Lt. Commander
Join Date: Dec 2007
Posts: 120
Hi everyone. I have a toon in each type and one klingon. I would like to suggest a better way to use replucators and starbases that is easier and alot closer to cannon of the series.
Ok for starters the game economy.

Replicators:
Picard never swiped a credit card to get his earl grey tea and Naomi Wildman never paid for the flotter doll she replicated in the delta quadrant. To the objection of Neelix on the grounds of the authors compensation.
In star trek 4 the biologist asked kirk in the pizza restaurant about not having money in the 23rd century where kirk said they don't. Ok so instead of the player being the only user of the ships replicator for food and supplies and parts therefore paying them, the replicator should be free. Instead its more realistic for the captain to buy or find the "molecular pattern" then get free use there after. So I go to club 47 and pay 100 credits for one cup/pattern of earl grey tea for say 200 credits. Now this tea does say 46hp. But a jumja stick does 80hp healing in or out of combat for say 600 credits. Now after I buy the tea and the jumjaa stick it should be permanently free from my ships replicator . Available through the I key. Now my human may not like coupled tube grubs so for humans its 10hp healing but for my ferengi 80. So before a mission I can upload and stock my away team with the food before beaming down. Weapons for ship and player should wear down over time so if an enemy drops one or I buy its pattern. I can replace the worn down weapon over time. Say 500 shots on key one and 250 shots on key 2 then its weaker by 25% and changes color to indicate health or" charge" of weapon. So I know when to replicate a new powercell or replace it with a new copy. The copy is of course free as I found the weapon or bought the pattern.

Ship maintainance and star bases:
Ok. To make starbase acutally useful allow a "simulator" damage mode. Ok let's say I was a stupid captain and stumbled in to a plus three squad of angry Romulans and my 1,000 crew galaxy ship blew up. Ok in this simulator mode my ships skin has some of the scars from when it blew up and instead of 1,000 crew I come back with 950 or 900...say 900. Now my weapons and consoles are 5% weaker. I replicate all needed consoles and spare parts...one part still fixes all lime now...major minor critical etc. Ok I now have 38,000 hp instead of starting 39k hp on ships hull and 900 crew 5% weaker weapons and damaged impulse engines. I go in again survive but damaged to five percent health. Crew repairs to new starting stats I got when I respawned. After attacking say fourth enemy squad I blow up and respawn at weapons 10%below normal hull 37,000 and.crew 800. Ok now I need to replicate more spare parts. But now instead of fully repairing my blown impulse manifold to 100% the part repairs 75% because the damaged ship that now respawnex with slower top speed more.scars etc cannot make as high of a quality repair kit az when it was" new".
Now to completely and fully repair my ship I ha e to goto a starbase dry dock to allow the ships hull to be 100% crew is now 1,000, weapons are 100%strength. Etc. Basically the starbase does all the fixing that the field repairs couldn't. So you have a new ship. Respawn exactly the same but engineer says" don't get me any more bumps or repairs wont be as.effective next time around etc." 3rd respawn ship is say 15% weaker but some parts like weapons are say 20-25% weaker strength. 4th respawn 25%weaker all around etc. Also you have more ship scars explosions and fires each respawn etc. Warp in sector space is slower..except transwarp. So the star base" restores/ resets" your ship back to new. If however you don't die and do full set of a dse. And leave, then your weapons will keep there strength but will turn from green health bar on left of icon to yellow to orange to red til it shuts down and needs replacement due to its number of shots in its service life has been reached. Say 1000 shots or 1,000 torpedos. The colro code says how many shots it has left before replacement. If say red and you plan on going to battle, you take the replicated plasma bank or quantum torpedo pattern and have your ships replicator make its free replacement to install in place of the heavily used one. So a ships icon can have 2 bars. The left green to black bar indicates service life left. The green to black bar on icons right indicates strength of item seperate from service life since last respawn. So left bar is number of shots and right bar is strength of weapon in relation to its origional design. Replicating a yellow bar five hundred shots.remainig torpedo at 2000hp damage green and ship respawns its now yellow 500shots but yellow damage at 1500hp. Replicate a new launcher before going to star base makes it
1,000 shot launcher at 1500hp damage. If you use it until say its orange 250shots and yellow 1,500hp and you go to star base for its now orange 250shots 2,000 damage green. You use your ships replicator to replace it and.its now.1,000 shots with 2,000damage. Think of ships weapons as having a ammo supply
. Respawning will damage a weapons strength but not the quantity of ammo. So left bar is its..fuel/ammo
Now you have a reason to use the star bases. Each time you replicate an item you restore its service life but not its strength. But a star base repairs its strength.

size and strength bar is its strength.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
09-30-2010, 04:13 AM
Quote:
Originally Posted by the74throokie
Hi everyone. I have a toon in each type and one klingon. I would like to suggest a better way to use replucators and starbases that is easier and alot closer to cannon of the series.
Ok for starters the game economy.

Replicators:
Picard never swiped a credit card to get his earl grey tea and Naomi Wildman never paid for the flotter doll she replicated in the delta quadrant. To the objection of Neelix on the grounds of the authors compensation.
In star trek 4 the biologist asked kirk in the pizza restaurant about not having money in the 23rd century where kirk said they don't. Ok so instead of the player being the only user of the ships replicator for food and supplies and parts therefore paying them, the replicator should be free. Instead its more realistic for the captain to buy or find the "molecular pattern" then get free use there after. So I go to club 47 and pay 100 credits for one cup/pattern of earl grey tea for say 200 credits. Now this tea does say 46hp. But a jumja stick does 80hp healing in or out of combat for say 600 credits. Now after I buy the tea and the jumjaa stick it should be permanently free from my ships replicator . Available through the I key. Now my human may not like coupled tube grubs so for humans its 10hp healing but for my ferengi 80. So before a mission I can upload and stock my away team with the food before beaming down. Weapons for ship and player should wear down over time so if an enemy drops one or I buy its pattern. I can replace the worn down weapon over time. Say 500 shots on key one and 250 shots on key 2 then its weaker by 25% and changes color to indicate health or" charge" of weapon. So I know when to replicate a new powercell or replace it with a new copy. The copy is of course free as I found the weapon or bought the pattern.

Ship maintainance and star bases:
Ok. To make starbase acutally useful allow a "simulator" damage mode. Ok let's say I was a stupid captain and stumbled in to a plus three squad of angry Romulans and my 1,000 crew galaxy ship blew up. Ok in this simulator mode my ships skin has some of the scars from when it blew up and instead of 1,000 crew I come back with 950 or 900...say 900. Now my weapons and consoles are 5% weaker. I replicate all needed consoles and spare parts...one part still fixes all lime now...major minor critical etc. Ok I now have 38,000 hp instead of starting 39k hp on ships hull and 900 crew 5% weaker weapons and damaged impulse engines. I go in again survive but damaged to five percent health. Crew repairs to new starting stats I got when I respawned. After attacking say fourth enemy squad I blow up and respawn at weapons 10%below normal hull 37,000 and.crew 800. Ok now I need to replicate more spare parts. But now instead of fully repairing my blown impulse manifold to 100% the part repairs 75% because the damaged ship that now respawnex with slower top speed more.scars etc cannot make as high of a quality repair kit az when it was" new".
Now to completely and fully repair my ship I ha e to goto a starbase dry dock to allow the ships hull to be 100% crew is now 1,000, weapons are 100%strength. Etc. Basically the starbase does all the fixing that the field repairs couldn't. So you have a new ship. Respawn exactly the same but engineer says" don't get me any more bumps or repairs wont be as.effective next time around etc." 3rd respawn ship is say 15% weaker but some parts like weapons are say 20-25% weaker strength. 4th respawn 25%weaker all around etc. Also you have more ship scars explosions and fires each respawn etc. Warp in sector space is slower..except transwarp. So the star base" restores/ resets" your ship back to new. If however you don't die and do full set of a dse. And leave, then your weapons will keep there strength but will turn from green health bar on left of icon to yellow to orange to red til it shuts down and needs replacement due to its number of shots in its service life has been reached. Say 1000 shots or 1,000 torpedos. The colro code says how many shots it has left before replacement. If say red and you plan on going to battle, you take the replicated plasma bank or quantum torpedo pattern and have your ships replicator make its free replacement to install in place of the heavily used one. So a ships icon can have 2 bars. The left green to black bar indicates service life left. The green to black bar on icons right indicates strength of item seperate from service life since last respawn. So left bar is number of shots and right bar is strength of weapon in relation to its origional design. Replicating a yellow bar five hundred shots.remainig torpedo at 2000hp damage green and ship respawns its now yellow 500shots but yellow damage at 1500hp. Replicate a new launcher before going to star base makes it
1,000 shot launcher at 1500hp damage. If you use it until say its orange 250shots and yellow 1,500hp and you go to star base for its now orange 250shots 2,000 damage green. You use your ships replicator to replace it and.its now.1,000 shots with 2,000damage. Think of ships weapons as having a ammo supply
. Respawning will damage a weapons strength but not the quantity of ammo. So left bar is its..fuel/ammo
Now you have a reason to use the star bases. Each time you replicate an item you restore its service life but not its strength. But a star base repairs its strength.

size and strength bar is its strength.
Great article, however, a paragraph restricted to five sentences and a line indention makes an article more readable.

I think with weapons, they should make it like the table top rpg game was where the phaser used power packs. And they have to be recharged. Then you can use your fancy engineer officer to recharge them. Your engineer shop should proved the materials needed to make a battery and then you can recharge the batteries.

I think the materials we gather in space should be refine-able to a useful material to make items. I like the ideal about just adding patterns to the replicator. In star wars and engineer made blueprints that were basically patterns you put in the factory to make items. This game should be the same way. The only real cost was you had to go out and get the material.

The ship should be able to supply power to make items. I think if you are playing a civilian, you should have to buy items. But in Star Trek their is money, but the people in Star Fleet do not need money because they are in the military. The ship provides the free manufacturing as long as they can locate resources.

For ship repair, I think the way it should work at least for pvp is a time factor. Like arena combat or capture and hold, if a ship is blown up then it should have a minimal yard time to be repaired or rebuilt. A cruiser should have 4 weeks of game time to be repaired at a starbase. A science ship or destroyer sized ship should have a 2 week yard time. An escort should have a 1 week yard time.

What this does is create a lost factor. In arena pvp the problem is the combat is unrealistic. The only thing realistic is people are playing the game. The combat is nothing more the 5 people line up in two lines five feet apart and start shooting at each other. The team that wins is who ever brought the most healing or who can kill 15 people first.

There isn't any factor of loss. The reason why fleets have escorts is because it is cheaper to replace an escort in battle then a battleship or carrier. The time factor simulates this. People who know ahead of combat that hey my cruiser force will be out for 4 weeks if they die , will deploy them wiser, and take less chance with getting them blown up.

Also, when you die in combat you should be out of the combat. You should not be able to come back. It is very annoying to kill some one in combat, and then 2 seconds later they are back. There wasn't really any point in killing them.

In PVE, i think the current system is adequate. Most roleplayers welcome long yard periods because it gives time more time to use the interior sets to roleplay dialog. And most roleplayers I know, will play that the ship is out for several weeks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3 trekienomics
10-02-2010, 02:15 PM
Sorry about paragraph size errors. I was in a loading dock waiting to get unloaded so I was using my droid x to type..like now.

Anyway I am glad you liked it. I was wondering also, what do you think about relocating memory alpha to our ships engineering lab? Then the anomalies we find can be parts towards further upgrading our equipment? Let's say you have a mk 2phaser rifle and after upgrading you later find more alien artifacts to make its damage or range of fire better? This way you can keep modifying your weapons.

Example: mk 5 disrupter bank. Add a methogenic particle to increase shot count by say10 shots per charge? I mean really, why go back to base for a mark 2 or mark 5? Give us a disruptor bank plain...mark one, then just let us modify as we grow? This way we can tweak our equipment indefinitely. As far as buying patterns..let us get energy credits to buy them from missions or cargo runs etc.

I do think the weakened respawn idea is great. But instead of blowing up why not trigger an emergency warp jump to edge of map or have gas clouds to run to to evade enemy sensors while repairs and reloads are done? Or instead of total destruction/ respawn, ship suffers massive internal and external damage and" shuts down? So you have to use the u key or goto engineering to repair and the enemy stops attacking you while you play dead in space during repairs...say goto lab bring all these spare parts to install at these consoles and use the u key to swap and reload weapons? If you don't make repairs in random time then the enemy destroys you and you respawn with the parts you did and did not fix?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
10-05-2010, 11:55 AM
Quote:
Originally Posted by the74throokie
Sorry about paragraph size errors. I was in a loading dock waiting to get unloaded so I was using my droid x to type..like now.

Anyway I am glad you liked it. I was wondering also, what do you think about relocating memory alpha to our ships engineering lab? Then the anomalies we find can be parts towards further upgrading our equipment? Let's say you have a mk 2phaser rifle and after upgrading you later find more alien artifacts to make its damage or range of fire better? This way you can keep modifying your weapons.

Example: mk 5 disrupter bank. Add a methogenic particle to increase shot count by say10 shots per charge? I mean really, why go back to base for a mark 2 or mark 5? Give us a disruptor bank plain...mark one, then just let us modify as we grow? This way we can tweak our equipment indefinitely. As far as buying patterns..let us get energy credits to buy them from missions or cargo runs etc.

I do think the weakened respawn idea is great. But instead of blowing up why not trigger an emergency warp jump to edge of map or have gas clouds to run to to evade enemy sensors while repairs and reloads are done? Or instead of total destruction/ respawn, ship suffers massive internal and external damage and" shuts down? So you have to use the u key or goto engineering to repair and the enemy stops attacking you while you play dead in space during repairs...say goto lab bring all these spare parts to install at these consoles and use the u key to swap and reload weapons? If you don't make repairs in random time then the enemy destroys you and you respawn with the parts you did and did not fix?
I do understand your vision. However, if you make weapons so they can always be improved indefinitely, you make the need for people to use the game economy obsolete. Also, people who only play the arena pvp side of the game will certainly take advantage of this tool and cherry-pick their weapons as well as their builds like they currently do. I think a better way to use the engineering labs with the Memory Alpha facility is in the area of repair.

Currently, my fleet has set up a role playing system where we actually use the advanced difficulty repair system. We have some episodes or scenes we play out where people use the engineering lab, medical bay, and other interior ship sets as the back drop of the story. We call components 'supply parts' and regenerators 'medical supplies'.

We have created a fleet of characters called 'repair tenders'. These folks in the story are civilian captains who go back in forth from the Starbases and bring supplies out to the ships and fleet. We have one player who acts as the LCAR or ship computer. Players can go to the role play channel we have and type in a requisition from supply and order the parts. They then role play out the repair or healing service.

Memory Alpha in the TV Show was exactly as it is now in the game. It is a research center for the federation. I would like to see it eventually be more of a research tool that players can access in the game from the interior of their starships. I would like to see more specialty labs put into the ship interiors and added to the Memory Alpha System. However, I think it would be best to have the ships lab repair and maybe make minor improvements to the weapon or device.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5 tweaked idea
10-07-2010, 09:35 AM
ok i see your point on open ended weapon mods..i agree especially pvp...slight alteration too meet in the middle? ok you get mark one...back up start at mem alpha. leave mem alpha alone as is except after you research the one item, the pattern is freely uploaded to your replicator for repeated usage. so i bought a mark 2 weapon and i have some anomalies. ok i go to memory alpha and without a specific weapon as currently needed i bring what i have and use the anomalies to "unlock" the weapon for modification. As discussed before, make it to where you can only modify to your rank..example mark 3 ltcmdr can me modded to mark four and message comes up after trying to increase to mark 5.."sorry sir we reached the design limit of what this weapon can do please get a bigger gun/hypo" etc. so in mark 3 weapon mod ability here is what i got.

Lets say i have a Romulan disruptor mark 3 and its approximate value is 19 hp damage on key 1 and on key 2 alternate is push back 5 feet and radiation burn of say 56(dps). ok with that i head to memory alpha with anomalies...3 types and 1 of each makes item s unlock across the board. i take it to my ships engineering lab and a screen opens up on the weapon. for such and such function you need only one of this type of anomaly to adjust a setting. So lets say i want the 19hp to be say 25 i get the anomaly and put it in the slot and it unlocks the slider to move damage to 23 from 19...but there is a penalty that occurs as a result. Due to increase strength, the weapons cool down timer adds say 1 extra second to time of 2 seconds and i need a different anomaly to reduce the cool down/reloading time back to one second and still keep the23 dps from going back down to 19.

then on key 2 i can make the push back 3 feet with one anomaly and make the radiation burn from 56 to say 70 dps. this would happen because i first weakened one trait and moved some of its value to another trait. if i first want to increase a value, i need an anomaly to pay the price of unlocking and increasing a value. but if i drop a value first, then i have a limited ratio of points for dropping push back to add to radiation dps burn. then if i want too add more after that limit is reached, i can then add an anomaly. Also it could be done that after you unlocking item, you can modify one part down and another up w/o an anomaly but to make one go up without a downward penalty you just add the needed anomaly.

As for repair i still agree on star bases being used for that but maybe instead, on weapon hard point strength damages, that's repaired in the field but hull , crew, and shield generators are repaired at the star bases but all other items are fully repaired in the field. so again old proposal ship re spawns with 1,000 shot torpedo launcher a t 2,000hp strength and i shoot 500 and its left bar is yellow at 500 shots left before i "need" to reload. i then blow up, re-spawn with it at 500 shots left icon bar yellow and former green 2,000 hp damage bar is now smaller green at 1,500hp damage and i could reload in field but to recharge the 1,500 hp damage i needed the star base. in the new idea its reloaded before or after re-spawn and i replicate a free repair part, once i got the pattern that is, so i can repair the damaged strength of 1500 on a re-spawn back to original level before at 2,00 WITHOUT THE STAR BASE. so new idea would be field repair all parts/items fully in the field but the "ship/hull/shield/ and maybe impulse engines are repaired at the star bases?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6 I agree with you here...
10-09-2010, 04:34 AM
Quote:
Originally Posted by the74throokie
ok i see your point on open ended weapon mods..i agree especially pvp...slight alteration too meet in the middle? ok you get mark one...back up start at mem alpha. leave mem alpha alone as is except after you research the one item, the pattern is freely uploaded to your replicator for repeated usage. so i bought a mark 2 weapon and i have some anomalies. ok i go to memory alpha and without a specific weapon as currently needed i bring what i have and use the anomalies to "unlock" the weapon for modification. As discussed before, make it to where you can only modify to your rank..example mark 3 ltcmdr can me modded to mark four and message comes up after trying to increase to mark 5.."sorry sir we reached the design limit of what this weapon can do please get a bigger gun/hypo" etc. so in mark 3 weapon mod ability here is what i got.

Lets say i have a Romulan disruptor mark 3 and its approximate value is 19 hp damage on key 1 and on key 2 alternate is push back 5 feet and radiation burn of say 56(dps). ok with that i head to memory alpha with anomalies...3 types and 1 of each makes item s unlock across the board. i take it to my ships engineering lab and a screen opens up on the weapon. for such and such function you need only one of this type of anomaly to adjust a setting. So lets say i want the 19hp to be say 25 i get the anomaly and put it in the slot and it unlocks the slider to move damage to 23 from 19...but there is a penalty that occurs as a result. Due to increase strength, the weapons cool down timer adds say 1 extra second to time of 2 seconds and i need a different anomaly to reduce the cool down/reloading time back to one second and still keep the23 dps from going back down to 19.

then on key 2 i can make the push back 3 feet with one anomaly and make the radiation burn from 56 to say 70 dps. this would happen because i first weakened one trait and moved some of its value to another trait. if i first want to increase a value, i need an anomaly to pay the price of unlocking and increasing a value. but if i drop a value first, then i have a limited ratio of points for dropping push back to add to radiation dps burn. then if i want too add more after that limit is reached, i can then add an anomaly. Also it could be done that after you unlocking item, you can modify one part down and another up w/o an anomaly but to make one go up without a downward penalty you just add the needed anomaly.

As for repair i still agree on star bases being used for that but maybe instead, on weapon hard point strength damages, that's repaired in the field but hull , crew, and shield generators are repaired at the star bases but all other items are fully repaired in the field. so again old proposal ship re spawns with 1,000 shot torpedo launcher a t 2,000hp strength and i shoot 500 and its left bar is yellow at 500 shots left before i "need" to reload. i then blow up, re-spawn with it at 500 shots left icon bar yellow and former green 2,000 hp damage bar is now smaller green at 1,500hp damage and i could reload in field but to recharge the 1,500 hp damage i needed the star base. in the new idea its reloaded before or after re-spawn and i replicate a free repair part, once i got the pattern that is, so i can repair the damaged strength of 1500 on a re-spawn back to original level before at 2,00 WITHOUT THE STAR BASE. so new idea would be field repair all parts/items fully in the field but the "ship/hull/shield/ and maybe impulse engines are repaired at the star bases?
I agree with you here.

I think the way at least Earth should have been set up was...the should have set out 100 Spacedocks next to the station that each ships acaptain has to doack in to access the station. Why 100? I believe the instance is designed to handle a 100 people. I think, certain repairs should be handle with the space dock. However, in the show they did have ships thatwere mobile spacedocks that could service ship repairs in space. I think, at least for our game, we like to keep the ships deployed. And only bring them back to drydock for schedule maintenance. Most repairs are done by repair tenders that are out with the fleet.

I am hoping at some point the game progresses to a point where the system itself is a zone that you fly into and yu can go to all the planets in the system. And the asteroid belts and some of the planets are minable for resources. I am oping at some point mining craft, freighters, and other non military craft make it into the game. I suggested a whie back that they should make corgo containers a craftable item people could make and sell on the exchange. That you buy and you can use as a storage tem on you ship. They should have some spaces desgined to be cargo holds or what in the navy we called a 'storage' locker. These spaces are huge spaces ona ship for cargo. Some of them are small spaces.

These containers can then be used with cargo transporters players can use to move large quantities of items. And you can use shuttle crafts to move the containers or cargo loading devices on the ship. My flee to some extent already does this. What we do is use the junk ollect in space or on the ground. We built a whole business around the junk we collect in both fleets. And t allows us to generate incoe for the fleet, so non of the members ever have to pay fees. And we can proved a credit line to all the members in the fleet.

I would like to see this system expanded.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
10-13-2010, 10:49 PM
Ok i see the repair ship option...but lets take it a step better ok? Remember star trek 2 opening launch sequence? Why not have the captain fly around his damaged ship in a repair-pod and repair the hull or fetch new hull plates/nacelles to put on his ship? Or better yet have the repair pod build/customize/paint the ship? You would be getting a real size view close up and really feel like you are "building" your dream ship...or fixing your dream ship after the enemy tried to blast it to bits lol. I LIKE THE CARGO BAY OPTION. just give us runabouts and shuttles for our ships to use frim its shuttle bay like the treasure station where the orion girl marta was held captive.

Then allow us to customize these runabouts/fighters..maybe allow extra boffs we dont have room for...man the shuttles or fighters? you know make extra boffs the shuttle pilots till you staff them...and maybe instead of discharging a boff we could move it too the pilot roster?
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