Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
07-06-2011, 07:01 PM
Quote:
Originally Posted by Leviathan99

Will the Kar'fi get an extra sci slot to hold the console? Will the console work in other ships?
Heretic mentions "Kar-fi only" Sci console in the OP. So I am thinking it will not be useful for any other vessel.

The fact that it is a console, makes it a little limited in usefulness. I do understand the drive to make special ship powers tied to consoles instead of the ship itself, but in this case it almost makes more sense to tie the ability to the Kar-fi since it is not (apparently) going to be useful to any other vessel.

That said, with four Sci-console slots on the Kar-fi, giving one up for the sake of a special ability might be a step towards keeping balance. Still, it is pretty restrictive considering that the Phase Shift only lasts 10 seconds and you cannot do the one thing carriers do, which is launch fighters.

Perhaps add a speed boost in as well? It seems like the main perpose of the Phase Shift is to give the Captain a last-ditch chance to escape from combat long enough to heal and regroup a bit. Being able to pass through ships could be useful in that regard as a Captain need not waste time trying to turn the Carrier.

I suppose a good (effective) Captain could get out of combat range in 10 seconds thus effectively "Cloaking" briefly, but I imagine that even if not targetable, most Escorts could easily keep up and at least have eyes (if not a sensor lock) on the target for 10 seconds and renew the bombardment pretty quickly. Which is where the idea of giving the Carrier a speed boost comes in.

Being able to actually get out of combat (and combat range) quickly, so that the stealth bonus would be effective, would be pretty handy.

I don't know, personally I do not PvP much so I do not know how that would all work out in the hands of skilled players. I will definitely be curious to see where this all goes though.

maj!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
07-06-2011, 07:01 PM
I'd like to see some interchangability between consoles, with the exception being battlecloak. (battlecloak console on a Neg'var? you crazy?) but I do want to see some interchangability. PHase shifting would be a good addition for other ships, if you buy the Kar'fi and then put it on say, the Vor'cha retro. It makes for greater customization which is what the game lacks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
07-06-2011, 07:02 PM
Ihe idea of Phase Shift is nice but Phase shift should be something for the feds as it was introduce the same time during the federation experimental cloak. in TNG's Pegasus. but Kar'fi does need some tweeking
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
07-06-2011, 07:04 PM
i love the carriers.
The Vo'quv is the perfect ship. It is one of the few ships that don't cloak and it is the biggest thing on the screen. They need all that HP's to survive all the agro.
The issue is really
1) There is no way to make your pets more powerful if you want to
2) Why can't it use the Kar'fi pets? It doesn't make sence

I would make pets
1) An DPS/no def pet (single togu fighter that is faster and has dps) Basically if it is slow it is dead.
2) An Agro/def pet ( single BOP with sci skills but does little damage)



The Kar'fi is difficult but fun to fly. Basically, all your bo slots have to be defensice AND you need the Aegis set and all your consoles have to be defensiove.


And yes, i realize that you know it is hard to control the pets and the solution is hard but when you have 6 BOP's out and you don't know it, and release another BOP, and it kills the BOP that was right beside you in the first place, isn't fun.
Also, having all your pets disapear after an alloted time isn't fun as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
07-06-2011, 07:10 PM
also don't understand the need for the carriers to be so Sciency.
Personally, i think they should be engineering since SOMEONE has to be fixing these things.

I had an idea for an engineering carrier that I have mentioned a few times. Like a massive chariot, and just as many HP's and turning as a Voquv.
3 bay carrier. Each bay only can only have two deployed at any time, and the redeploy is twice as long as the Voquv.
Also, has LC engineering slots instead of Sci
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
07-06-2011, 07:12 PM
Quote:
Originally Posted by Heretic
Phase Shift
Type: Toggle
Duration: 10 seconds
Cooldown: 180 seconds
Effects:
  • Becomes untargetable (you actually lose targeting lock on it)
  • Gains stealth against ships roughly outside of normal combat range
  • Can move freely through other ships
  • Cannot launch fighters or frigates
  • Cannot use torpedos or mines

It would still be able to use other powers (including heals and beams), but this would be intended to provide an emergency reprieve capability to at least partially compensate for the lack of high level Engineering bridge officer slots.
If the 'Phase Shift' ability gets added to the game, then the Oberth Class Science Vessel, should be given a higher (not max) level tier (USS Pegasus) which adds the Phase Shift/Cloak. Perhaps as a Tier 3/4 "Combat" alternative to the Olympic/Intrepid ?

Or just making the 'Phase Shift' ability as a Universal Console, able to be used on any ship?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
07-06-2011, 07:13 PM
Quote:
Originally Posted by Staran View Post
i love the carriers.
The Vo'quv is the perfect ship. It is one of the few ships that don't cloak and it is the biggest thing on the screen. They need all that HP's to survive all the agro.
The issue is really
1) There is no way to make your pets more powerful if you want to
2) Why can't it use the Kar'fi pets? It doesn't make sence

I would make pets
1) An DPS/no def pet (single togu fighter that is faster and has dps) Basically if it is slow it is dead.
2) An Agro/def pet ( single BOP with sci skills but does little damage)



The Kar'fi is difficult but fun to fly. Basically, all your bo slots have to be defensice AND you need the Aegis set and all your consoles have to be defensiove.


And yes, i realize that you know it is hard to control the pets and the solution is hard but when you have 6 BOP's out and you don't know it, and release another BOP, and it kills the BOP that was right beside you in the first place, isn't fun.
Also, having all your pets disapear after an alloted time isn't fun as well.
I forgot some of those points. But ya and i also hate the fact pets (to'duj/BoP's) will return to you after leaving "Red Alert." I hate that i want to be able to have them out as "an escort waiting to do my bidding" and only command them to return when i want.

If a person can use saucer seperation or MVAM to prepare to enter a battle i should be able to to launch the max number of fighter ahead of time
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
07-06-2011, 07:25 PM
On the fighters: To help targeting/toughness it would be good to have fighter wings instead of individuals. Model three or four as a single unit...not sure if your tech would allow this, but it would solve some issues without making it seem weird that a "carrier" has three or four fighters in the whole thing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
07-06-2011, 07:29 PM
The Vo'quv has the HP of a cruiser and a repair ability well beyond that. A utility on par with the best science ships the base firepower of a science ship and with the addition of its support ships more I dare say. Its the very definition of unbalanced. I don't see FAW and cutting a fighter or 2 out of the mix as doing anything to really address it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
07-06-2011, 07:40 PM
Quote:
Originally Posted by Blasten_Blaster View Post
I forgot some of those points. But ya and i also hate the fact pets (to'duj/BoP's) will return to you after leaving "Red Alert." I hate that i want to be able to have them out as "an escort waiting to do my bidding" and only command them to return when i want.

If a person can use saucer seperation or MVAM to prepare to enter a battle i should be able to to launch the max number of fighter ahead of time
hmmm, typically you won't see all the fighters always launched indefinitely due to limited resources like fuel and such based on real world examples. I can think of a few options as alternatives

1) allow full launch but delay the landing for two to five minutes if you don't enter combat. This is analogous to an engineer laying down his generators and turrets before drawing enemies into combat. Not exactly the same since you fighters aren't stationary, but you probably get the point.

2) allow for a limited size always up CAP that can be launched always to protect the carrier and allow you to launch the rest of the fighters when you enter combat.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 10:30 PM.