Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Difficulty Mode: Realistic
01-22-2012, 09:11 AM
Is there plans or can there be plans to start putting a bit of Trek series into space combat?

1. Make NPC ships hull realistic in comparison to our own.
2. Make our disable systems abilities apply a more long term effect.

i.e. if we disable engines the disable their shields. They are a sitting duck, but still requires a good few hits and torps to finish them off.

3. When NPC ship is in disabled state, can we not have a 1 minute window to board them?
a) take prisoners which are added to doff system
b) chance to get further special xp bonuses by hacking the ship, doing further dmg or taking it
c) plant a bomb to just destroy the ship but within a time limit, if not done within time, the ship could get systems back online and continue fighting back.

I'm getting bored of blowing every ship up or boarding ships only when it is scripted. I want to disable, board and hunt down the Captain plus take prisoners.

OR just blow the ship up for less xp and bonuses. Could this not start to be implemented soon, with a new level mode called "Realistic" or "RP", RP fans would love that. The first changes would simple require NPC ships to have proper hull and shield strength plus when in this mode our sub system abilities would have a far longer effect.

That would be a start to something that can slowing be improved with feedback.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-22-2012, 09:14 AM
This idea would also require NPC group numbers to be reduced so that we are having a longer battle with a single vessel rather than flying around space blowing up 200 ships an hour.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-22-2012, 09:16 AM
'Realistic'

wat
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-22-2012, 09:27 AM
Need the "plot armor" button to use once a month or so. Makes us nigh invulnerable and the baddies explode on contact like balls of tinfoil for the duration of the mission.

capturing duty officers from the enemy would be nice, work as an alternate source of prisoners for those military missions, don't really have to make them special or anything, rank and species only needed for identity.

All joking aside, you want to make things "realistic" need to get rid of this arbitrary limitation on high impulse and leaving the system on red alert in space combat. Denying people built in and frequently used in source material escape methods for the sake of what?.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-22-2012, 11:59 AM
Require at least 6 years (real time) to travel between star systems.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-22-2012, 12:03 PM
Quote:
Originally Posted by Vexiom
Require at least 6 years (real time) to travel between star systems.
Curious as to why you think that would be needed? Pretty sure every trek series I've EVER watched, read, etc has never taken 6 years to do that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-22-2012, 12:07 PM
Quote:
Originally Posted by loyaltrekie View Post
Curious as to why you think that would be needed? Pretty sure every trek series I've EVER watched, read, etc has never taken 6 years to do that.
That might be arguably the case if you treat the warp charts as canon.

The fact is, though, that multiple episodes spanned a quarter to half the galaxy and that the shows proceeded in realtime over a season for the most part, with a year of episodes representing a year of time passed, in which the crews routinely covered distances that would span our whole galactic map.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-22-2012, 01:50 PM
Ya, realism.
Like how three Borg Probes (frigates) would own you before losing the tutorial.
Or when you fight and die to the Orion Marauder in Stranded in space.
Or anytime you take your Miranda up against D7/K'Tinga.
Or taking a week to fly from Sol to Risa,
or anytime you go against a cube cube without a fleet to back you up.
Oh ya. No respawn would be realistic too.

That would be fun realistic game play.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-22-2012, 03:04 PM
The main prob with boarding an enemy ship in STO
is that they speeded up combat so much...to make it more fun ibecause it is an MMO.
With combat as brief as it is, boarding party actions are just not practical.

Send boarding party...5 seconds later the ship blows up.
Talk about low morale in the red shirt department..."we are going
to beam you over and try to shoot someone over there before you die
in the fireball"

For any chance of boarding party to work, you need a way to..more or less
perminately disable a ship, this must be intensional,

so here is how it would need to work

You would need to trigger a captain ability...shoot to disable, for it to work, that
shot should have been able to kill the ship outright under normal combat.

That ship then goes into a cripple mode and it shows a different color...say orange and
tracking weapons leave it alone...for credit purposes..it is dead. A random timer starts...
That is the enemy crew trying to self destruct...you can now board it and try to
take it over. Different enemies have different timers
If you do capture it, you get bonus exp. or a chance for extra loot.

That is how it could work.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
01-22-2012, 03:11 PM
Quote:
Originally Posted by kirian_darkstar View Post
Ya, realism.
Like how three Borg Probes (frigates) would own you before losing the tutorial.
Or when you fight and die to the Orion Marauder in Stranded in space.
Or anytime you take your Miranda up against D7/K'Tinga.
Or taking a week to fly from Sol to Risa,
or anytime you go against a cube cube without a fleet to back you up.
Oh ya. No respawn would be realistic too.

That would be fun realistic game play.
No realistic game play in a Star Trek game would mean federation would always win.
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