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Lt. Commander
Join Date: Dec 2007
Posts: 120
I know I play fed most of the time, but I thought I'd get your opinions first. Don't you agree that sharing basically the same skill set as the Federation seems a bit unreaslistic. I would picture that the Empire's approaches to Science, Engineering and Tactics would be in some cases quite different from the Federation. So, how would you change BoF and Career powers to better reflect this?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-10-2011, 01:12 PM
I would add a Targ handling skill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-10-2011, 01:52 PM
Quote:
Originally Posted by Roach View Post
I would add a Targ handling skill.
I was going to say this as well.

Sci:
Although the two factions might have a different approach to science, in the end, a photon is still a photon, dekyons are still dekyons, and the laws of physics do not change. Now, there would certainly be differences in general methodology, and the use of phasers vs. disruptors reflects this, but for gameplay purposes, things ought to be generally the same.

Perhaps some of the healing science powers could have some other effects. Like a "berseker rage" type of healing for Klingons - a large healing/damage boost for a short time, but some minor detrimental effects after the duration. Romulans could have their own version, where a player that gets healed is stealthed for a short time - they are healing, but can not attack.

Eng:
Again, engineering is engineering. If Klingons got disruptor turrets instead of phaser turrets, that would be pretty cool. Other than that... not sure what could be differentiated. I mean, in reality, the actual construction of things would be different, but the tech would do the same thing (think the dilithium matrix in Star Trek IV). I really don't know what engineers could do that would be that much different.

Tac:
Tactical is where some big differences would come into play. Klingons should get bonuses when using a Bat'leth, access to Targs, melee bonuses (which I think they already get). It would be interesting to maybe mix and match tactical abilities - maybe Target Optics, for the Klingons, buffs accuracy rather than crits and debuffs enemies instead of exposing them.

I'm kind of out of ideas, but I think you get what I'm going for.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-10-2011, 02:22 PM
Quote:
Originally Posted by Felderburg View Post
I was going to say this as well.

Sci:
Although the two factions might have a different approach to science, in the end, a photon is still a photon, dekyons are still dekyons, and the laws of physics do not change. Now, there would certainly be differences in general methodology, and the use of phasers vs. disruptors reflects this, but for gameplay purposes, things ought to be generally the same.

Perhaps some of the healing science powers could have some other effects. Like a "berseker rage" type of healing for Klingons - a large healing/damage boost for a short time, but some minor detrimental effects after the duration. Romulans could have their own version, where a player that gets healed is stealthed for a short time - they are healing, but can not attack.

Eng:
Again, engineering is engineering. If Klingons got disruptor turrets instead of phaser turrets, that would be pretty cool. Other than that... not sure what could be differentiated. I mean, in reality, the actual construction of things would be different, but the tech would do the same thing (think the dilithium matrix in Star Trek IV). I really don't know what engineers could do that would be that much different.

Tac:
Tactical is where some big differences would come into play. Klingons should get bonuses when using a Bat'leth, access to Targs, melee bonuses (which I think they already get). It would be interesting to maybe mix and match tactical abilities - maybe Target Optics, for the Klingons, buffs accuracy rather than crits and debuffs enemies instead of exposing them.

I'm kind of out of ideas, but I think you get what I'm going for.
Keep this thread going...does any other KDF have other suggestions? An example would be is if a BoF had a deep laceration of some sort...I see a Fed Doctor using a Dermal Regenerator...while a KDF Doctor would cauterize the wound.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-10-2011, 02:45 PM
Quote:
Originally Posted by QuanManChu
Keep this thread going...does any other KDF have other suggestions? An example would be is if a BoF had a deep laceration of some sort...I see a Fed Doctor using a Dermal Regenerator...while a KDF Doctor would cauterize the wound.
But how would that work, powers wise? The name would be different, sure, but what about the actual mechanics?

A dermal regenerator would heal you completely, which is nice, but the pain of cauterizing the wound would probably **** a Klingon off and make them do more damage, but not completely heal them right away. So, gameplay wise, Feds get a full heal, while Klingons get a partial heal and temporary damage boost.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-10-2011, 02:48 PM
I've got some ideas, but I don't have time to go into detail. The easiest way to implement a difference would be to create new kits that allow for faction (and perhaps even specie) specific skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-10-2011, 04:25 PM
Quote:
Originally Posted by Felderburg View Post
If Klingons got disruptor turrets instead of phaser turrets, that would be pretty cool.
I have to agree, this is a bit of Fridge Logic here. I never thought of it before, but Klingon crafting has Disruptors instead of Phasers, but their turrets are Phasers. It doesn't really make sense.

Of course, creating a whole new skill specifically for Klingons would create it's own problems. But it would be nice if the turret summoned depended on the faction that summoned it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-10-2011, 10:21 PM
Keep it going guys.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-17-2011, 06:26 PM
Would love to see the disruptor turret for KDF Eng. Offs instead of phaser turrets as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-17-2011, 07:45 PM
yes disruptor turrets instead of phasers is a must, I do not know why this is not already fixed as romulans drop disruptor turrets
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