Lt. Commander
Join Date: Dec 2007
Posts: 120
Suggestion One:

Don't nerf it. Switch RSP and Rotate Shield Frequencies. Make RSF a bridge officer power and RSP an engineer-specific power with a good 2 or 3 minute cooldown.


Suggestion Two:

RSP gives a large shield resistance and divides incoming energy damage by 3 and applies it to the three non-facing shields. If those drop, full damage hits the facing shield as normal. It makes your shields a lot tougher, but still won't buy you more than a few seconds if you use it when your shields are already depleted.


Opinions?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
07-16-2010, 07:05 PM
There's been a whole lot of good discussion on this topic; my favorite suggestion is to remove it as a Bridge Officer power and add it as a Captain power; replace Abandon Ship with Reverse Shield Polarity. Possibly increasing the cooldown to compensate.

95% of the population already uses this power, and many Cruiser captains have more than 1 copy. It's a very potent skill and provides such a huge bang for one's buck; and its exceedingly troublesome when Cruisers chain this power with plenty of heals to survive in-between.

In the very least, it will allow a bit more diversity in power selection by freeing up an officer slot for virtually everyone.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
07-17-2010, 01:29 AM
That would work too. I can think of zero uses for Abandon Ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
07-17-2010, 11:42 AM
abandon ship is a piece of s*** as for RSP i was always annoyed that the best engineer ability was available to everyone. make it just available to us engineers so i agree mostly with the first point made by the OP. i really hope they dont just make it a **** ability. tbh all they need to do is stop people chaining it and then the biggest problem is solved. one time global cooldowns would be helpfull!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
07-17-2010, 11:07 PM
Quote:
Originally Posted by Maltherion View Post
Suggestion One:

Don't nerf it. Switch RSP and Rotate Shield Frequencies. Make RSF a bridge officer power and RSP an engineer-specific power with a good 2 or 3 minute cooldown.

I like this idea best.

Suggestion Two:

RSP gives a large shield resistance and divides incoming energy damage by 3 and applies it to the three non-facing shields. If those drop, full damage hits the facing shield as normal. It makes your shields a lot tougher, but still won't buy you more than a few seconds if you use it when your shields are already depleted.

I think this would just be a waste of programming time, and probably buggy once a player with RSP was getting shot at from multiple angles.


Opinions?
In all honesty, I think this skill should just be removed from the game all together.

At the very least, RSP should be tied to a Sub-sytem Power Level, such as Aux or Shields, and then it's performance should adjust to the current power level for both effectiveness and duration.
This would at least make people have to use a battery or adjust their power levels before using RSP, or suffer the drawbacks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
07-18-2010, 01:58 AM
Well, once you flip the damage from -shield strength to +shield strength, any amount of incoing fire increases the shield, even if it's at a 1000 to 1 efficiency. The shield will still be up and increasing. That's why anything more than RSP 1 is a waste of time.

Linking it to a power setting to increase duration is a good idea.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
07-18-2010, 10:10 AM
You know, here's a thought, and I think it's nice and simple too.

Withe the recent changes to shield resistances I think this might just work. What if it simply increased shield resistance to, say a base of 80% or so at 50 shield power and 90% at 100 shield power and 95% at 115. No heal from energy weapon, it just reduced all shield damage. At rank 3, it could grant a 95% resistance at 50 shield power 100% at 100 power AND at 115 power a 5% bonus to bleed through.

Basically, at any point over you've reached 100% resistance and can still increase your shield power it would grant a reduction to bleed through damage.

This does 3 things.

First of all it requires you to use a heal or receive one from an ally in order regain your lost shields.

Secondly, if you run at lower shield power it means you'll need to switch to a more defensive power setting ahead of time, use a shield battery or emergency power to shields to take full effect of this ability.

And lastly it gives a greater effect to the higher ranks and may even make other Lt engineering skills a comparable alternative as some may chose to have the shield heal and resistance bonus from emergency power to shields 2 rather than the massive resistance boost with no heal from RSP.


Numbers are subject to change, void where prohibited. Shield batteries not included. See our ad in The Federation Journal for more details.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
07-18-2010, 11:30 AM
Actually Raso, maybe if we blended our two thoughts together it could result in something quite interesting.

Do like you're saying with the boost to shield strength, but then also have it tied to say Aux power to affect the duration.

So unless you use a Battery, or are run 75 Shield and Aux Power, or possibly a EPS boost (Eng Capt Skill), then you'd be giving up either the duration of the RSP for a super high shield resist, or getting a moderate boost with a longer duration.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
07-18-2010, 12:32 PM
That's an interesting concept, shield for the resistance and AUX for the time. I think that might be too much of a gimp though, the kinda gimp that could warrant a much lower cool down timer. That could mean that we'll continue to see a game dominated by heavy defense builds.

Ideally I think we should try to start weening ourselves off of heavy invulnerability builds and uber heavy tank builds and start setting skills up in a manner that they encourage people to consider swift offense at times instead of a brutal defense, but that's heading down a much deeper, winding road.

By making higher level RSPs more preferred to lower level RSP and making lower rank RSP comparable to other skills of that rank slot I think we could start to see some interesting variations.

Ideally, I see it like this.
  • Emergency power to shields: Decent shield resistance buff with decent shield heal, boost to shield power.
  • Reverse Shield Polarity: Massive or perfect shield resistance with no shield heal. At higher ability levels and shield power settings a resistance to bleed though as well.

Combine the above with hull resistance abilities and you can have a pretty good tank, but the trick is that you're diverting more skills to get an effect similar to the old RSP minus the healed by weapons fire ability, but you also gain a bonus to bleed through if you're willing to divert power away from your other systems.

It works on a give and take principle. You need to put more power, shield consoles or healing skills on the table to have something close to invulnerability or you just get a boost to your shield resistance.

I picture the skill being used to switch to a defensive posture, either diverting power to shields or using emergency power to shields followed by RSP then popping a few heals, maybe even polarize hull to escape tractor beams and get some extra resistance and as RSP begins to year off you divert power back to weapons and engines then swing around and continue your attack.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
07-20-2010, 07:51 AM
What about something like. . .

RSP I 25% shield resistance (@50 shield power) for 10 seconds (@ 50 aux power) 5% accuracy debuff on any ship attacking you ups the cap on resistance from 75 to 80 for 5 seconds

RSP II 30% shield resistance for 10 seconds, 10% acc debuff vs attack. ups resist cap from 75 to 85 for 5 seconds

RSP III 35% shield resistance for 10 seconds, 15% acc debuff vs attack. ups the resist cap from 75 to 90 for 5 seconds

All of these would have a 2 min cooldown

100 shield power would double the resistance, 100 aux power would triple the duration.

The problem with boosting RSP II resistance too high is that cruisers with their EPS ability could push both shields and aux to extremely high levels, giving them both near imortality for an extended period of time.

Even an escort combining EPS with RSP I could easily end up (without batteries) with 75% resistance for 10 seconds. combine that with an aux battery and you'd end up with 75% resistance for 30 seconds. Because of the time variable factor the duration would have to be set by your aux level at the time the ability is used. strength however could by dynamic thus making target shields a viable hard counter to this combo.

~D
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