Lt. Commander
Join Date: Dec 2007
Posts: 120
When I did Khitomer Accords recently, I started wondering about why I had to sacrifice beam weapons for torpedos.

In the show and the games, the torpedo weapons systems are completely seperate from the beam or cannon weapons.

So why do we have to sacrifice beam arrays or cannon weapons to use torpedos?
They should be seperate systems.

I'll review the ships I know the best, since this post would probably rival War and Peace for length if I were to break down every ship in Star Trek Online.

Sovereign Class Assault Cruiser
There are two forward launchers on the secondary hull, probably close to the deflector dish.
There are another two aft launchers, which are usually at the end of the ship near the shuttle bay doors.

Defiant Class Escort
There are four forward torpedo launchers and two aft ones.

Negh'Var Cruiser
Four torpedo launchers, I was unable to find specifications on location.


For simplicity's sake, I wouldn't suggest being strictly canon in these cases.
Too many launchers would be pretty hard to manage.

Really, all you need is two fore launchers and one aft.

But the two fore launchers should be capable of firing in sync, not one at a time.
It has been shown on the show that these weapons fire together.

And the aft launcher should function seperately as well.

No more of this "I fired one torpedo, so the other 2 shut down".

You'd probably equip two quantum torpedos (or whatever damage sinks your boat) or two tricobalt devices or a combination of both types.

The aft launcher should be different though, not two torpedos like the fore launcher.
Most Federation ships only fire one torpedo from the aft position, being geared for forward facing attack.
But it would be useful to have an aft "Mine Layer" slot, specifically for deploying mines or the Tricobalt Mobile
device.

But you'd need a new "UI Element" to manage the cooldowns.
Basically, each torpedo would cooldown as it was used, depending on which one you fired.
So, you'd need a panel that displayed the two fore launchers, the one aft launcher and the mine layer, so you'd know when these could be fired again.

Also, there should be limitations on what type of ship could use these weapons arrays.
A full out assault cruiser would have the specification I listed above.
A science ship, well, possibily, since they're a large size.
An escort would most not likely have the mine layer, due to their smaller size.

In my opinion, this would make battle more interesting, as you could lay into your target with beam arrays or cannons, fire off your torpedo salvo when the shields of the target when go down.


And yes, I can already predict the overpowered posts coming from the PvP fanbase.
But think about this, if you can do it and your enemy can do it, the combat is balanced.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-01-2011, 01:32 AM
HERE HERE !!!!!

All for it................
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-01-2011, 02:13 AM
I understand why u want this, but...

it would just lower the possibilities we have even more.
What i want from this game are more options for skills and weapons and not that i am forced to equip x torps and x beams.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-01-2011, 04:08 AM
I'm curious, how do you think we are limited?

We can equip any damage type and any weapon we choose on our ships.

Granted, there are some limitations:

I think Turrets can only go in Aft Slots.
I'm uncertain, but I think the same may apply to mines.

Cannons can only go in forward slots.
And only on escorts, cruisers and (possibly) science ships can't use them. Uncertain on that part, since I've never flown a science ship.

You can have beam arrays, dual beam arrays, turrets, there's a wide degree of flexibility there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-01-2011, 08:16 AM
The limitation is in all ships in a tier having the exact same hardpoints. If they had done something more like SFC/SFB and had light/heavy hardpoints and a power consumption model where you might choose between using less of a powerful weapon or more of a less powerful one there would have been a lot more variety to ship loadouts.

Take 4 mkx that weigh more and use more power, but hit harder, or 6 mkviii that hit more often, and so on. Every ship type would have a different hardpoint layout and firing arc placement on it's hull......
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-01-2011, 11:31 AM
Quote:
Originally Posted by Tilarta View Post
When I did Khitomer Accords recently, I started wondering about why I had to sacrifice beam weapons for torpedos.

In the show and the games, the torpedo weapons systems are completely seperate from the beam or cannon weapons.

So why do we have to sacrifice beam arrays or cannon weapons to use torpedos?
They should be seperate systems.

I'll review the ships I know the best, since this post would probably rival War and Peace for length if I were to break down every ship in Star Trek Online.

Sovereign Class Assault Cruiser
There are two forward launchers on the secondary hull, probably close to the deflector dish.
There are another two aft launchers, which are usually at the end of the ship near the shuttle bay doors.

Defiant Class Escort
There are four forward torpedo launchers and two aft ones.

Negh'Var Cruiser
Four torpedo launchers, I was unable to find specifications on location.


For simplicity's sake, I wouldn't suggest being strictly canon in these cases.
Too many launchers would be pretty hard to manage.

Really, all you need is two fore launchers and one aft.

But the two fore launchers should be capable of firing in sync, not one at a time.
It has been shown on the show that these weapons fire together.

And the aft launcher should function seperately as well.

No more of this "I fired one torpedo, so the other 2 shut down".

You'd probably equip two quantum torpedos (or whatever damage sinks your boat) or two tricobalt devices or a combination of both types.

The aft launcher should be different though, not two torpedos like the fore launcher.
Most Federation ships only fire one torpedo from the aft position, being geared for forward facing attack.
But it would be useful to have an aft "Mine Layer" slot, specifically for deploying mines or the Tricobalt Mobile
device.

But you'd need a new "UI Element" to manage the cooldowns.
Basically, each torpedo would cooldown as it was used, depending on which one you fired.
So, you'd need a panel that displayed the two fore launchers, the one aft launcher and the mine layer, so you'd know when these could be fired again.

Also, there should be limitations on what type of ship could use these weapons arrays.
A full out assault cruiser would have the specification I listed above.
A science ship, well, possibily, since they're a large size.
An escort would most not likely have the mine layer, due to their smaller size.

In my opinion, this would make battle more interesting, as you could lay into your target with beam arrays or cannons, fire off your torpedo salvo when the shields of the target when go down.


And yes, I can already predict the overpowered posts coming from the PvP fanbase.
But think about this, if you can do it and your enemy can do it, the combat is balanced.
It would be nice but unfortunately it would totally unbalance gameplay. There is a fine line that game developers have to keep in order to keep gameplay balanced, what you are asking for would in fact unbalance gameplay.

Of course in a real battle you would like to have all the armaments you could possibily put on a given ship but the limitations we see in game is to keep some semblance of balance.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-01-2011, 12:36 PM
Quote:
Originally Posted by Tilarta View Post
I'm curious, how do you think we are limited?

We can equip any damage type and any weapon we choose on our ships.

Granted, there are some limitations:

I think Turrets can only go in Aft Slots.
I'm uncertain, but I think the same may apply to mines.

Cannons can only go in forward slots.
And only on escorts, cruisers and (possibly) science ships can't use them. Uncertain on that part, since I've never flown a science ship.

You can have beam arrays, dual beam arrays, turrets, there's a wide degree of flexibility there.
turrets can go in fore slots, but i dont see the point
mines only back yes, but it makes practical sence
normal cannons can go on all ships
dual cannons escorts and crusers
dual heavy cannons escorts only

but i dont agree with yopur original post, weapons take up room in ships whether torp or beam or whatever so the current system just allows you the diversity to choose what you want. as far as i can tell all you want is more weapon slots and want to justify the reason as on tv i saw 2 torp being fired at the same time from x ship, but if you are going there the enterprise d had a rear phaser bank and 2 (maybe even just 1) fore bank and 3 torp launchers (i think) i know it not in game but if it was it'd be a tier 4 porbibly so 6 weapons slots is about right.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-01-2011, 02:48 PM
Well, it doesn't really apply.

The forward Beam arrays are typically mounted on the saucer.

The aft ones are mounted along the secondary hull.

They're not anywhere near the torpedo hardpoints.

So, that's not really a good argument, considering they're not occupying the same physical space.

Which is how STO is depicting it.

The Enterprise-D was designed as an exploration vessel, so it would not be as heavily armed as the ships that followed it.

Later ships like Enterprise-E, Defiant and Voyager were much more advanced, hence having greater weaponry.
At this time, the Federation was creating more combat orientated ships, due to the war raging in the quadrant against the Dominion.

So, it makes sense they'd have put as many weapons into them as they possibly could.


And it's not about wanting more weapon slots, it's about seperating out the two very different systems.
Torpedos and Beams/Cannons are completely independent systems.

You should not be able to put more beam arrays or whatever into a torpedo or mine layer slot.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-01-2011, 03:41 PM
whats the point in seperating them

true beams and torps are in different places, but its still a interior space issue things can be moved about.

same number of slots but being forced to have some as torps wouldnt make the game better, it would reduce variety
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
01-02-2011, 03:09 PM
I think the best way for this to work is for each ship to have limited amount of power that is can use for it's weapons and based on the type of ship you have would determine how many launchers and energy weapons slots you can use. Now the best way to limit how many or how strong a weapon is by how much power that weapon uses in it's slot therefore this would allow the player to base his/her weapon on how they play not how many weapons slots each tier gives you

so if you want high-end phaser array you might have to get low-end launcher and vise-versa

Now this wouldn't change the way the game play to much but it would allow the player more customization options and would make space combat a little more tatical
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