , and the Miranda and Souyz Class Lt cruiser. Then for the next level movve up to Constitution and Constellation class cruisers and other escort and science vessels. There are alot more star trek vessels from the original series that could be put into play like the 2 naucel star flleet tugs for non player ships much like the current freighters etc...
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