I was under the impression that STO already has dimminishing returns on the effectivness of stacking consoles.
To check, all you have to do is look at your 'Skill-Based Stats: Space', while in space, on your captain. (Doesn't show up while on the ground, may not in sector space either. Sector space does funny things to stats)
For example, testing it right now. I've got two +22 tetryon consoles, my skills are +52 on the ground, and in space, they're +97. I remove one console, it drops to +75, two, it drops back to +52 (Where the extra 1 came from is anyone's guess.)
I swapped to my escort. One tetryon +22 console, up to +75 again (Yay free +1!), 2 is +97, 3 is +119, 4 is +142 (yay another free +1! Someone at Cryptic needs some math lessons)
So, nope, not on the skill numbers.
For actual damage: No consoles, my DHC does 1314 tetryon damage
1 console: 1412
2 consoles: 1509
3 consoles: 1607
4 consoles: 1705
So, as you can see, pretty consistent +98 points of damage, per console. Save that floating +1 extra damage point on the second. What's with the math here?
Now, going from 1314 to 1705 damage on a gun is a noticeable increase, but 1314 to 1412 is not. It just feels lame that with the limited number of slots we have, and the number of console options, the answer is always a simple 'Stack the damage type'.
Armor should have been a seperate console set all by itself. Power generation and hull coatings don't seem to mix to me, consoles that imply they take or boost power would be engineeering, but armor should have had one slot all to itself.
I guess I don't understand how this would improve the cookie cutter approach to things. Sure it might prevent someone from dumping in 4 consoles of a specific type, but well...lets see the most appropriate example I can think of is how City Of Heroes/Villians used to (still does?) do it. You used to 6 slot your powers for damage or recharge or whatever. Then they changed it so I think you capped out the benefits of a particular slotting with 3 of one type, that basically just results in some new slot setup that everyone then uses.
Here, if you make it that it becomes more efficient to slot no more than 2 of one type of console, sure you'll no longer see the big 4 slots, but what you'll end up with is another build that becomes common.
That's quite true. However, it is a -little- better than just the straight 4 stack. Some more interesting consoles, I think, is the real answer. Adding the diminishing returns simply makes room to add more interesting secondary abilities. If 2 or 3 is the most, then it leaves you one slot to tinker with. Maybe put that automated defense battery back in, or maybe they come up with a console that gives some other interesting effect.
DStahl talked about an itemization pass coming up (early next year?), maybe the'll address all this then.
Game does indeed already have diminishing returns on a lot of things, including some very important consoles (armor).
I've not tested out armor. But armor may -seem- like diminishing returns when it isn't, since it uses percentages, rather than values.
For example, you have consoles that add say, 50% to your whine damage resistance. Cause we all know how dangerous that is..
One console will show up as 50% whine resist. A second console will give you another 50% resistance. But, 50% of the remaining damage translates to a total 75% resist. Say you were getting 100 points of damage. The first reduces it 50% to 50 points. The second reduces that once more, another 50%, to 25 (half of 50). A third would give you an 87.5% resist, and only take 12.5 points of damage.
I've not tested this in game extensively, but this is how I've seen i work at first glance. It may seem like they don't fully stack, but they do. Each console is reducing the damage that you currently get by that value it lists.
If they just added the percentages, it wouldn't make sense. 3 consoles at 50% would lower the damage gotten by 150%.. so, 100 points of damage would become -50 points, meaning you heal 50% of the damage you should have taken. That's not how it's supposed to work, especially against whiners.
It doesn't have to be complicated or overdone. Instead of nerfing RSP, or SNB, or <insert FOTM skill here>, applying a diminishing return on console's would balance out the ships output damage, and intake as well.
Either way, I'm happy with the game. That's just a suggestion and opinion.