Lt. Commander
Join Date: Dec 2007
Posts: 120
I've been played the game at endgame for a little and I'm bothered by the lack of variety. Some of these ideas are from an older thread of mine. I think that with more choices the battles at end game will be more interesting. I've tried to that ideas from the series and make them useful to the game.

My ideas for starship items:
Pulsed Beams - Think STII:WOK phasers, both array and dual, a 'heavy' version of beams that are more effective on hulls than on shields
Dual Torpedoes - A torpedo that deals greater damage and has a better chance of the proc activating at the cost of a longer CD. Since most ships seem to have two nodes for firing torpedoes I don't think it would a difficult addition
Dual or Heavy Turrets - Heavier turrets that deal more damage but can only fire in a 90 degree slice ahead and behind, like a broadside region turned 90 degrees
Light Torpedoes - do far less damage than regular torpedoes but ignore shields, fire faster, and have a widened arc. Come in a few varitites:
Spatial Torpedoes - high chance of critical damage
Gravimetric Torpedoes - chance to create a weak grav well at target
Phased Polaron Torpedoes - damages shields when passing through
More Hybrid Weapons - like the Disruptor-Plasma Hybrids and Spiral Wave Disruptors, how about Phased Polaron Beams (Polaron + AP) or Breen Beams (Polaron + Tetryon)
Bridge Defense System - a device that prevents ability resets from boarding parties
Isolytic Cannon - A heavy single cannon with a chance to deal massive damage, like Borg one-shot torpedo damage. It would need to have a very long CD
Special Shield - Shields with more strength in the front sector for escorts and SV and a version with boosted side shields for broadsiding cruisers
Stealth Engines - standard impulse engines that improve cloaking and MES, maybe add a defense bonus
Intrepid Deflector - can be used to boost a single sci power or weapon attack every 60 seconds

How about Ensign only BOFF abilities?
Coordinated Assault (Tac) - For a short time all weapons fire has a chance to disable subsystems, torps disabling longer than energy weapons
Adjusted Frequenices (Eng) - A shield version of DEM, with the bonus of 100% procs for a few seconds
Astrometric Analysis (Sci) - A study of current local space conditions leading to improving Sci powers, this should have a long CD and in effect allow a "Science Alpha Strike" such Tachyon Beam striping all shields or Grav Well being able to stop a speeding escort
Sensor Interference (Tac or Sci) - Every few seconds all enemies in range have their target switched to you and prevents the enemy from targeting allies for healing
Vent Metreon Gas (Eng or Tac) - Like EWP and Theta but instead of causing damage, how about causing affected targets to suffer greatly improved crit severity (not their crits are stronger, but recieved crits do more damage)
Decoy (Tac) - launches a countermeasure that attracts heavy torpedoes and attack pets
"Canon" Feedback Pulse (Sci or Eng) - Not sure of a name but an ability that lasts for a while but is consumed on use. When the ship is hit with an ability like tractor beam or tachyon beam, the pulse ability ends the other power and damages and disables aux systems on the attacker
Eject Warp Core (Eng) - Fixes disabled systems and drops all power levels by 40, the ejected warp core acts like a huge mine and deals massive AOE damage with a huge radius, maybe distracts seeking weapons
Transport Torpedo (Tac) - Torpedo buff (like HYT), beams a torpedo aboard the target, bypassing shields and has a chance to disable
Attack Pattern: Theta (Tac) - Similar to AP:B but reduces speed and defense of the target
Attack Pattern: Epsilon (Tac) - Like AP:D, but reduces accuracy on the attacking ship and increases defense on the buffed ship
Dispersal Pattern: Dax (Tac) - deploys a more spread out version of DP:B and cloaks them for 30 seconds or so
Torpedo Barrage (Tac) - fires a burst of torpedoes that surround a target to hit exposed hull regardless of attack angle
Sabotage (Eng) - beams random equipment off the target and into space causing a random assortment of problems, like reduced power, lower transfer rate, less crew, disabled subsystems, reset ability CDs
Turn Rocks into Replicators (Eng) - Spawns 1-5 phaser turrets around the target, maybe bonus damage to Dominion?
Launch Probe (Sci) - Fires a scatter of probes in the ships fore arc that seek out and reveal cloak ships and "cure" SS, Jam Sensors, and AMS
Holographic Camoflague (Sci) - adds stealth and enemy ships cannot fire on you until you attack them

Maybe some faction specific skills:
Emergency Cloak (KDF Tac or Eng) - allow you to cloak instantly in battle but with reducing weapons and shield power (works on regular cloak)
A Good Day to Die (KDF Tac) - A combination Ramming Speed and Abandon Ship
Engineering Squad (FED Eng) - a slightly weaker Miracle Worker that can only be used on allies
Diplomatic Solution (FED Tac) - forces all near ships friendly and enemy to cease red alert and unable to attack for some time

Some more thoughts:
Why do ships have crew? The crew count should add a bonus to all abilities, except captain powers, based on the number of crew for large vessels and percentage for small ships.

Some ship changes could be used to improve things a bit. Raptors are scouts are they not, then why do they have no built in sensor abilities. Raptors should have improved cloak detection and maybe sensor analysis. Cruisers and Battle Cruisers need to have innate boosted healing and DR.

The current science discussion has made me think about it a little, in game there is little reason to use science powers so how about having healing abilities be far more powerful when targeted on another player (2x - 3x) and allow them to have the opposite effect when targeting an enemy at a reduced level (such hazard team causing some DoT and reducing the DR of the target or giving an ally a huge hull boost and powerful DR buff)

On the sci consoles, I think having the stats they boost have secondary functions would be helpful, such as +sensors providing a small boost to Crit chance. A small rework of the tactical consoles to include all of them for endgame consideration; the general + damage consoles (Prefire Chamber) should have the current bonuses that the type specific ones do and the type specific ones (Phaser Relay) should have 20-30% less damage than the general ones and boost the types proc chances.

A change to how disabled subsystems are handled would add some extra functionality to abilities. Disabled subsystems should be disabled for more than a few seconds and need for you to repair them with Engineering Team or Emergency Power to X.

Sorry for the wall of text. What are others impressions? Does anyone else have ideas to increase variety and choice? Could a developer let us know that this thread has been seen, not asking for a "We will add this" or even a "we'll consider it", I'd just like to know that a dev has seen this thread.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-21-2012, 02:25 PM
Quote:
Originally Posted by mreeves7 View Post
Dual or Heavy Turrets - Heavier turrets that deal more damage but can only fire in a 90 degree slice ahead and behind, like a broadside region turned 90 degrees
meh, already have fairly good firing arc differences for cannons / turrets/ beams. Give people dual turrets and they'll stop using the beamscort.

Quote:
Originally Posted by mreeves7 View Post
Light Torpedoes - do far less damage than regular torpedoes but ignore shields, fire faster, and have a widened arc. Come in a few varitites:
Spatial Torpedoes - high chance of critical damage
Gravimetric Torpedoes - chance to create a weak grav well at target
Phased Polaron Torpedoes - damages shields when passing through
NO NO DEAR GOD NO. no torpedo should ignore shields. THAT'S THE WHOLE POINT OF SHIELDS. Also, should not have widened arc. current arc is good enough. AND no crit torpedoes. That would be too easy to abuse.
I like the idea of torps that do more damage to shields, or have a change to create a weak grav well or maybe disrupt sensors for a second or two? lots of possibilities here.
Quote:
Originally Posted by mreeves7 View Post
Bridge Defense System - a device that prevents ability resets from boarding parties
You don't want an item that completely negates an entire ability. This would destroy boarding parties. Tactical team already clears it.
Quote:
Originally Posted by mreeves7 View Post
Isolytic Cannon - A heavy single cannon with a chance to deal massive damage, like Borg one-shot torpedo damage. It would need to have a very long CD
erm BEAM OVERLOAD? Maybe instead a weapon that has twice the weapon cooldown of other weapons, but does all its dps in a single burst? Also, this would completely ruin pvp, as Everyone would simply one-shot each other.
Quote:
Originally Posted by mreeves7 View Post
Special Shield - Shields with more strength in the front sector for escorts and SV and a version with boosted side shields for broadsiding cruisers
Stealth Engines - standard impulse engines that improve cloaking and MES, maybe add a defense bonus
I like both of these ideas.
Quote:
Originally Posted by mreeves7 View Post
Intrepid Deflector - can be used to boost a single sci power or weapon attack every 60 seconds
this is a good idea but might be hard to integrate into the current system. Buffs seem to run off of timers instead.

Quote:
Originally Posted by mreeves7 View Post
Coordinated Assault (Tac) - For a short time all weapons fire has a chance to disable subsystems, torps disabling longer than energy weapons
Again, would screw with pvp too much
Quote:
Originally Posted by mreeves7 View Post
Adjusted Frequenices (Eng) - A shield version of DEM, with the bonus of 100% procs for a few seconds
Not really sure what this means

Quote:
Originally Posted by mreeves7 View Post
Sensor Interference (Tac or Sci) - Every few seconds all enemies in range have their target switched to you and prevents the enemy from targeting allies for healing
Absolutely not. Do you have any idea how bad pvp would get if 5 people ran this?

Quote:
Originally Posted by mreeves7 View Post
Decoy (Tac) - launches a countermeasure that attracts heavy torpedoes and attack pets
idea seems fine.
Quote:
Originally Posted by mreeves7 View Post
"Canon" Feedback Pulse (Sci or Eng) - Not sure of a name but an ability that lasts for a while but is consumed on use. When the ship is hit with an ability like tractor beam or tachyon beam, the pulse ability ends the other power and damages and disables aux systems on the attacker
This seems interesting, but the aux disable would have to be only a second or two. It would also have to be a science ability, and should share cooldowns with the abilities it interrupts.
Quote:
Originally Posted by mreeves7 View Post
Eject Warp Core (Eng) - Fixes disabled systems and drops all power levels by 40, the ejected warp core acts like a huge mine and deals massive AOE damage with a huge radius, maybe distracts seeking weapons
Why would it fix disabled systems?
Quote:
Originally Posted by mreeves7 View Post
Transport Torpedo (Tac) - Torpedo buff (like HYT), beams a torpedo aboard the target, bypassing shields and has a chance to disable
Bad, Bad, BAD idea. sorry.
Quote:
Originally Posted by mreeves7 View Post
Attack Pattern: Theta (Tac) - Similar to AP:B but reduces speed and defense of the target
Attack Pattern: Epsilon (Tac) - Like AP, but reduces accuracy on the attacking ship and increases defense on the buffed ship
seem fine, though might be be op. depends on numbers
Quote:
Originally Posted by mreeves7 View Post
Torpedo Barrage (Tac) - fires a burst of torpedoes that surround a target to hit exposed hull regardless of attack angle
this was what (as I understand) torpedo spread was supposed to be
Quote:
Originally Posted by mreeves7 View Post
Sabotage (Eng) - beams random equipment off the target and into space causing a random assortment of problems, like reduced power, lower transfer rate, less crew, disabled subsystems, reset ability CDs
Turn Rocks into Replicators (Eng) - Spawns 1-5 phaser turrets around the target, maybe bonus damage to Dominion?
Nope. shields kinda stop transporters, sorry. also, seriously? "Turn Rocks Into Replicators"? C'mon...

Quote:
Originally Posted by mreeves7 View Post
Launch Probe (Sci) - Fires a scatter of probes in the ships fore arc that seek out and reveal cloak ships and "cure" SS, Jam Sensors, and AMS
this is not a bad idea. Maybe make them go 5-7 km out, and then stop in place?
Quote:
Originally Posted by mreeves7 View Post
Holographic Camoflague (Sci) - adds stealth and enemy ships cannot fire on you until you attack them
HELL NO

Maybe some faction specific skills:
Quote:
Originally Posted by mreeves7 View Post
Emergency Cloak (KDF Tac or Eng) - allow you to cloak instantly in battle but with reducing weapons and shield power (works on regular cloak)
dude.... battle cloak? the one thing bops have going for them (except for the universal boff slots...)
Quote:
Originally Posted by mreeves7 View Post
A Good Day to Die (KDF Tac) - A combination Ramming Speed and Abandon Ship
would it be as useless as abandon ship?
Quote:
Originally Posted by mreeves7 View Post
Engineering Squad (FED Eng) - a slightly weaker Miracle Worker that can only be used on allies
its called engineering team mate. basically same thing
Quote:
Originally Posted by mreeves7 View Post
Diplomatic Solution (FED Tac) - forces all near ships friendly and enemy to cease red alert and unable to attack for some time
HELL NO

Quote:
Originally Posted by mreeves7 View Post
Some ship changes could be used to improve things a bit. Raptors are scouts are they not, then why do they have no built in sensor abilities. Raptors should have improved cloak detection and maybe sensor analysis. Cruisers and Battle Cruisers need to have innate boosted healing and DR.
first: raptors are the kling escorts. not scouts. The only science stuff the klings have are carriers and (technically) bops.
second: there is absolutely no need for more tankiness in this game. None what so ever
Quote:
Originally Posted by mreeves7 View Post
The current science discussion has made me think about it a little, in game there is little reason to use science powers so how about having healing abilities be far more powerful when targeted on another player (2x - 3x) and allow them to have the opposite effect when targeting an enemy at a reduced level (such hazard team causing some DoT and reducing the DR of the target or giving an ally a huge hull boost and powerful DR buff)
Healing is already brokenly overpowered in this game. It does not need a buff. Maybe reduce its effect by 1/2 when targeted on self? that might cut down on the zombie cruisers.

Quote:
Originally Posted by mreeves7 View Post
A change to how disabled subsystems are handled would add some extra functionality to abilities. Disabled subsystems should be disabled for more than a few seconds and need for you to repair them with Engineering Team or Emergency Power to X.
No. Currently they are disabled for about 5 seconds without any points into subsystem repair. That is forever in pvp.

thats my impression. Some of these are good ideas, but I can tell you've never played pvp. If you had, you would realize how insanely powerful some of these changes would be. That's not a criticism, merely an observation.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-21-2012, 03:21 PM
I've tried playing PVP for about a week, but there is no enjoyment there for me. Everyone seems to run near identical setups and play the same way. The game needs some other choices that work just as well late game. I would like the game to reach a point where everyone who shows up to a match have different setups and they all work effectively.

OVERLOURD, what are your ideas to combat the late game cookie-cutters? If enough people let the devs know, we may get some changes to PVP beyond adjusting numbers.
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