Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Danube Runabout pets
06-12-2012, 05:52 PM
I'm not sure where else to post this but it's pretty much a plea to Cryptic to please fix these Danube and Avanced Danube pets the Carriers and soon Akira's will have. The mechanic around their tractor beam ability is horribly broken. Carriers and Bortas/Bortasque's are all heavy cruiser/capital ships. The idea that even a dozen runabouts could stop ships of that size dead is as ridiculous as the thought that a few elementary school children could grab the arms of a full grown adult and actually stop them from going anywhere. If this were attempted in the show the runabouts attempting to stop the ship would be torn apart and disabled to the point of no future use if they didn't have a warp core breach when the runabout was torn apart structurally.

I don't mind if it slows me down some, but the shuttles should take consistent damage when the tracors are engaged on a capital ship until either the ability ends or they succumn to the damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-12-2012, 07:01 PM
Quote:
Originally Posted by Ncha
I'm not sure where else to post this but it's pretty much a plea to Cryptic to please fix these Danube and Avanced Danube pets the Carriers and soon Akira's will have. The mechanic around their tractor beam ability is horribly broken. Carriers and Bortas/Bortasque's are all heavy cruiser/capital ships. The idea that even a dozen runabouts could stop ships of that size dead is as ridiculous as the thought that a few elementary school children could grab the arms of a full grown adult and actually stop them from going anywhere. If this were attempted in the show the runabouts attempting to stop the ship would be torn apart and disabled to the point of no future use if they didn't have a warp core breach when the runabout was torn apart structurally.

I don't mind if it slows me down some, but the shuttles should take consistent damage when the tracors are engaged on a capital ship until either the ability ends or they succumn to the damage.
By that logic, the same could be said for Escorts and BoP's. Would you be happier if Cryptic swapped out the Danubes' tractor beam for some kind of gravimetric pulse that temporarily bring's the target's engines offline?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-12-2012, 11:38 PM
No, we just want the effect to be inversely proportional to the target's mass and engine strength.

So yes, by that logic, a smaller ship like BoPs and Escorts shouldnt be able to stop a much larger one with impulse engines the size of the other ship.

Theres a lot of stuff that doesnt make sense in this game, (like how does warp plasma affect you when your shields are up? The stuff shouldnt be able to pass through), but the tractor pets are game breaking.

Out of playability issues alone they need to be changed.
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Posts: 120
# 4
06-13-2012, 12:21 AM
think of this the defiants engine room is the same size as the galaxy ship. It is said that the defiant and galaxy share the same engine. What the difference is the engine power goes to weapons more than on the bigger ships. Same engine different usage. As for tractor beams on the danube. That ship is the equivalent of a tug boat. A tug boats engine can stop a ship of the line dead in the water if pulling the oposite way. So if the runabout is a tug boat the engine would be set for pulling therefor it Can stop a bigger ship. As for the runabouts the cat carrier uses the tractor beam doesnt fire enough for them to be usefull IMHO.
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# 5
06-13-2012, 12:53 AM
Quote:
Originally Posted by dlmystic View Post
think of this the defiants engine room is the same size as the galaxy ship. It is said that the defiant and galaxy share the same engine. What the difference is the engine power goes to weapons more than on the bigger ships. Same engine different usage. As for tractor beams on the danube. That ship is the equivalent of a tug boat. A tug boats engine can stop a ship of the line dead in the water if pulling the oposite way. So if the runabout is a tug boat the engine would be set for pulling therefor it Can stop a bigger ship. As for the runabouts the cat carrier uses the tractor beam doesnt fire enough for them to be usefull IMHO.
While you are correct that a tug boat can stop equal the pulling power of a much more massive ship it can NOT grab it while it's running at full or even half speed and drop it to dead stop the way things happen in this game. The lines would snap as well as the boat itself if they didn't snap quick enough. Now maybe somehow they figured out a way to do this in the future but it is a bit rediculous to see a runabout stop my carrier on a dime when im full throttle.
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# 6
06-13-2012, 01:00 AM
The one thing about Tractor Beams and Movement...

In order to make your enormous Cruiser takes a LOT more power to overcome its inertia. So if it is currently In-Motion it will take significant amounts of energy to stop it. If it is currently stationary it takes significant amounts of power to make it move. Now the Engines on these behemoths may not be well designed to accelerate them quickly. If that is so then a Tractor Beam, no matter how comparatively weak, could be a real hindrance.

Yes, a Galaxy has a LOT more power than a Runabout BUT the Galaxy is trying to move a LOT of ship with its engines so hindering its ability to do that is tricky business.

As for the Defiant, it may have an engine similar to a Galaxy but keep in mind a Galaxy has 3 of them.
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# 7
06-13-2012, 01:28 AM
Actually, having a dozen of them would be enough. Now, a single one? That is laughable. But a dozen? The strain is now spread out, thus taking out the too much power being used thus destroying/damaging the ship.

It's like, 5 galaxy ships trying to use their tractors on a much larger ship (like a borg cube). A single one might not work, but 5? They'd slow it down.

Or, for your example. A single kid hugging an adults leg trying to slow them/stop them. They might slow, but they won't stop. Now have a DOZEN kids clinging to that adult. He isn't going anywhere.

Edit: Seriously, use the same numbers for your comparison. One adult = one carrier/bortas. One kid = one runabout.
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# 8
06-13-2012, 02:30 AM
Quote:
Originally Posted by Kalavier View Post
Actually, having a dozen of them would be enough. Now, a single one? That is laughable. But a dozen? The strain is now spread out, thus taking out the too much power being used thus destroying/damaging the ship.

It's like, 5 galaxy ships trying to use their tractors on a much larger ship (like a borg cube). A single one might not work, but 5? They'd slow it down.

Or, for your example. A single kid hugging an adults leg trying to slow them/stop them. They might slow, but they won't stop. Now have a DOZEN kids clinging to that adult. He isn't going anywhere.

Edit: Seriously, use the same numbers for your comparison. One adult = one carrier/bortas. One kid = one runabout.
Ok maybe that's true but now imagine that adult running at full bore thru the kids. He/she would demolish them and maybe stumble a bit or fall but the kids would be messed up and shouldn't impede the progress thereafter.

When I'm running at full speed on my carrier or even half they should be able to slow me but not stop me instantaneously, that is ludicrous. If they slapped a beam on me it should rip the emmiter to pieces. We are talking even at impulse speeds a significant amount of speed and mass at the same time. However the technology of the beams would of course mach up somewhat to compensate. Still I think the op is correct in saying there should be an inverse proportion of damage.

Even at full stop I should be able to get moving again. This has been shown in many episodes when you hear "captain I don't know how much longer we can hold this tractor beam lock".
Lt. Commander
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# 9
06-13-2012, 02:55 AM
In all those episodes, the thing being held was actively doing everything they could to escape. Like playing with shields, etc. It wasn't just a "Activate engines."

Also, wrong. If you ran full speed into a crowd of kids, with the kids moving to grab and hold onto you, you would be stopped. Knock a kid aside, kid grabs your wrist. While kid's going down your being pulled that way. Same thing applies to the runabouts. Your carrier might bullrush past, but with every one activating a tractor beam on you, you will be stopped.

Cause, example given says the runabouts/kids don't take any real damage preventing them from simply getting their grip/tractor hold back on you.
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# 10
06-13-2012, 10:36 PM
Quote:
Originally Posted by ironyoga
Ok maybe that's true but now imagine that adult running at full bore thru the kids. He/she would demolish them and maybe stumble a bit or fall but the kids would be messed up and shouldn't impede the progress thereafter.

When I'm running at full speed on my carrier or even half they should be able to slow me but not stop me instantaneously, that is ludicrous. If they slapped a beam on me it should rip the emmiter to pieces. We are talking even at impulse speeds a significant amount of speed and mass at the same time. However the technology of the beams would of course mach up somewhat to compensate. Still I think the op is correct in saying there should be an inverse proportion of damage.

Even at full stop I should be able to get moving again. This has been shown in many episodes when you hear "captain I don't know how much longer we can hold this tractor beam lock".
actually the kids would hit you where you dont wanna be hit while trying to grab your leg you bend forward and break your nose as the kids swarm you and tie you up like you are gulliver. Seriously you would think you could mow them over but it really hurts doing that even when they are 30 pounds and your 300.
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