Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
10-27-2010, 11:41 AM
The general description sounds very much like the existing escort category to me.

But how about ... Tier-5 Runabout.

You know you wanna. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
10-27-2010, 11:50 AM
Quote:
Originally Posted by Valias
The general description sounds very much like the existing escort category to me.

But how about ... Tier-5 Runabout.

You know you wanna. :p
Well, thanks to the scout having (up to) 2 less weapon slots, the escorts still keeps it's place as the heavily armed, DPS focused, glass cannon that it always has been. But with the stealth capabilities, universal slots and lighter armour/shields, the scout is basically meant to fit into a similar niche as the BoP Klingon side, but without outperforming that ship.

And a tier 5 Runabout would be hilarious
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
10-27-2010, 11:52 AM
If you want to try thinking like Devs/designers instead of crazed fans, the first question for any new ship type is "what do you want it's weakness/counter strategy to be?" NOT, "gee, how badly can I bust the existing design curves."

For all that the purchased ships have cool skills, they've been pretty conservative in their designs. We're seen a couple cases of "It does cool stuff, but it flies like a brick" as the visible tradeoff.

Without deliberately provoking the frothing backlash likely to accompany any mention of the new movie, how about something that swings the other way? A ship stripped down for speed and agility like the jellyfish. Same number of boffs, but with fewer and lower tier skills - just enough to let it squirm out of tractor beams and generally preserve it's mobility. Maybe light on rear weapon slots or none at all. Outstanding agility and maybe a unique mine weapon or debuff.

Make it a "manned probe" category or "warp-courier". I know - the Interceptor category.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
10-27-2010, 11:53 AM
Quote:
Originally Posted by Valias
The general description sounds very much like the existing escort category to me.

But how about ... Tier-5 Runabout.

You know you wanna. :p
Will pay good money for this.

In seriousness, starfleet doesnt rly need a 4th ship type because the 3 types basically do what 4 klingon types do....except fighter pets. Raptors sink heavily into DPS, while Bops are manuverable, and they also make up for the lack of a dedicated science class. The carrier is also science, but is slow. Hence the BCs are still tanks, but move faster.

If there were ever a 4th class, id still rather something heavy than something BoP-like. I cant see what would be feasible on such a ship except better BO slots like the BoP, but the 3 existing classes have already covered all the needs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
10-27-2010, 11:54 AM
Let's not have any more fed ships after the akira refit. at least not until mid season 3

I want this game to have a half-life that exceeds current popular expectations
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
10-27-2010, 11:58 AM
Quote:
Originally Posted by NikeOnline View Post
If you want to try thinking like Devs/designers instead of crazed fans, the first question for any new ship type is "what do you want it's weakness/counter strategy to be?" NOT, "gee, how badly can I bust the existing design curves."

For all that the purchased ships have cool skills, they've been pretty conservative in their designs. We're seen a couple cases of "It does cool stuff, but it flies like a brick" as the visible tradeoff.
I dunno, I thought my Scout type on the previous page was pretty conservative. It has a lower turn rate, less weapons, the inferior MES1 for it's cloak counterpart and a locked BO slot when compared to the Klingon BoP. The only thing it gains over the BoP is the built in passive cloak detection and SS1.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
10-27-2010, 11:58 AM
Quote:
Originally Posted by SP3CTREnyc
Let's not have any more fed ships after the akira refit.
Nnnoooo... I want my Nova!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
10-27-2010, 12:02 PM
I'd give it to the Klingons at the same time or even before the feds but a "Siege Engine" that gains a global 10% reduction to kinetic weapon and kinetic weapon skills cooldown. Make it go light on the science boffs so it isn't quite a no-brainer to load all kinetic and a couple of shield drain skills. Doesn't need a whole heck of a lot of weapons slots - any new ship should really make you think about how to get the most out of it.

Another trick would be to give a ship one "turret slot" - anything mounted there can fire in all directions.

I'd also like to see a ship with the point defense turret effect built in. It's game changing, so why not use it to change the game a bit?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
10-27-2010, 12:34 PM
Honestly? I think there should be a quest to claim a Klingon BoP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
10-27-2010, 12:34 PM
Unless the devs devs decide to slow down combat to a slow opera style state and remove full impulse and increase weapon ranges, scouts would simply be a worthless addition to the game as its quite simple to locate and destroy an enemy as is. If any thing the fighter/shuttle craft/small craft area of the game needs some expanding, the danube could use some buffing to actually be useful in actual combat at higher tiers. Many people have used it in pvp only to get harassed for it and the starter ships seriously need to be able to be overhauled for higher tiers some people have been dragging down there teams at ltc and commander while flying it, ive even seen it at capt. ranks in pvp. Combat in general need to be severly overhauled in general so people can use what ever they want when ever they want. The game plays like it was starfleet commander built for an arcade while drowned in water. Les super powers and more star trek please for scouts to ever be considered agine please.
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