Go Back   Star Trek Online > Feedback > Federation Gameplay
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
OK we've all heard it before, and we'll hear about it until the end of time. I just did a FvK Capture and Hold map on the Tribble server. I was in my Excelsior retrofit. There were 5 feds and 5 klingons. After the carriers let loose all their ships it was about 50 against 5, no exaggeration. I am all for a challenge, but there is no way that the feds can win under this situation. There were BoPs, Raptors, Skul fighters, Interceptors, Frigates that laid out Tricobalt mines. It was a zoo. To be honest I was having a great time - Thank you Teapower3, that was a lot of fun. If I didn't go to full shields power level for about 15-20 seconds I would have been dead. As soon as my shields came back up though, I went back to full weapons power. But I can see how some people are so frustrated by it. So what to do about it?

Here's the thing, either feds need carriers OR they need a way to either disable or destroy an enemies carrier bays. Why not give us a target carrier bays weapon skill? I think that would even things out a lot. I also think it would give some people no reason to complain about it anymore. Let us be able to shoot and destroy the bays for 30 seconds, a minute, or even the whole match (yeah that one is a little too much I know, but it could work). If we did destroy the bays for the whole PvP match, it could easily be fixed with either a Major or Critical Component once the match is over. With that weapons skill, it would even things out a lot. And if a carrier can not send out any fighters, so what. They have all the same skills to choose from that everyone else does, so they can do very well in a fight just like any other ship (except they may have to fight in a straight line, since they turn worse than a 72 Caddy).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-21-2011, 05:09 PM
Quote:
. I am all for a challenge, but there is no way that the feds can win under this situation. There were BoPs, Raptors, Skul fighters, Interceptors, Frigates that laid out Tricobalt mines. It was a zoo
Those pesky Klingons are *quite* the litterbugs.....disgusting. But what do you espect from the cretins who don't even cook their food? Certainly not tidyness.

Actually, this is a rather interesting idea, and could see this being added into Sci Ships as an additional option.

Thinking other interesting options - which would likely be difficult to code - cruiser skill to lay a tractor net.
Escorts can get skill to 'strafe" across multiple targets.

But the target carrier bays.....very interesting. Nice idea.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3 Sorry about the 2nd posting
01-21-2011, 05:58 PM
It was just brought to my attention that I had posted this thread twice. I am sorry about that. In my haste to post up some ideas before dinner, I did a copy and paste and then tried another copy and paste that didn't take. So this thread has been posted here and also under Star Trek Online Discussion. Again, I am sorry about the repeating of this thread.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-24-2011, 11:42 AM
I like this idea. You should have a bit to deal with when carriers are on the field but it shouldn't be a straight up zoo.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-26-2011, 01:36 PM
Target Carrier Bays = Target Auxilliary Subsystem.

Currently on tribble, launch speed is affected by Aux power level:
http://forums.startrekonline.com/sho....php?p=3306371

If Aux goes offline the carrier losses the ability to launch ships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-27-2011, 06:29 AM
I'm all for it if the Devs change the pet mechanics to make them more useful and less spamful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-27-2011, 07:55 AM
I would be happy if the pets didn't keep following me after I've evaded, left combat, and cloaked in my Defiant-R, all the while leading that cloaked BoP right to me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-30-2011, 12:31 AM
Quote:
Originally Posted by NWCtim
Target Carrier Bays = Target Auxilliary Subsystem.

Currently on tribble, launch speed is affected by Aux power level:
http://forums.startrekonline.com/sho....php?p=3306371

If Aux goes offline the carrier losses the ability to launch ships.
Yes I just saw that. Check the dates, this thread was started before they announced that.

Congrats go to Jonathan_Kent, for taking my original, generalized "target hanger bays" concept, and coming up with the idea to tie it in to the Auxiliary Systems; and to Snix, for seeing the possibilities and merits of this idea and going with it.

Nice job people.


Saavik: Then you never faced that situation, faced death.
Kirk: I don't believe in the no-win scenario. Kirk to Spock, it's two hours are your ready?
Spock: Right on schedule Admiral, just give us your coordinates and we'll beam you aboard.
Kirk: Alright. I don't like to lose.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-30-2011, 12:49 AM
Quote:
Originally Posted by seanhazz1 View Post
I would be happy if the pets didn't keep following me after I've evaded, left combat, and cloaked in my Defiant-R, all the while leading that cloaked BoP right to me.
ahaha agreed! Those naughty freakin pets!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
01-30-2011, 12:50 AM
Quote:
Originally Posted by NWCtim
Target Carrier Bays = Target Auxilliary Subsystem.

Currently on tribble, launch speed is affected by Aux power level:
http://forums.startrekonline.com/sho....php?p=3306371

If Aux goes offline the carrier losses the ability to launch ships.
nice tips ty ^^

[pew pew]
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 03:02 AM.