Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
02-10-2011, 07:55 PM
Quote:
Q: Case_Wintermute: Will there ever be a revamp of the skill system regarding ship skills? Specially for Vice Admirals there are just too many specific ship skills. What if someone wants to fly more than one type of ship or even shipclass? It just costs too much points to fly 2 or 3 or more ships effectively.

A: We are discussing both simple and radical changes that could be made to the skillpoint system, and we are still deliberating on exactly how we want to resolve the issue you point out. One popular idea is to break up skillpoints between ground and space so that you don't have to decide which region to focus on. Another radical idea is to restrict the ship classes you can fly to your captain's class until later levels. This would mean that if your captain was a Tactical officer, she could only fly escorts up until admiral ranks. This along with a restructuring of the space skillpoint tree could lead to some clearer skillpoint choices later on in ranks. Just an idea, nothing confirmed yet. I'm interested what you all would think of this.
I'm a bigger fan of the idea that whatever ship you are flying, adapts to your captain's class. Science Captain? then your ship's BOFF slots will lean towards the sciences. Engineer Captain? Then your ship leans more towards Engineering.

Right now, I enjoy a "best of both worlds" advantage, by flying a Science Vessel with an Engineer in the center seat.

I absolutely would prefer that this cross-specialization advantage would be removed, than even consider being "forced" to only fly the ships Cryptic has decided are "Cruisers". In almost every Canon example, the Ship's Captain is wearing the "Command" division color.. yet Kirk was pretty clearly a "Tactical" kind of guy, and Picard was far more of a "Sciences/Archaeologist" fellow. Yet Cryptic has decided that both the Constitution and Galaxy class starships are the purview of Engineers.

What I'm personally a fan of, is removing the distinction of a starship as belonging to given division altogether, or even of a given rank. Rather, let us have the ship as a "shell", To quote Kirk: "A ship is a ship".

Let us use our Captain's proficiencies and some crafting to customize the ship to best perform our duties. Let us upgrade our ships as we level, and let us load a Galaxy class towards combat if we like, or even turn the world on it's ear and build the Defiant-class hull into a science vessel, at the cost of The DS9 Defiant's speed, agility, armor, and/or weapons slots. But to keep things balanced, require us to have a Sciences Captain to do it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
02-10-2011, 08:06 PM
is the typhoon going to be added?!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
02-10-2011, 08:13 PM
Very encouraging answers to most of the questions. I'd just like to say that first of all you're going in the right direction with alot of the game mechanics that need improving.

Couple of points I have to disagree with though. Anchoring professions to their own ship class isn't going to be very popular, I've just made Commander not long ago and I can't imagine how I would've stuck with the game if there were LESS options for me to choose. Early level stuff is sparse enough without implementing more sparsity.

And now, I have to keep my Romulan blood from boiling over (that could just be my nerd rage) at your proposal for making the Roms a faction of the Federation.

They're one of the original 3 superpowers. It's part of the Star Trek experience to fight against deceitful Romulans and fierce Klingons. That's what I signed up for. It's inbedded into every old-school trekkie. Yes there might be some nice story lines for reunification, but what happens after that? It's not as interesting. Keep the story going guys. This just seems like a cop-out to me and more concerningly, like you don't understand Star Trek.

I'm not going to say much more on this. I can't speak for anyone else, but I know that my interest in the game will deminish if I can't play as a Commander in the Romulan Star Empire OR fight against them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
02-10-2011, 08:25 PM
Mark me down as another who is strongly against the idea of restricting ship-type by career.

My main character, going back to Open Beta, has always been a tactical officer flying a cruiser. A large part of the reason for this is that, on ground missions, I have no interest in going around constructing turrets, laying minefields or launching drones: I'd rather just shoot the enemy (well, really, I'd rather use diplomacy, but shooting ranks well above construction in mid-combat...).

I've tried playing engineers: I just don't enjoy the experience.

I've tried flying escorts, and while they're certainly fun, all of my favourite ships are cruisers.

Unless the upcoming revamp dramatically alters the way in which engineers participate in ground combat (which would of course upset those who enjoy playing engineers currently), then a future set-up in which only engineers can fly cruisers until high rank would effectively discourage me from levelling up further characters.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
02-10-2011, 08:28 PM
The one thing that really stuck out at me was the idea of restricting ship classes. Whatever you do to the ship skill trees, do NOT do that!

I'm also happy to see that anything we can get in the C Store will be available in game. I hope that includes costumes, since there hasn't been a free costume since release (other than the Vet rewards, if you count those). I would also like to see the people who achieve in game means of getting costumes they've bought get some sort of compensation, depending on how things unlock. Example: the mirror universe accolades could unlock the MU costume - people who bought it already should get something for doing both the accolade and buying the costume.

I hope the ground revamp brings more people to PvP. I also hope there are a lot more good ground stories in development, because the lack of fun PvE ground turns people away from PvP.

Speaking of PvP: oh boy, one map! That sure is swell. /sarcasm I really hope PvP gets some more lovin' in the future...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
02-10-2011, 08:39 PM
Food for thought:

If I'm creating a story line on the Foundry that takes place in the ship's interior (as most of the shows do), how would one go about doing that if everyone had a customized interior?

Perhaps we could one day add an object or character to a specified room (i.e. medical) without actually placing it. I don't know....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
02-10-2011, 08:45 PM
I'm not a fan of restricting the ships you can command either, the choce is a important part of the game. The problems I had with the breadth and spread of the skills was more down to the interface and how they were presented rather than the mechanics.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
02-10-2011, 08:45 PM
Not a big fan of the idea of restricting the kind of ship you can fly to your profession until you hit VA. IMO, a person should be able to fly ANY ship out there. Crusher was put in command of the Enterprise, Tuvok was put in Command of Voyager...a Science flying a cruiser and a Tactical flying a science vessel, all in canon.

A player should be able to fly any kind of ship they want, regardless of their profession. It's just that you only have 1 option at each tier. I really think that each class of ship in each tier should be differentiated from the other classes in terms of ability and function, and not just aesthetics. (Your ship's appearance would still be fully customizable like how it is now) A Galaxy class should have a different role, or function (in terms of a bonus to something, or special power or ability) than an Envoy or a Hope class. And a player should be able to acquire ALL 3 ships at each tier, as long as they have the EC's available to buy them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
02-10-2011, 08:48 PM
Quote:
Originally Posted by Felderburg View Post
I'm also happy to see that anything we can get in the C Store will be available in game. I hope that includes costumes, since there hasn't been a free costume since release (other than the Vet rewards, if you count those).
Actually, there have been free costumes added since launch. The Ambassador outfit (with top, pants, and shoes), Admiral jacket, and Off-Duty costumes (not the Mercenary or Formal Wear, but the ones included in-game for free) for the Feds; Klingons only have gotten new Orion clothing so far (that I can recall).

So, while the vast majority of the costumes have been in the C-Store, there have been new ones added in-game for free since launch.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
02-10-2011, 09:01 PM
Well I wasn't very moved by this. I saw one of my questions answered (Actually someone else asked it) So I'm going to ask it in a different way

Will we at some point be able to plot a course with our ship and then pass the time on the interior? Sector Space isn't as boring as it used to be, but it would be nice to be able to simply set a course and get there while inside the ship. It would be cool if you could do so by pulling up a map on board and just plugging in the coordinates and then include the starfield flying by. As a bonus, have the planet expand as the ship gets closer too it.

Will we be able to optionally serve on a friend's ship? I've always thought it would be cool to beam onto my friend's ship and man a console for them. Either explore a star system or go into battle and use some of my abilities to help them out.

The sooner the Foundry can be used to design our own interiors the sooner you'll have a LOT of happy players
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