Lt. Commander
Join Date: Dec 2007
Posts: 120
Many of the STO powers for Boffs and Captains would not make any sense at all in-game, that is, if we let ourselves imagine this was "reality".

Let me give you an example:
Attack Pattern Beta used by the attacker is somehow able to immaterialize your armor for some time. Unless you have a few security guards (Tactical Team) running around your ship while rebalancing your shields, who somehow can make your armor appear again while they do that.

How is that supposed to work, anyway?

I mean, really, I see how all this has grown out of a struggle for balance, and it is a fun game if you just accept it. But taking a step back and looking at all these goofy effects of powers with perfectly reasonable names one has to wonder: How could it be done so that all this was more plausible?

Now imagine, if all the powers were just what their name sais:
  • Abandon Ship: There is currently little incentive not to use it.
  • Brace for Impact: Okay, I get the damage resistance buff for ship and crew, but shouldn't this also debuff other abilities while active? I mean, the crew is busy bracing for impact, after all. As such, make it toggable, without cooldown.
  • Scattering Field: I get how that might work in Trek.
  • Engineering/Tactical/Science Fleet: These should be toggable, non-cooldown abilities that only the team leader automatically gives to the team.
  • EPS Power Transfer: Wait, what? Increaes my power levels out of nothing? How? No, make this be a passive EPS skill bonus.
  • Evasive Maneuvers: That should just be a Defense bonus, preferably with some zigzagging graphics. if you want to fly faster, just put more power to engines.
  • Fire on my Mark: How could this reduce damage resistance and stealth? Targetting a weak spot? Na, makethat some kind of subsystem attack, possibly applicable for the whole team and disabling the subsystem for time proportional to the damage done and repair efforts on the target's side requiring more time to kick in.
  • Fleet Support: If I have those ******n ships being ready for joing me in the fight, why don't I use them all the time. Remove this ability - if I want fleet support, I will have to team up with other players.
  • Go Down Fighting: I don't get how this is supposed to work. Really.
  • Miracle Worker: This cannot work at all. Have it be a shield buff only, I could get that.
  • Nadion Inversion: I get how this might work. Okay.
  • Photonic Fleet: This is very goofy. Have this produce decoy copies of the actual ship that don't do damage, fire at the same time as the original ship and divert some fire from the original.
  • Ramming Speed: Just have this be a toggable thing that allows to ram, regardless of hull condition.
  • Rotate Shield Frequency: That should be more of a debuff for all kinds of shield-penetrating powers, no?
  • Sensor Scan: Okay, that makes sense... except fot the damage resistance reduction part. That won't work.
  • Subnucleonic Beam: Should be limited to buffs that come from equipment, not from crew.
  • Tactical Initiative: I understand that you might be able to speed up things by shouting at your people or something... but some abilities affected by this are not really dependent on the crew member to recharge, but on equipment.
  • Engineering Team: Damage control teams don't repair ships, they stop fires and prevent the worsening of the situation. This power would remove DoT effects and incapacitating conditions, and that's it.
  • Emergency Power to X: This type of power is mostly okay from an in-universe PoV, though I wonder what the emergency power is used for without such a power.
  • Auxiliary Power to X: That is actually just a rerouting of power from one system to another, isn't it? The game already has a mechanic for that. Why should this go faster if done as a "power"? Remove this power completely, as it is redundant.
  • Boarding Party: Boarding teams are an engineering power? WTF? Make this a Tactical power, and its effects should be more like hampering the crew of the target ship and possibly disabling or capturing (!) that ship if done often enough.
  • Directed Energy Modulation: I can get that this might penetrate shields, but again... that is a Tactical Power, as it would be done by the personnel that actually operates the energy weapons not by engineers. Other than that, it is fine I guess.
  • Extend Shields: Wait, I can extend my shields to a single ship up to maximum weapons range from me? Nah! This should be a very limited in range power that just lets the other ship benefit from my own shields, consuming my shields when the other ship is hit.
  • Reverse Shield Polarity: Yes, I know, reversing the polarity of some force field is the solution to any problem in Trek, but seriously... if you can just reverse the polarity and be immune to attacks, why the f... don't they just build shields in a way that has this effect on "always on"? Obviously, this is very goofy. Instead, RSP should just remove some debuffs like EWP and such.
  • Aceton Beam: Reducing energy damage? Huh? This should obviously be just a deflector-based attack that deals radiation damage through shields (possibly unless their polarity is reversed) and as such be a science power.
  • Eject Warp Plasma: Okay, DoT makes sense, but seriously: It should effect all or nobody, not acordng to one's allegiance, and it should even affect the ship that ejects it, if it is cought in that.
  • Hazard Emitters: So there is a type of device implanted into the hull that allows to remove debuffs. Okay... but how does this heal you ship? Nah, remove that healing efffect, just have it remove debuffs.
  • Jam Targeting Sensors: Well, if your sensors are jammed, you don't see anything, not just the one ship that uses this. But how would you jam a camera? Make this power just reduce the target's accuracy.
  • Mask Energy Signature: That is actually a trope used by Kirk against Romulan Commander in that pretty TOS episode. I am fine with it.
  • Polarize Hull: In principle, this is okay, but... why the f... is this of limited duration? It is clearly intended to be a damage and tractor effect resistance increaser. Just have this be toggable, let it give damage resistance, but when you toggle it, your shields go down.
  • Science Team: Yes, I get the science skill buff and the science debuff removal. B ut bonus to shields? Where does this come from? Whishful thinking of the scientists? Just remove the shield bonus.
  • Tachyon Beam: Well, if you must have a shield drain power, this one is okay, I guess.
  • Tractor Beam: Normally, this is okay... unless you have a shuttle tractoring a dreadnought. Make the slow effect dependnt on relative ship size.
  • Transfer Shield Strength: Where does the power come from to increase your own shields? No, just have this be a healing power: You loose shield hp that you give another ship.
  • Charged Particle Burst: Mostly okay, I guess.
  • Energy Siphon: Mostly okay, I guess.
  • Feedback Pulse: I get how this might work in-universe.
  • Photonic Officer: Okay, why am I forced to switch off the holoemitters after a few seconds if most of my crew is potentially holographic anyway? Remove this power completely.
  • Tractor Beam Repulsors: Mostly okay, I guess.
  • Scramble Sensors: Make this an AoE Accuracy debuff, people won't get blind from it, just have worse sensors.
  • Tyken's Rift: Powerful stuff, meddlng with the subspace structure and all. Okay for me. Should work on all ships in the vicinity, not just enemy ones.
  • Gravity Well: Okay, But again, this should work on all ships in the vicinity, not just enemy ones.
  • Photonic Shockwave: I can see where this is coming from.
  • Viral Matrix: Makes sense, to me.
  • Beam Array Fire at Will: Obviously, this should be toggable, not a limited time power. Either you control the fire centrally, or you let the operators fire at will. Why should this decision be limited in time? Do the operators need lunch breaks?
  • Beam Array Overload: Mostly okay, I guess.
  • Tactical Team: Yeah, the doeverythingatonce power that no single team could possibly do in Star Trek. Have this be one of the varying effects it has.... whichever of its effects is triggered first is the only one that's used. Or make the varying effects different tactical teams, if you want.
  • Torpedo High Yield: I get how this migh work.
  • Torpedo Spread: Again, this looks okay. Balance this with charge time for High Yield though, based on the actual number of torpedos fired. So if Spread fires 6 and High Yield fires 3, have Spread recharge only half as fast.
  • Target X Subsystems: Okay, really, if one hits a subsystem, it should require conscious effort to bring them back online... or much more time until that is done by normal crew repair.
  • Attack Pattern Alpha: I see how one could increase the critical chance and possibly critical severity, and perhaps also the damage bonus by ginf the right orders. But turn rate? Nah.All attack and Defense patterns should be non-stackable with each other.
  • Attack Pattern Beta: How do I remotely strip off the enemy's armor? Nonsense. Have this just be another version of Alpha, with differently weighed numbers for Critical Chance, Secerity and Damage bonuses. All attack and Defense patterns should be non-stackable with each other.
  • Attack Pattern Delta: This seems to be more a Defense Pattern, no? And how should this work an on Ally? Huh?And how is itsupposed to increase damage rsistance? No, make this a self-only Defense Pattern Alpha that increases your Defense, and add a real Attack Pattern Delta that uses the same line of thought as my proposal for Beta, above. All attack and Defense patterns should be non-stackable with each other.
  • Attack Pattern Omega: I just don't get how all of this could be done with a single power? Again, just make it a differenlty wieghed version of the stripped down AP Alpha, above. All attack and Defense patterns should be non-stackable with each other.
  • Cannon Rapid Fire: Make this a toggable "increase damage but reduce accuracy" power.
  • Cannon Scatter: I can see how this might work.
  • Dispersal Pattern Alpha: I can see how this might work.
  • Dispersal Pattern Beta: I can see how this might work.

In addition, all active, non-toggable powers of the same person (bridge officer or captain) should share a cooldown.

All balancing between the above abilities should be done by adjusting the exact numbers, not by changing the way they work from the ways described above.

This would be a very different game... simply by taking the power names by the word.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-02-2012, 02:35 AM
I see stuff like Fire on My Mark and Attack Pattern Beta as not literally making an enemy ship weaker, so much as a skilled tactical officer recognising the specific weaknesses of a ship they’re fighting and taking advantage of them for a few seconds before the enemy crew adapts – or, if they use Tactical Team, the enemy’s tactical officer coming up with a countermeasure faster.

Go Down Fighting I kind of see as a variant of Emergency Power to X – as you take damage to your hull, you order more and more power be diverted from now-useless life support and environmental systems to the weapons array. My only Tactical captain is a Klingon, so I like it mainly as a thematic ability - like that episode where Kor holds off a Jem'hadar fleet by himself.

And yes, I can never remember the difference between Emergency Power and Auxiliary Power abilities – it does feel like they got stuck for ideas for Engineering powers.

I do find tractor beaming the Borg command ships while flying an escort amusing. I’m helping!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-02-2012, 03:36 AM
Quote:
Originally Posted by 4thofeleven View Post
I see stuff like Fire on My Mark and Attack Pattern Beta as not literally making an enemy ship weaker, so much as a skilled tactical officer recognising the specific weaknesses of a ship they’re fighting and taking advantage of them for a few seconds before the enemy crew adapts – or, if they use Tactical Team, the enemy’s tactical officer coming up with a countermeasure faster.
So what if a ship has no weak spots in its armor (as one would expect with 25th century armor design)? And what kind of " countermeasures" could the Tactical Team provide while at the same time doing all that other stuff? No, such an explanation is just hand-waving. Which is fine on a certain level, but not in this thread.

Quote:
Go Down Fighting I kind of see as a variant of Emergency Power to X – as you take damage to your hull, you order more and more power be diverted from now-useless life support and environmental systems to the weapons array.
And you have to wait until your ship is bleeding and perforated for that. Uh-hum.

Quote:
My only Tactical captain is a Klingon, so I like it mainly as a thematic ability - like that episode where Kor holds off a Jem'hadar fleet by himself.
Oh, I get what the notion behind the ability is. I just have trouble imagining how this could be plausibly done. What I am trying to do here is find more plausible powers for the names given in STO.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-02-2012, 03:41 AM
No offense, but I decided to Tl;DR it after reading the first few.

My opinion is that it would be best if we left reality out of the realms of games.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-02-2012, 04:45 AM
This post is TLDR but I have been saying for a while many of the space powers don't make sense and all of space combat should be completely redone.

Complicated buff and debuff mechanics that bear only the name of what happened on the shows should be looked at - there's a lot of "lower enemy's defense with a light display" and "fix all this damage by pushing a magic button and making polygons glow around you" powers going on.

Also many BO powers shouldn't even be powers. You mean to tell me a ship has a tractor beam or not based on who's sitting at the console that day? And why is Science doing that and not Ops?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-02-2012, 04:54 AM
Sounds like you want to mess up the entire skill-set.

I pretty much disagree with everything you wrote.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-02-2012, 05:52 AM
Quote:
Originally Posted by anazonda View Post
Sounds like you want to mess up the entire skill-set.

I pretty much disagree with everything you wrote.
As do I. Many of the powers in question make sense as seen from the perspective of the player being the Hero of the moment and using there SKill and/or heroic luck to make the difference in the moment.
Others are indicative of the effforts of said hero's equal capable crew.
The Science officer making the difference with his/her knowledge and forsight, The Engineer eaking just a bit more from the vessel in a pinch and the Tactical Officer knowing when and how to strike or defend to make the difference.

Remember STO is a game, not a simulator.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-02-2012, 06:55 AM
Quote:
Originally Posted by Sekrit_Agent
This post is TLDR but I have been saying for a while many of the space powers don't make sense and all of space combat should be completely redone.

Complicated buff and debuff mechanics that bear only the name of what happened on the shows should be looked at - there's a lot of "lower enemy's defense with a light display" and "fix all this damage by pushing a magic button and making polygons glow around you" powers going on.

Also many BO powers shouldn't even be powers. You mean to tell me a ship has a tractor beam or not based on who's sitting at the console that day? And why is Science doing that and not Ops?
Well, actually, I was just musing around in this thread about the goofy powers and their non-fitting names (and not proposing anything in serious sense of the word), but you have a point here.

From the pure hitpoint and damage numbers as given in the wiki, one would think that while a tier 5 ship is clearly superior to one tier 1 ship, it could not defeat five of them at once - which would make common warzone experiences with ships from across several tiers quite possible.

In actual gameplay, however, we all know that those 4 tier 1 ships wouldn't even make a difference if two tier 5 ships fought each other and one side was joined by the tier 1's - and this is because of the enormous influence of the "orders of magnitude larger than life" powers, of course.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
04-03-2012, 04:59 PM
TBH I didn't read the whole thing but I did read far enough to realize you completely missed the point of EPS Power Transfer. The word "transfer" indicates the power is coming from one system and going to another; hence, it's not increasing your power levels "out of nothing". For example, if you've clicked the icon to have most of your power going to your weapons array, then decide you want most of your power going to your shields, your skill level in EPS Power Transfer determines how long it will take to get your shields to the full available power. At least that was my impression of how that ability worked.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
04-03-2012, 05:21 PM
Quote:
Originally Posted by sophlogimo
So what if a ship has no weak spots in its armor (as one would expect with 25th century armor design)? And what kind of " countermeasures" could the Tactical Team provide while at the same time doing all that other stuff? No, such an explanation is just hand-waving. Which is fine on a certain level, but not in this thread.
Just because it is the 25th century doesn't mean everything is perfectly constructed. Targeting systems are better and weapons are better too. Countermeasures could be as little as a slight course correction to change the attack angle and make a vulnerable spot a harder target, or even a non-target.

Quote:
And you have to wait until your ship is bleeding and perforated for that. Uh-hum.

Oh, I get what the notion behind the ability is. I just have trouble imagining how this could be plausibly done. What I am trying to do here is find more plausible powers for the names given in STO.
Before cutting power to things like life support or internal gravity? You bet you wait til your ship is in bad shape. Some systems are essential if you plan on surviving but not so much if you don't expect to do so.

You seem to be taking a very superficial view on these abilities.
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 05:42 AM.