Lt. Commander
Join Date: Dec 2007
Posts: 120
# 111
11-05-2010, 02:24 AM
i believe the fairness comment relates to the fact that this is an unbalanced argument. It is reasonale to presume that the shows foxus on the extraordinary, not the norm. We are not watching ordinary lives or ordinary ships. We are watching the very best and most unique of Star Fleet in those shows.

I do agree we take our lead from those shows, but we have to extrapolate a bit beyond that and add value to the things at the periphery of them. IN particular those ships and people who appear but upon which the shows do not throw a great deal of light.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 112
11-05-2010, 11:26 PM
Quote:
Originally Posted by Valias
Never thought I'd say this, but this is actually something where I could see Starfleet "fighters" work. Note: fighters in the sense of tactical usage, not a copy of the Klingon kamikaze jets. As long as they are not used in huge numbers, have no carrier but are independent, and do not die as easily as Klingon fighters, I'd be cool with it.

It could be a Runabout Squadron, perhaps? DS9 did use them to dogfight with a couple Maquis Peregrines.

Or if you do want to use larger ships, here's a funny idea. Use groups of three Centaur-class frigates, giving the T1 ship a comeback.

Also an interesting new game mechanic:

If your lead ship explodes, you don't respawn right away, you "switch" into one of the Centaurs that is still alive. And you have an ability with which you can "summon" a replacement frigate to warp in and join your formation (cooldown starts when the "slot" becomes vacant to prevent instant reinforcements). Only when all your frigates were destroyed do you have to wait for respawn.
I've been thinking about the concept for a while now. A few points I've been considering...

A fighter squadron would functionally be a single ship, but have the appearance of a group of fighters. You would equip your squad like you would a single ship with weapons, shields, consoles etc, and it would still be affected in the same way, it would just have the appearance of multiple attacks from multiple ships.

You would start with something like a 5 ship squad at T1, and eventually have maybe 15 by T5

Each ship would have a single universal BO slot, limited to mostly ensign slots, and maybe a few LT and 1 or 2 LTCom slots by T5. This would allow for wider access and greater versatility in support powers, but not give them the punch that a single larger ship would have. All abilities may also require some kind of built in weakness, like a 50% reduction in effectiveness, especially if there were to be 15 BO slots.

Each ship would represent a certain amount of your total hull's hit points. If you had say 10 000 hull points in a 10 fighter squad, one would be destroyed at 9000 points, then 8000 points and so on. The destroyed ship would be random, leaving you without access to that pilot's particular BO ability. I'd guess that the potential damage dealt would also need to be reduced.

As an inherent ability, squadrons could have access to several different formations, giving a bonus to damage or defense among other things. For example, fighters would spread out to minimize damage done by torpedoes. Another possibility would to have access to all Attack Pattern abilities, without cooldowns and the ability to switch them on the fly

It would allow for new BO powers to be developed, both for use a squad flying player as well as maybe a few new powers equipped on a larger ship to support the fighters, something along the lines of tac team, sci team or eng team but specifically for fighter squadrons. This would be mostly for PVP pre-made teams. In theory, a five man team could consist of 4 fighter squads and a single large support ship, most likely a cruiser. This would essentially give the Feds a carrier without really giving them a carrier, hopefully appeasing the Klinks. It's also a partial step in the direction of having a fleet controlled ship. Everyone would need to work together to maximize their effectiveness.

A squadron would fall between an escort and a science ship. It'd would do more a little better damage than a science ship but still much less than an escort, while having more survivability than the escort but still less than a science ship.

Personally, I'd like to see the squadrons comprised of Valkyrie and Peregrine Class skins, as well as a couple of new classes, as opposed to using light cruisers.

Hopefully this makes some sense, I've been hammering this out when I should be sleeping. I don't understand why I can't have a decent idea before midnight.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 113
11-06-2010, 02:11 AM
the only thing i can think of is a missile corvette. So i would guess an escort size shield/hull and SIDE firing torps - 2 each side, a mine launcher at rear and a point defense turret. No beams/cannons. Missle corvettes range is 12klm, so can fire torps from outside standard range. Has a reduced global cooldown on torps.

Purpose, shooting down carrier launched fighters. Staying close to sci ships to use point def turret to take out incoming overload missles, launcing volleys of shipkilling torps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 114
11-06-2010, 02:25 AM
The missile corvette is a good idea. Turning the Akira class, for example into a missile launcher, perhaps with only quantums and photons and transphasic. Having a range of 15km (Match carrier launch range). Increased cooldown is not needed, you dont want to gimp the ship. Also, inability to fit beams, only cannon/turrets, to reflect point defence capability.

Reminds me of mechwarrior Catapult. I rikey.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 115
11-23-2010, 07:53 PM
good ideas guys and girls, keep up the discussion
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 116
11-23-2010, 09:04 PM
How about: Civilian
Bonus 25 Engine Energy, Weapon Energy hard capped at 75, cannot mount cannons, Torpedos limited to Photon or Quantum.

Classes: Seats
Tier 1: Freighter: Lt Eng, Ens Eng, Ens Sci
Tier 2: Frigate: Lt Eng, Ens Sci x 2, Ens Eng
Tier 3: Scout: Lt Com Eng, Lt Sci, Ens Eng, Ens Sci
Tier 4: Medical: Cmdr Eng, Lt Sci, Lt Eng, Ens Sci
Tier 5: Colony: Cmdr Eng, Lt Com Sci, Lt Sci, Lt Eng, Ens Eng

Ships:
Various Human, Vulcan, Ferengi, Bajoran, Bolian, etc civilian ships available at some tiers (not all).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 117
11-23-2010, 09:13 PM
Quote:
Originally Posted by cavilier210 View Post
I know!

Slow, tons of hull 5x5 weapons, +15 wep power/+5 shield power

The stations would be tac and eng. No sci. A full on battleship of DPS death, lol
This would work if there was a Noob to Good Ratio
Usually, the Noob part is higher...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 118
11-23-2010, 09:56 PM
I vote Light Cruisers, with Universal BO slots like a BOP has.

The Light Cruiser could be used for any of the Tier 2 Hulls. Excalibur, Nova and Sabre.

It would differ only slightly from the B'Rel refit.

Light Cruiser
Hull: 28000
Turn: 11 Deg/Sec
Weapons: 4 Fore, 3 Aft
Consoles: 3 Eng / 3 Sci / 3 Tac
Devices: 3
Bridge Officers:
  • Commander Universal
  • Lt. Commander Universal
  • Lieutentant Universal
  • Lieutentant Universal
Crew: 300

Notice these stats are not much different than the B'Rel.

The hull is increased (+7000), plus the rear weapon slots (+1) and the devices (+1 science) to compensate for the lack of cloak and battle cloak. The turn rate is the "mid-range" for the existing T2 ships (Nova).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 119
11-24-2010, 11:18 AM
Quote:
Originally Posted by CaptMattSchwab
I vote Light Cruisers, with Universal BO slots like a BOP has.

The Light Cruiser could be used for any of the Tier 2 Hulls. Excalibur, Nova and Sabre.

It would differ only slightly from the B'Rel refit.

Light Cruiser
Hull: 28000
Turn: 11 Deg/Sec
Weapons: 4 Fore, 3 Aft
Consoles: 3 Eng / 3 Sci / 3 Tac
Devices: 3
Bridge Officers:
  • Commander Universal
  • Lt. Commander Universal
  • Lieutentant Universal
  • Lieutentant Universal
Crew: 300

Notice these stats are not much different than the B'Rel.

The hull is increased (+7000), plus the rear weapon slots (+1) and the devices (+1 science) to compensate for the lack of cloak and battle cloak. The turn rate is the "mid-range" for the existing T2 ships (Nova).
that is a good idea since we start with the miranda in-game anyway, why not have a light cruiser all the way up the tiers?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 120
11-24-2010, 01:03 PM
I would LOVE medical ships.

I would like to see more specialized roles for ships. Make one that has greater weapons range, or one that specializes in hit and run attacks, etc.
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