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Join Date: Dec 2007
Posts: 148
# 31
06-14-2012, 06:49 PM
Quote:
One thing I think could really enhance the game, or at least aspects of it, are Voyager-type scenarios. Once you start the mission you're trapped within it. No quitting. Of if you do quit you lose items you've picked up along the way. This will force players to manage inventory, deal with situations with the tools they have at hand and provide a more thinking scenario. No bank. No exchange. No mail. Just what you take with you.
Great idea for people without jobs.
Join Date: Dec 2007
Posts: 148
# 32
06-16-2012, 05:34 AM
Quote:
Originally Posted by twg042370
Great idea for people without jobs.
I would imagine they would get saved if you log out so that you can continue them at your leasure.
Join Date: Dec 2007
Posts: 148
# 33
06-16-2012, 06:46 AM
From the "State of the game dev blog":

Quote:
"Does this mean a Tholian Feature Episode series is in the works? Not exactly. We are going to be trying something different that will be story focused, but also allow us to add more missions to the game than you’ve previously seen in a Feature Episode series."
... random enemies, new sectors, and a "something different" method of adding content that will "allow us to add more missions to the game than you’ve previously seen in a Feature Episode series" ...

Sounds a hell of a lot like the ideas from this thread!

Let's hope!
Join Date: Dec 2007
Posts: 148
# 34
06-16-2012, 06:57 AM
I really Hope the Starbases won't be handled like StarShips. Where a single guy can handle everything when the starbase is under siege or that everything goes automaticly.

Why not make The Fleet Starbases a Fleet effort. It takes multple members to operate the Starbase when Under siege. In the beginning this was the original idea of Starships but they got the rid of it.

You need a commander, chief engineering, tactical you name it. When something goes critical in the engineering then it needs to be fixed etc.

I am wondering to others oppinions
Join Date: Dec 2007
Posts: 148
# 35
06-16-2012, 07:16 AM
Quote:
Originally Posted by 14G-Tim
I really Hope the Starbases won't be handled like StarShips. Where a single guy can handle everything when the starbase is under siege or that everything goes automaticly.

Why not make The Fleet Starbases a Fleet effort. It takes multple members to operate the Starbase when Under siege. In the beginning this was the original idea of Starships but they got the rid of it.

You need a commander, chief engineering, tactical you name it. When something goes critical in the engineering then it needs to be fixed etc.

I am wondering to others oppinions
I think they explain this by using DOFFs.

I think the player's place while under siege is in their ship or on the ground fighting. I guess at some point they could let some fleet members take control of the tac/eng/sci stations on the starbase though... but I would not expect to see that sort of thing for a while.

If cryptic are implementing the ideas from this thread though (as it seems may be happening atm), they would soon be getting a lot more time to do things like this.

Feel free to come up with a detailed plan for how this could be done and post it here, I will link it in the 2nd post in the thread (the index of ideas) for you.
Join Date: Dec 2007
Posts: 148
# 36
06-16-2012, 07:22 AM
New ship roles.

This will be a major buff for engi and sci captains, and a major boost to game PVP and PVE.

These are the abilities I would add to each of the ship classes to gain totally new roles. All of these are for exploration or deploying our fleet space.

Science:

* Sensor scans.
+ Now used also for scanning down exploration sectors, and scanning down PVE content in fleet/exploration space.
+ Can scan anomolies and wormholes in fleet/exploration sectors.

* Deploy transwarp beacon.
+ Team/Fleet members can transwarp to them in the exploration sectors
+ Temporary effect (say 10 minutes), no structure.
Max deployable: 1 at a time.

* Deploy sensor array.
! Requires resources to activate - semi permanent.
+ Increases scan abilities of all fleet ships for extra PVE content.
+ Finds spacial anomalies in your sector (like wormholes, etc).
+ Upgradeable for extra PVE content against the race (races if you have the tachyon array below) in your sector.
- can be destroyed through pvp.
Max deployable: 1.

* Deploy neucleonic beam platform.
! Requires resources to activate - semi permanent.
+ upgrade to add scattering field?.
- can be destroyed through pvp.
Max deployable: 3?

* Deploy tachyon sensor array.
! Requires resources to activate - semi permanent.
! Scans the other side of the wormhole for incoming enemies.
! Adds a second permanent (random) PVE enemy (or friendly?) to your sector that may come through the wormhole. (DS9 in a box!)
! ONLY available if you have a starbase located at a wormhole.
+ possible upgrade to 2 or 3 enemies?
- can be destroyed through pvp.
Max deployable: 1.


Engineering:

* Sensor scans.
+ Now also used for scanning down PVE content in fleet/exploration space.

* Deploy transwarp hub.
! Requires resources to activate - semi permanent.
+ permaneny transwarp location for all fleet + fleet's team members.
- can be disabled (maybe later destroyed) through pvp.
Max deployable: 1.

* Deploy starbase platform.
! Requires resources to activate - semi permanent.
- can be disabled/conquered (maybe later destroyed) through pvp.
Max deployable: 1.

* Deploy heavy defence platform.
! Requires resources to activate - semi permanent.
+ phaser+photon.
+ upgradable to dual phaser, canon, dual canon, and quantum.
- can be destroyed through pvp.
Max deployable: 5?


Tactical:

* Sensor scans.
+ Now also used for scanning down PVE content in fleet/exploration space.

* Deploy defence platform.
! Requires resources to activate - semi permanent.
+ single phaser canon.
+ upgradable to dual phaser canon.
- can be destroyed through pvp.
Max deployable: 10?

* Deploy mines?
! Requires resources to activate - semi permanent.
+ small minefield.
+ upgradeable to cloaking and self replicating.
- can be destroyed through pvp.
Max deployable: depends on implementation.


NOTE: The more of these your fleet adds, the larger the enemy fleets and the better the loot drops in "starbase defence" missions will be.

Now we have a realistic method of finding and claiming our fleet (or exploration) sectors and ways to upgrade our fleet space.

This also adds the building blocks for raiding fleet bases (destroying their structures), and later conquering or destroying their starbases.

Now every ship class has an important role in STO, and STO is ready for fleet PVP!
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