Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-29-2012, 12:26 PM
Quote:
Originally Posted by Teleon View Post
Maybe if it was a single phaser beam attack that had the same effect as Jam Target Sensors. I disagree with having to choose between science and Tactical for the same reason I have near equivalant heals in Science that I do in Engineering. I think being able to Placate your opponent with a targeted beam hit would be most welcome in this game. Maybe not the version I first posted. But something close enough to Jam Target Sensors.
Briefly setting aside whether or not this would obsolete Jam Sensors and is not fair to Science, looking at this from a thematic point of view...

Exactly what do you think you are targeting?

Quote:
There are fifty independent tactical sensors on Sovereign class. Each sensor automatically tracks and locks onto incoming hostile vessels and reports bearing, aspect, distance, and vulnerability percentage to the tactical station on the main bridge. Each tactical sensor is approximately 92% efficient against ECM, and can operate fairly well in particle flux nebulae (which has been hitherto impossible).

The suite of tactical sensors aboard the Sovereign class is the most technically advanced suite of tactical sensors found on a Starfleet vessel. With over fifty independent sensor arrays, backed by the processing power of her computer network, a Sovereign class can not only wage battle, but conduct and lead other Starfleet and Allied vessels in tactical engagements. A Sovereign-class vessel can track and maintain sensor locks on over 1000 threat and friendly vessels within its sensor envelopes. Further, the Sovereign class can process and collect tactical data at much greater ranges than any starship before her, thanks in part to the redundancy of the arrays, but also the computing power and efficiency of her sensor systems.
From http://techspecs.startrek.acalltodut...CTICAL SENSORS

That may not be an official source, but so far everything that I've found online suggests that a starship's sensor suite would be distributed. Which makes complete sense. Only the long range and navigational sensors might (or might not) be centrally located.

Point being, that it would be far easier to target a weapons array or an impulse engine or a shield emitter than to take out enough sensors to make a difference. One shot is not going to blind a Starfleet or KDF starship, unless it takes out the computer core or the bridge. In which case a ship has bigger problems than blinded sensors.

The idea simply does not make sense, except for a Tactical officer wanting a little extra insurance to keep his escort from going Ka-Boom. There are plenty of other ways to do that which do not involve duplicating a Science ability.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-29-2012, 01:02 PM
Quote:
Originally Posted by bluegeek View Post
Briefly setting aside whether or not this would obsolete Jam Sensors and is not fair to Science, looking at this from a thematic point of view...

Exactly what do you think you are targeting?



From http://techspecs.startrek.acalltodut...CTICAL SENSORS

That may not be an official source, but so far everything that I've found online suggests that a starship's sensor suite would be distributed. Which makes complete sense. Only the long range and navigational sensors might (or might not) be centrally located.

Point being, that it would be far easier to target a weapons array or an impulse engine or a shield emitter than to take out enough sensors to make a difference. One shot is not going to blind a Starfleet or KDF starship, unless it takes out the computer core or the bridge. In which case a ship has bigger problems than blinded sensors.

The idea simply does not make sense, except for a Tactical officer wanting a little extra insurance to keep his escort from going Ka-Boom. There are plenty of other ways to do that which do not involve duplicating a Science ability.
hmmm... back to the drawing board. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-29-2012, 01:08 PM
Ok, here's a suggestion for a Tactical power that I would support:

Torpedo: Impact Bridge (or "Shake 'Em Up")

Upgrades the next torpedo weapon attack to affect the targeted ship's bridge crew with a pinpointed kinetic impact. If the attack hits, it has the effect of slowing recharge time by X% much like the Science ability Subnucleonic Beam for 15 seconds. There is also a % chance that it will remove all applied buffs. These effects occur regardless of shielding, but are improved against an unshielded target (30 seconds of reduced recharge, + % to remove buffs).

This ability is affected by Accuracy (chance to hit) as well as the target's Defense (chance to evade). It is modified by the same skills as other torpedo upgrades and shares the same cooldowns. The debuff to recharge time could be cleared by Tactical Team. Auxiliary to Dampeners provides immunity to the effects of this power while it is active.

Extra credit if a targeted player vessel experiences camera shake
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-06-2012, 07:25 AM
Quote:
Originally Posted by Teleon View Post
Beam Target Sensor array:

Ensign Tactical
Shares cool down with other Beam Target abilities
Self-cool down of 1minute 30 seconds.
Target Self only

Beam Target Sensor array, this attack deals normal damage. Upgrade your next beam array attack to target enemy sensors preventing the enemy vessel from targeting you, each successful beam hit will placate for 3 seconds. (Total of 12 seconds possible) This attack can be used with Beam Fire at Will.
When I see this, I'm not quite sure that it's gonna "obsolete" Jam Sensors...

Reasons - JS is an "automatic", target, activate, move on deal. The new power (BTSA) requires a target lock and a volley of weapons fire. BTSA requires 4 beams to equal the duration of JS, limiting it to broadsides and/or beam-only T5 ships. BTSA ramps up the damage level to override the placate effect.

Some thoughts to go with this - could go with a random chance for the placate to land. Do Tacs / Engies usually have enough ship sensors skill and power in Aux to have a high damage till placate breaks? Heck, a high beam power level could result in the beams doing enough damage to override the placate effect to begin with.

With this in mind, I'm seeing this power as primarily an option for a tanking Engie that needs to get a placate up to ditch aggro for a heal round. Also, as it's a "cross-class" power, it could go up a rank or two, since JS starts as a science ensign. Lt sounds a bit better, Lt Cmdr might be a hair too high of a tac power, especially if it's meant for engies...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-06-2012, 10:54 PM
How about a MACO exclusive Bridge (Ground) Officer?

Only 2 Space abilities, since they are a ground unit
But 6 Ground abilities.

MACO Internal Security (Space):
Remove all boarding party threats (more effective than regular security party)

MACO Commando Team (Space):
Board enemy vessels and randomly disable one subsystem or reset and slow down BO countdown timer.

MACO officers will be able to uniquely carry 2 weapons (1 must be a small arms) + a combat knife.
CQC (Ground):
An hybrid combat technique using combat knife and small arms at the same time, targeting multiple enemies, far and near at the same time.

Targeting Drone (Ground):
Create a noncombat scout drone that relays enemy locations and extend the weapons range of all members of your away team.

Panic Grenade (Ground):
Throw a non-lethal grenade at enemies that will either stun them or causes a few of them to fire randomly in a state of panic possibly causing friendly fire.

Shoulder Mounted Point Defense (Ground):
MACO latest technology which allows a shoulder mounted defense weapon to shoot down incoming enemy weapons fire for a short period. This ability will reduces the number of range weapons hit your away team will receive (This mean your shield will be less drained).

Low Yield Torpedo Strike (Ground):
Order an orbital strike with what ever type of fore torpedo your ship is armed with. Can be used with Targeting Drone, but the drone ability will stop and count down reset. Long cool down. No autocasting, the player must order this in.

Tactical Infiltration Team (Ground):
This will be the most powerful and the longest cool down time. A MACO strike team will come down to your location (enemies must be targeted), and they will come into the map with animation that fits the environment. This mean if you are inside with tall ceiling, they will rappel down and shoot and CQC your enemies. In cramp corridor, a wall will explodes and they'll storm in. Out in the opening, they beam down but rematerialized in the air and falls down onto the enemies. They will stay on the map with your away team of a short amount of time before beaming up. This ability will have maybe 15 minutes of cool down or longer. No autocasting, the player must order this in.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-06-2012, 11:24 PM
Quote:
Originally Posted by bluegeek View Post
Ok, here's a suggestion for a Tactical power that I would support:

Torpedo: Impact Bridge (or "Shake 'Em Up")

Upgrades the next torpedo weapon attack to affect the targeted ship's bridge crew with a pinpointed kinetic impact. If the attack hits, it has the effect of slowing recharge time by X% much like the Science ability Subnucleonic Beam for 15 seconds. There is also a % chance that it will remove all applied buffs. These effects occur regardless of shielding, but are improved against an unshielded target (30 seconds of reduced recharge, + % to remove buffs).

This ability is affected by Accuracy (chance to hit) as well as the target's Defense (chance to evade). It is modified by the same skills as other torpedo upgrades and shares the same cooldowns. The debuff to recharge time could be cleared by Tactical Team. Auxiliary to Dampeners provides immunity to the effects of this power while it is active.

Extra credit if a targeted player vessel experiences camera shake
Love this idea!


Also:
Infinite Modulation (Ground, Borg Officer exclusive):
All away team member will have their weapons firing with continuous random frequency, preventing hostile Borg from adapting, but for a short periods of time. (For fighting non-Borg, a higher chance of weapons fire going bleeding through enemy shields)

Remote Hacking (Space, Borg Officer exclusive):
Your officer will brave the terror of the collective mind once again by using her/him self to hack into your targeted Borg ship to scrabble their system. Random effects of: Shield having more bleed through, friendly firing at other Borg ships, missing your ship, disabling subsystem, or give damage to their ship every time it fires. This will have a long cool down and the stress of all of this ordeal will increase the cool down time of all his/her other abilities for a short time. (For non-Borg ships, this will work less effectively but no harmful side effects and shorter cool down time)

Shield Frequency Analysis (Space, Sci or Eng):
The next torpedo shot will pass through enemy ship's shield, if it doesn't miss, and deals 100% kinetic damage. Long cool down time.

Warriors Cry (Ground, Tac Klingon or Andorian or Jem'Hardar only)
A warriors intimidation that causes near by enemies to have weaker attacks and slower attack speed. (Must have awesome sound and animation)

Self Replicating Mines (Space, Tac)
Using technology originally made during the Dominion War as a stationary defense system, the new and improve version down scale the system for field use. This will deploy 4 mines, and take a second or two to activate, once its activated, each mind will replicate 4 weaker mines and a few seconds later, these will replicate even weaker mines.

Warhead Beaming (Space, Sci or Eng)
Figuring out the enemy's shield frequency, a torpedo warhead (Randomly chosen from your equipped space weapons) will be beamed onto your enemy ship. Random sub system will be heavily damage and will apply kinetic damage as well. Long cool down time.

Grenade Beaming (Ground, tac and must have some sort of grenade ability)
Beaming a grenade to any spotted enemies. Long cool down time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-07-2012, 09:28 AM
Quote:
Originally Posted by AllenLaBarge View Post
I have some ideas for some new Boff Powers what do you think?

Overload Power to Shields- Space

Starts at Engineering Ensign Level
Shares cool down with Emergency Power to Shields
Self cool down of 2 minutes
Target Self only

Full instance heal to all shields
Repairs disabled shields
Sets shield power to 125 for 20 sec (rank I), 40 sec (rank II), 60 sec (rank III)
Sets shield resistance to 50% for 20 sec (rank I), 40 sec (rank II), 60 sec (rank III)
Immune to shields being disabled 10 sec (rank I), 20 sec (rank II), 30 sec (rank III)
Immune to any shield heals for 30sec (doesnít include shield regeneration)
After 20 sec (rank I), 40 sec (rank II), 60 sec (rank III) shield power set to 25 for 30sec
-5 power to all other systems for 20 sec (rank I), 40 sec (rank II), 60 sec (rank III)

So a broken version of Eng Captain Rotate Shield Frequency?

Eject Warp Core- Space

Starts at Engineering Lieutenant Level
Shares cool down none
Self cool down of 4 minute
Target Self only
Requires hull below 75%

Triggers Evasive Maneuvers for twice as long as standard
Ejects warp core
Warp core explodes after 3sec
Warp core explosion 50 (rank I), 75 (rank II), 100 (rank II), Kinetic damage per point of power (example: base ship power is 200 so at rank I it would be 200 * 50 = 10000 damage)
Warp core explosion Range 5k (rank I), 7.5k (rank II), 10k (rank III).
-25 all power settings for 30sec

You ejected your warp core. All power settings -100 would make more sense, as you just got rid of your source of power.

M.A.C.O Team- Space

Starts at Tactical Ensign Level
Shares cool down other M.A.C.O Team 45sec
Self cool down of 1 minute 30sec.
Target self/Ally

Resets all Tactical, Science, and Engineering Teams cool downs
Removes Hostile Boarding Parties and enemy M.A.C.O Team for 30sec
+18 (rank I), +24 (rank II), +30 (rank III) to Starship Targeting Systems for 30sec
Target Enemy
Puts all Tactical, Science, and Engineering Teams in cool downs
-18 (rank I), -24 (rank II), -30 (rank III) to Starship Targeting Systems for 30sec

Tactical Team + Doff Advantage that they just recently removed.


Fly Her Apart- Space

Starts at Tactical Lieutenant Level
Shares cool down none
Self cool down of 4 minute
Target Self only

Canít activate while in Red Alert
Sets speed to 75% (rank I), 100% (rank II), 125% (rank III) of full impulse, but without power drain. For 30sec or when entering Red Alert
+10% (rank I), +15% (rank I), +20% (rank I) damage resistance for 15sec to self and any allies with in 7.5k after speed boost is done.

Why? To what purpose? The resistance spreading to allies makes no sense at all.

Auxiliary Power to Weapons- Space

Starts at Science Ensign Level
Shares cool down other Auxiliary Power to Weapons 30sec
Self cool down of 1 minute
Target Self only

Rank I -20 auxiliary power +30 weapons power, +5% damage for 15sec
Rank II -30 auxiliary power +45 weapons power, +7.5% damage for 15sec
Rank III -40 auxiliary power +60 weapons power, +10% damage for 15sec
Note: if auxiliary power is less than amount to be subtracted then take current auxiliary power times 1.5 (example: current auxiliary power is 30 and rank III is used 30 * 1.5 = 45, so +45 weapon power and +10% damage)

So you want a less effective version of Emergency to Weapons?

Rotate Weapon Frequency- Space

Starts at Science Lieutenant Level
Shares cool down other Rotate Weapon Frequency 30sec
Self cool down of 1 minute
Target Self/Ally

Random shield penetration per shot fired form 0% to 50% (rank I), 0% to 75% (rank II), 0% to 100% (rank III) for 30sec

This exists, as an Eng ability -- Directed Energy Modulation. So another pointless skill, taking up a valuable Sci slot.
Rethink this entirely, look at the skills that already exist. And your shield suggestion would just make Eng Captains have 3 ways to do this now (RSF, MW, and this "new" skill).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-07-2012, 11:21 AM
Overload Power to Shields- Space

Starts at Engineering Ensign Level
Shares cool down with Emergency Power to Shields
Self cool down of 2 minutes
Target Self only

Full instance heal to all shields
Repairs disabled shields
Sets shield power to 125 for 20 sec (rank I), 40 sec (rank II), 60 sec (rank III)
Sets shield resistance to 50% for 20 sec (rank I), 40 sec (rank II), 60 sec (rank III)
Immune to shields being disabled 10 sec (rank I), 20 sec (rank II), 30 sec (rank III)
Immune to any shield heals for 30sec (doesnít include shield regeneration)
After 20 sec (rank I), 40 sec (rank II), 60 sec (rank III) shield power set to 25 for 30sec
-5 power to all other systems for 20 sec (rank I), 40 sec (rank II), 60 sec (rank III)


So a broken version of Eng Captain Rotate Shield Frequency?

Ok it was late at night and i wasn't thinking. This skill is OP/dumb. How about Overload Shield Emitters. It would extend you shields out to ?k (based off of rank and shield power) when it came into contact with enemy shields the hit points would cancel each other out. it would deal 0 hull damage and disable you shields for 10 or 15 seconds.

Eject Warp Core- Space

Starts at Engineering Lieutenant Level
Shares cool down none
Self cool down of 4 minute
Target Self only
Requires hull below 75%

Triggers Evasive Maneuvers for twice as long as standard
Ejects warp core
Warp core explodes after 3sec
Warp core explosion 50 (rank I), 75 (rank II), 100 (rank II), Kinetic damage per point of power (example: base ship power is 200 so at rank I it would be 200 * 50 = 10000 damage)
Warp core explosion Range 5k (rank I), 7.5k (rank II), 10k (rank III).
-25 all power settings for 30sec

You ejected your warp core. All power settings -100 would make more sense, as you just got rid of your source of power.

How about setting all power levels to 5?

M.A.C.O Team- Space

Starts at Tactical Ensign Level
Shares cool down other M.A.C.O Team 45sec
Self cool down of 1 minute 30sec.
Target self/Ally

Resets all Tactical, Science, and Engineering Teams cool downs
Removes Hostile Boarding Parties and enemy M.A.C.O Team for 30sec
+18 (rank I), +24 (rank II), +30 (rank III) to Starship Targeting Systems for 30sec
Target Enemy
Puts all Tactical, Science, and Engineering Teams in cool downs
-18 (rank I), -24 (rank II), -30 (rank III) to Starship Targeting Systems for 30sec


Tactical Team + Doff Advantage that they just recently removed.

No Tactical Team buffs damage. This would buff/debuff a person's aim. as far as I know the only thing that does this now is the skill tree, and weapon modifiers.

Fly Her Apart- Space

Starts at Tactical Lieutenant Level
Shares cool down none
Self cool down of 4 minute
Target Self only

Canít activate while in Red Alert
Sets speed to 75% (rank I), 100% (rank II), 125% (rank III) of full impulse, but without power drain. For 30sec or when entering Red Alert
+10% (rank I), +15% (rank I), +20% (rank I) damage resistance for 15sec to self and any allies with in 7.5k after speed boost is done.


Why? To what purpose? The resistance spreading to allies makes no sense at all.

Star Trek 6 The idea behind this is if you are the first to die in the group you can get back to the fight faster and buff your team. the resistance would work just like Engineering Fleet but not as strong.
They already put in the gas seeking torpedo It would be really funny to have all cloaked ships fire a torpedo at anyone that uses this power.


Auxiliary Power to Weapons- Space

Starts at Science Ensign Level
Shares cool down other Auxiliary Power to Weapons 30sec
Self cool down of 1 minute
Target Self only

Rank I -20 auxiliary power +30 weapons power, +5% damage for 15sec
Rank II -30 auxiliary power +45 weapons power, +7.5% damage for 15sec
Rank III -40 auxiliary power +60 weapons power, +10% damage for 15sec
Note: if auxiliary power is less than amount to be subtracted then take current auxiliary power times 1.5 (example: current auxiliary power is 30 and rank III is used 30 * 1.5 = 45, so +45 weapon power and +10% damage)


So you want a less effective version of Emergency to Weapons?

I thinks it would be more effective for any ship that runs high auxilliary power. plus it give about 20 more points of power and rank 3 and the damage buff last 3 times longer.

Rotate Weapon Frequency- Space

Starts at Science Lieutenant Level
Shares cool down other Rotate Weapon Frequency 30sec
Self cool down of 1 minute
Target Self/Ally

Random shield penetration per shot fired form 0% to 50% (rank I), 0% to 75% (rank II), 0% to 100% (rank III) for 30sec


This exists, as an Eng ability -- Directed Energy Modulation. So another pointless skill, taking up a valuable Sci slot.

DEM give a added damage to hull per shot fired. this would allow you full attack to bypass some one shields. they are alot alike but i made this a science power to help out a science attack.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-08-2012, 01:25 PM
Quote:
Originally Posted by AllenLaBarge View Post

Eject Warp Core- Space

Starts at Engineering Lieutenant Level
Shares cool down none
Self cool down of 4 minute
Target Self only
Requires hull below 75%

Triggers Evasive Maneuvers for twice as long as standard
Ejects warp core
Warp core explodes after 3sec
Warp core explosion 50 (rank I), 75 (rank II), 100 (rank II), Kinetic damage per point of power (example: base ship power is 200 so at rank I it would be 200 * 50 = 10000 damage)
Warp core explosion Range 5k (rank I), 7.5k (rank II), 10k (rank III).
-25 all power settings for 30sec

You ejected your warp core. All power settings -100 would make more sense, as you just got rid of your source of power.

[/b]
I think they have reserve. Warpcore do provide most of the power but I remember reading somewhere the impulse engines use fusion reactor that are separate from the warpcore. So maybe keep the impulse but lower the weapons dramatically and a little bit of shielding.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-09-2012, 07:38 AM
Quote:
Originally Posted by archofwinter
Love this idea!

Remote Hacking (Space, Borg Officer exclusive):
Your officer will brave the terror of the collective mind once again by using her/him self to hack into your targeted Borg ship to scrabble their system. Random effects of: Shield having more bleed through, friendly firing at other Borg ships, missing your ship, disabling subsystem, or give damage to their ship every time it fires. This will have a long cool down and the stress of all of this ordeal will increase the cool down time of all his/her other abilities for a short time. (For non-Borg ships, this will work less effectively but no harmful side effects and shorter cool down time)
I like this or something like it as a special-use ability, perhaps to put the targeted Borg to sleep.

My only quibble would be, canonically-speaking, liberated borg are liberated by virtue of having their connection to the collective severed. They wouldn't be able to re-enter the collective as doing so would make them part of the hive mind again. But... still sounds like fun
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