Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 device slots - I'm running out
03-09-2011, 07:21 AM
I realize that it is the talent of a captain to balance his wants with his capabilities. And with the limited number of devise slots it pushes us further into managing ship operations. But I'm running out.

The devices I like to use. RMC/Fighters/modulator/shield battery. There are more that I'd like to use. The other three batteries, as well as the deuterium surplus. So I'm asking for one slot, just one, additional slot per ship. Because it should be a challange to juggle what you want to use with what you have the capabilities to use. but, I'm just hoping I can take advantage of one more slot. It would be nice.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-09-2011, 07:23 AM
Different ships have different slots. It's part of the gameplay balance.

You have to choose which devices work best for you, rather than merely choosing everything and kitchen sink.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-09-2011, 07:29 AM
Yeah. That's part of the gameplay mechanic. This is where gameplay takes precedence over "real world". You'd think the cargo holds would hold everything you needed, but that wouldn't be very balanced when it comes to gameplay.

Resource control is nothing new. Zelda used it on the ole 8-bit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-09-2011, 07:34 AM
Quote:
Originally Posted by Darren_Kitlor
Different ships have different slots. It's part of the gameplay balance.

You have to choose which devices work best for you, rather than merely choosing everything and kitchen sink.
HEY!!!

The kitchen sink is mandatory... Can't be without it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-09-2011, 07:36 AM
Device Slots I would be happy with 2 more rows of Inventory slots considering all the pets stuff they are giving out.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-09-2011, 07:39 AM
10 more device slots , 15 more front weapons, and 10 more rear weapons, and can we get zero global cooldown on torpedo's?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-09-2011, 07:41 AM
Perhaps a bit off topic, but I actually think the lower number of slots for science and escorts is game imbalancing, not game balancing. Cruisers tend to stack armor in those slots, making them even more tankish - where those slots are needed is on smaller ships with less hull points and shields - so they can have better buffs and armor to stand a chance of surviving in pvp.

And as for cannon, it seems it was the smaller ships like the escorts that had the better armor (I'm thinking defiant here).

Anyways, sorry if that was a side note on the main topic... carry on! ;-)

-- Z
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-09-2011, 07:56 AM
Well whit all the devices they added they should reevaluate that aspect of the ships, by example the automated defense turret is a device, but it's a tactical slot go figure.

I got to admit some ships are bigger then others, but why would engineering based ships need all those extra device slots when it already comes whit a lets say... whit commander engineering station...

... it already has all the healing capabilities to sustain itself where a escort class that could actually use the extra device slots just for staying alive & then some only has 2 device slots.

When it comes down to ship size it's logical, but when it comes down to actual game-play it is not.

The device slots you have should be rank based not by ships class, you can only get a higher their of ship on a higher rank so this is something that could be easily adjusted.
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