Lt. Commander
Join Date: Dec 2007
Posts: 120
We all know that the MVAM is supposed to be a console and that its meant to fill in the missing gap of canon for the Prometheus.

Now, blatantly missing the potential benefit this could mean to the advanced escort, what about the fleet escort? What about the other RA-level shipping? What about them? Do they get anything at all in the future?

You're onto something Cryptic. You could add something that extends beyond than just a simple ensign slot change between the RA ships. We could open a whole new door of special abilities open to each and every RA level ship that makes all of them unique from each other.

Cryptic, you can only go up from what you've started with the MVAM-is-a-console idea. Dont waste it!

EDIT: As the MVAM console and ship have just been released, I'm reviving this discussion since I'm pretty sure the thought of "What else for ships, Cryptic?" thought is still alive in people's minds.

Advanced Escorts get:
Multi Vector Assault Mode

Fleet Escorts get:
1. Suicide module. few seconds of demigod-like performance, then die.
2. Photonic-Shockwave-like power, only it uses shields and leaves itself shieldless.
3. ECM Field Generator, jams ships within 10km for 10sec
4. Advanced Maneuvering Thrusters, +20% Defense vs Torpedoes

Assault Cruisers get:
1. Torpedo: High Yield 3-compatible Turret, 180degree *note: MULTIPLE REQUESTS*
2. 360-degree Phaser spread (From Star Trek: Nemesis), chance to reveal cloakers within a given range. Damage is a single tick of phaser fire, AOE.
3. Deflector Discharge. Beam-Overload-like power that acts like an extra torpedo attack, power based off aux.
4. Directed Energy Precision Module. Increases beam proc chance by 10%

Star Cruisers get:
1.Corbomite shielding (that crazy godmode shielding some PvE space mobs use)
2. Photonic Shockwave-Like Console that works like an extra heal.
3. Passive buff to engineering team effectiveness.
4. Auxiliary Warp Field, small boost to engine power, allows for large ship-wide boost for 5 seconds
5. Automated Point-Defense Array, 360 auto-firing beam meant for shooting small targets like mines, fighters. Cannot be used to attack big ships

Recon Science Vessels get:
1. Passive buff against jamming
2. Auxiliary Tachyon Deflector, boosts Ship Sensors/Sensor Probes for 15sec *Note: Swappable with DSSV's version*
3. Hazard Teams (Based off Star Trek Elite Force), work as a weak form of tactical team, engineering team, and science team all in one go
4. Enhanced Cyberwarfare Module, debuff's target's weapons, shields, turn rate and other systems by 5%

Deep Space Science Vessels get:
1. Advanced Inertial Dampeners, increase maneuverability for a limited time.
2. Auxiliary Positron Deflector, boosts Ship Emitters/Ship Tractor Beam for 15sec *Note: Swappable with RSV's version*
3. Advanced shuttle bays (for pets like Scorpion fighters or the Delta Flyer), allows for fast launch, smarter pets, and auto-repair when they fly back to the ship.
4. Enhanced Cyberwarfare Module, debuff's target's weapons, shields, turn rate and other systems by 5%


For our KDF folks:
Bird of Prey:
1. Advanced Maneuvering Thrusters, +20% Defense vs Torpedoes

Raptor:
1. Passive buff against jamming
2. Advanced Torpedo Launcher, speeds up torpedo launch OR advanced torpedo spreads. Does not affect Tric or Mines
3. Advanced Maneuvering Thrusters, +20% Defense vs Torpedoes

Klingon cruisers/Negh'var:
1. Integrated Hull Armor: Passive buff to hull resist.
2. Disruptor Weapon Pod: Beam Overload-like attack that potentially procs a shield takedown


Additional Ideas:
Lower down in this thread are some other ideas.

Yet more ideas in this thread.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-17-2011, 10:57 PM
DSSV's: something to do with their secondary deflector dish? increased deflector powers? reduced cooldown on deflector abilities?

as for the rest, they don't really have anything special to them that would warrant anything like MVAM / etc..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-17-2011, 11:26 PM
one thing that many people have suggested as a power the assult cruiser could use would be a 'Quantum Torpedo Turret'
-HYT 3 power using quantums with a 180 degree arc, cooldown as appropriate.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-17-2011, 11:29 PM
Edit: Gatness beat me to it.

I suppose that the Luna/ Recon Science vessels could have the ability to broadcast jazz over an enemies comm system, to lessen their aggression.

On a more serious note, for the Star Cruisers being an engineering/science focused ship I'd go with Techno-babble, which would duplicate any existing BO or captain powers (or possibly just limited to Eng/Sci powers) at a "Rank IV or V" level, but would be completly random every time.

As for other possibilities:

Photonic Cannon
Phase Cloak (though more phase than cloak)
Corbomite
Picard Maneuver (Though a more console suitable name would be needed)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-17-2011, 11:39 PM
I get ninja'd so often it's actually a shock to get in first for once :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-17-2011, 11:45 PM
Star Cruiser: Photonic Shockwave-Like Concole that makes your enemy's heal you Sort of.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-18-2011, 12:54 AM
The Sovereign was always screaming for the Quantum Turret with 180 Degrees firing angle and HY3 Capable.

Star Cruisers are powerful healers and tanks, so they should get something passive like efficent Engineering Teams.


DSSVs should get something like Advanced Inertial Dampeners to compensate for their slowness.

Recons (Lunas) get a Quantum Bio Electronics that makes it difficult for them to be jammed.

Fleet Escorts: Perhaps something like Shield Burst, which is like PSW, but it uses up shields to accomplish. So it's risky to use unless last resort.



Klingons need love too:

Raptors: Advanced ECCM (Difficult to Jam).

Negh'vars: Integral Hull Armor
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-18-2011, 01:06 AM
[quote=Azurian;3367350]The[color="Yellow"]

Star Cruisers are powerful healers and tanks, so they should get something passive like efficent Engineering Teams.
/QUOTE]

I'm all for this. Im using a Star Cruiser now. I'd love for it to have better Engineering team =].
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-18-2011, 02:29 AM
Assault Cruiser
Quantum Torpedo Turret, I think there is no disagreement there.

Star Cruiser
Some of the models feature something that looks like a warp drive inside the hull.
Auxillary Warp Field - Engineering Console
+3 Engine Power. Grants Auxillary Warp Field Power
  • Cooldown 3 Minutes
  • +50 Engine Power for 5 seconds.
    [+]-25 to all Weapon, Shield and Auxillary Power Levels for 5 seconds.
  • Star Cruiser moves at significant sublight speed (more then Full Impulse) for 5 seconds.

Fleet Escort
I don't really have much to go on with this ship. It's non-canon. It's design makes it look a little like a Helicopter or BSG Raptor IMO. So maybe something ECM related?
The Raptor might also be well suited for this ability.
ECM Field Generator - Tactical Console
  • Cooldown 3 Minutes
  • Jams ships within 10 kms for 10 seconds. (Creates visual distortion effect like the micronebula in The Vault)
    -25 % damage strength debuff to all enemies within 10 km for 10 seconds.

Deep Space Science Vessel
Both DSSV and Luna have options to add a visible secondary deflector.
Auxillary Positron Deflector - Science Console
+5 to Starship Emitters and Starship
Tractor Beam
  • Cooldown 3 Minutes
  • +15 to Starship Tractor Beam and Starship Starship Hazard Emitters for 15 seconds.
  • Restores shield and auxillary subsystem.

Recon Science Vessel
Both DSSV and Luna have options to add a visible secondary deflector.
Auxillary Tachyon Deflectorl - Science Console
+5 to Starship Sensors and Starship Sensor Array
  • Cooldown 3 Minutes
  • +15 to Starship Sensor Array and Starship Sensor Probes for 15 seconds.
  • 1.4 Stealth Sight for 15 seconds.

Neg'Var
The Neg'Var was sometimes seen carrying some kind of weapon pods. When the Neg'Var used them on DS9, the disruptors from that pod were able to disable the stations shields temporarily for boarding parties to land.
Disruptor Weapon Pod - Tactical Console
+5 Disruptors
  • Cooldown 3 Minutes. System Cooldown: Beams
  • Acts like a Beam Overload 2 with a Disruptor Beam Bank coupled witha Beam Target Subsystem Shields 1.

Raptor
The Raptor has a very "prominent" looking torpedo launcher.
Advanced Torpedo Launcher - Tactical Console
+5 Starship Torpedoes
  • Cooldown 3 Minutes. System Cooldown: Torpedoes
  • Torpedo cooldowns are reduced by 25 % for 15 seconds. Does not affect Mines or Tri-Cobalt Torpedoes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-18-2011, 02:47 AM
Your posts never dissapoint MustrumRidcully
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