Lt. Commander
Join Date: Dec 2007
Posts: 120
If this has been mentioned, I didn't find it.

I noticed the number of weapons slots being a hot issue, especially when the refits came out. Rather than just adding more weapon slots, I think the weapons used should reflect the type of ship. When I think of bigger ships, I usually think bigger weapons, not more of them. This game has learned and continues to learn from the games that proceeded it. So lets try a simpler (and more flexible) version of what EVE Online has done and specialize ships by adding different bonuses. This will add A LOT more strategy to the game and may even bring back some of the earlier level ships. We can add general bonuses to a type of ship and/or we can be specific. We can also increase those bonuses to reflect the ship level. Here are some examples:

T5 Cruiser Bonuses:

Beam Range +20%
Beam Damage +10%
Shield Recharge Rate +10%

T5 Escort Bonuses:

Energy Weapon Damage +15%
Weapon Recharge Rate +15%
Impulse Speed Bonus +10%

T5 Science Bonuses:

Weapon Accuracy +10%
Repair Bonus +15%
Bridge Officer Recharge +15%

You'll notice that these three ship types all have a max percentage bonus of 40%. There should be bonus cap for every level of ship to keep things fair. I didn't think tier 1 ships deserved any bonuses so that's why T5 ships only have 40% (10% per level). I also tried to focus the role of the ship types. Again, these are just examples.

Here's another example of what can be done. Let's take a specific ship class: the Nebula (a favorite among science vessels). I used to think that platform on the back was an extended torpedo bay, so....

T5 Nebula Bonuses:

Torpedo Recharge Rate +25%
Bridge Officer Recharge Rate +15%

Now we have a torpedo ship

Lastly, ships may add group bonuses. As admirals, we have active fleet bonuses that can last for a period of time but the ships themselves could provide bonuses to a group. The percentage increase per level would be smaller (2% per level). The bonuses would come from the highest ranked officer present for each ship type without stacking. Or just take the leader's bonus, either way. Here are some bonus examples:

T5 Cruiser Group Bonus: +8% to impulse speed and turn radius (Command and Control)

T5 Escort Bonuses: +8% bonus to damage and accuracy

T5 Science Bonuses: +8% resistance to negative effects.
+1 "scan-able" data per group member per mission.

That's about it. Tie bonuses like these to specific targeting (i.e. targeting engines and/or other) and the PvP possibilities go up dramatically. Also, with group bonuses, there should be more group activity.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-24-2011, 10:59 PM
Eventually this will need to be adopted because you simply can not justify 10 slots fore and aft etc firing a spider's web of phaser beams at a foe.

Your suggestions are cool.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-26-2011, 12:42 AM
I stand behind this, mostly because it would add new depth to the system.

...

But honestly, if you consider a few canon extremes...

The Scimitar had a REDICULOUS amount of torps and beams, and the power to maintain a good solid firing rate. DS9 (Yes, it's a station, not a ship I know...) had a ton of torp launchers and beams as well. Your standard Borg cube has RE-FREAKING-DONKULOUS amounts of offensive and defensive weaponry to make it the hand of GOD...

Would it REALLY be too much to ask for a teir 6 ship (Supah friggin futuristic) for Fleet admirals? Cruisers could get 1 fore and aft weapon slot (Total of 10), and escorts/sci can get one more each (For a total of 8 and 7 respectively)? I don't think thats too much... considering I don't think there is a Startrek rank ABOVE fleet admiral... unless it's the president himself. LOL
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-26-2011, 07:02 AM
Your idea has merit and can even be further expanded to vary by faction, thus playing to thier individual strengths as well a giving thier unique weaknesses a spotlight, per se.

Out of curiuosity if your opening post ideas are mainly fed inspired, what idea would you think would fit the KDF, bonuswise?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-26-2011, 10:00 PM
Quote:
Originally Posted by Treagersama View Post
I stand behind this, mostly because it would add new depth to the system.

...

But honestly, if you consider a few canon extremes...

The Scimitar had a REDICULOUS amount of torps and beams, and the power to maintain a good solid firing rate. DS9 (Yes, it's a station, not a ship I know...) had a ton of torp launchers and beams as well. Your standard Borg cube has RE-FREAKING-DONKULOUS amounts of offensive and defensive weaponry to make it the hand of GOD...

Would it REALLY be too much to ask for a teir 6 ship (Supah friggin futuristic) for Fleet admirals? Cruisers could get 1 fore and aft weapon slot (Total of 10), and escorts/sci can get one more each (For a total of 8 and 7 respectively)? I don't think thats too much... considering I don't think there is a Startrek rank ABOVE fleet admiral... unless it's the president himself. LOL
I doubt they'll add two slots, they'll probably just add one. That's what they've done for each level. I'm not against adding 1 or 2 more slots, it just feels like there should be more to it than that.

I have always felt that Star Fleet's focus was quality over quantity. That is just my opinion. You can argue that Star Fleet is packing more weapons on to ships because of the war. However, if a bigger ship just has more weapons, than it would make more sense to just have another ship than to provide a big target. There needs to be a reason or advantage to going bigger (another than bolster egos).

The Scimitar had a reason. It had that Thedian radiation super weapon. The rest of it's weaponry seemed focused on quantity for firepower. Building in quantity is quicker than developing quality, and with the Scimitar's ability to fight offensively and defensively under a great cloak... well it might not have mattered.

I'm rambling a little. Thanks for the support.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-26-2011, 10:31 PM
Quote:
Originally Posted by Roach View Post
Your idea has merit and can even be further expanded to vary by faction, thus playing to thier individual strengths as well a giving thier unique weaknesses a spotlight, per se.
Sure, why not. As it is, Klingon ships get a weapon power bonus, which makes sense given their focus. The more variety (in function as well as looks) the better in my mind.

Quote:
Originally Posted by Roach View Post
Out of curiuosity if your opening post ideas are mainly fed inspired, what idea would you think would fit the KDF, bonuswise?
I would think the type advantages on the Klingon ships would be similar to the Feds. Bigger ships would fire bigger weapons and be tough, escort ships would focus a lot firepower and be quick, and science ships would be good at adding and resisting effects. This is, of course, generalized. The Klingons would probably focus more on the combat bonuses, while the Feds would focus on the science bonuses. Fighter carriers should have bonuses that deal with it's fighters. I've never used them in this game, so I'll leave ideas about that to someone who has used them. You came up for the idea of faction bonuses, what do you have in mind?

I do think that with a larger variety of things that gives bonuses (i.e. species, faction, profession, ship, consoles, etc.) the amount of bonus each thing gives would be smaller. Things can get out of balance in a hurry otherwise. I'm sure Cryptic knows this, but it's something to keep in mind for anyone making recommendations.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-26-2011, 11:53 PM
The weapon energy drain with 10 weapons is going to end up being pretty ridiculous. There's a good chance you might end up doing less damage with 10 beams than you would with 8. Although it would allow you to equip a larger variety of weapons, like extra torpedo launchers, or putting a dual beam bank in the front for more damage there, while not suffering from energy drain to the sides.

That said, I don't think adding more weapon slots is necessarily bad, but maybe some of them should be hard coded for the type of weapon. For example, a slot that can only hold torpedo launchers. I personally find it ridiculous that ships are flying around with only energy weapons and no torpedoes at all. It also would keep people from unintentionally gimping themselves by equipping too many weapons that fire at the same time. It's already possible with 8 weapon slots, and it would be even worse with 10.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-27-2011, 07:22 AM
Quote:
Originally Posted by Nagorak View Post
The weapon energy drain with 10 weapons is going to end up being pretty ridiculous. There's a good chance you might end up doing less damage with 10 beams than you would with 8. Although it would allow you to equip a larger variety of weapons, like extra torpedo launchers, or putting a dual beam bank in the front for more damage there, while not suffering from energy drain to the sides.

That said, I don't think adding more weapon slots is necessarily bad, but maybe some of them should be hard coded for the type of weapon. For example, a slot that can only hold torpedo launchers. I personally find it ridiculous that ships are flying around with only energy weapons and no torpedoes at all. It also would keep people from unintentionally gimping themselves by equipping too many weapons that fire at the same time. It's already possible with 8 weapon slots, and it would be even worse with 10.
Thanks Nagorak, your posts had some good info. I thought about mentioning designated slots, but didn't think that would go over well since it would limit variety rather than increasing it. I'm not against the idea though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-08-2011, 03:48 PM
/bump

I'd like to keep the general idea of this alive.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-08-2011, 05:00 PM
T5 KDF BattleCruiser bonuses:

Beam Range: +15%
Cannon Damage: +20%
Shield Recharge Rate: +5%

T5 KDF Raptor Bonuses:
Energy Weapon Damage: +20%
Weapon Recharge Rate: +10%
Impulse Speed Bonus: +10%

Vov'Qu / Kar'fi Bonuses:
Weapon Dammage: +15%
Repair Bonus +15%
Bridge Officer Recharge: +15%

Early morning first idea for KDF differences.
Sadly I have no idea as to what the Orion, Gorn or Nuasician bonuses could be.

Still I like the idea alot and hope it gets absorbed into the game eventually.
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