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Career Officer
Join Date: Jun 2012
Posts: 23
# 11
07-09-2012, 11:03 AM
Balance is a lot more fine-tuned then to allow something like reducing all damage by half. I can't begin to describe how many problems that would cause, certain ships/builds would be un-viable, others would be completely unkillable by anything short of an entire fleet focus firing.

Every single space related number and mechanic would have to be re-tuned to compensate. They might as well just throw 33% of the game out and start fresh. Your basically asking for an entirely new game.

Have you looked at any of the numbers you have proposed and actually done some math? Reduce by half, reduce by half, reduce by half, 4x this, 2x that. Its madness!


Tanky ships would be completely invincible, The only ships that could possible do damage are escorts and science vessels with incredibly overpowered AUXx9999 science abilities. No one would ever die in PvP, Even if the entire team focused one person, Because the lowered damage, shield regen, and 4x as powerful aux/shield powers.

STFs and Bosses/Events would take HOURS, travelling between objectives would take way too long for anyone to keep interest in the game.


Absolutely no offense to you personally, but what do you actually hope to accomplish with this outlandish numbers? How much STO have you played? How much theory crafting have you participated in? I don't personally see a reason for any of this, other then to otherwise ruin a perfectly good game. (Not to imply there aren't many improvements that could be made, or balance issues, but certainly nothing good would come of this)
Lt. Commander
Join Date: Jun 2012
Posts: 160
# 12
07-09-2012, 11:22 AM
healing is out of control as it is. I see what you want to do though slow down the pace of combat. Sure it can get hairy sometimes but if this becomes Starfleet Command id fall asleep at the keyboard.
Commander
Join Date: Jul 2012
Posts: 307
# 13
07-09-2012, 11:25 AM
I could get behind this, but some other things would need to change as well, specifically related to enemy NPCs.

Because you are proposing a more "realistic" feel to the combat, we would need to see a more realistic approach to the enemies we face as well.

For example, currently you enter a system, and you might face 5-7 groups of enemy ships, with anywhere from 1-3 ships in the group.

Based on your proposal, the enemies would need to change as such that you might face a maximum of 5-7 enemy ships in any given star system, with a maximum grouping of 3 ships for the weakest of enemies but more commonly a group of 2, perhaps one weak ship and one moderate ship, and heavier, more powerful ships would always be solo.

The idea being, that based on your proposal, within the current system, we'd spend an inordinate amount of time blasting away at armadas of worthless peons, and the real combat against heavier duty foes would take forever. Therefore, to maintain the ratio of time spent in a system to current time spent, the number of enemies would need to be reduced, if reducing our base combat effectiveness.

And for the record, this is not the first time an idea like this has been proposed. But, that being said, it seems the really good ideas just keep coming back.
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Lt. Commander
Join Date: Jun 2012
Posts: 103
# 14
07-09-2012, 11:54 AM
Quote:
Originally Posted by cmdrskyfaller View Post



7- Increase the effect of power settings on weapons/speed/etc by 4x. This will make power setting management the KEY to starship combat. Its trek-like and it makes combat tremendously more fun.



Is already the Key dude, if you are not having a key bind for each power set up you are doing very wrong, furthermore power management is constantly changing during combat is because EPS consoles are so usefull.
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Career Officer
Join Date: Jun 2012
Posts: 420
# 15
07-09-2012, 12:02 PM
I disagree with the op I think to make combat better we need to be able to travel in 360 direction.
Captain
Join Date: Jun 2012
Posts: 1,241
# 16
07-09-2012, 12:20 PM
Quote:
Originally Posted by omgajjerot View Post
Absolutely no offense to you personally, but what do you actually hope to accomplish with this outlandish numbers? How much STO have you played?
None taken. This is a discussion board and this is a discussion. For the record I've been in this game way before it went free to play. If you were in the game back then you would know that what I'm proposing here is almost identical to what the game was before the free to play dumbing down of the game into the current arcade shooter it is today.


Quote:
Originally Posted by kattarn View Post
Is already the Key dude, if you are not having a key bind for each power set up you are doing very wrong, furthermore power management is constantly changing during combat is because EPS consoles are so usefull.
You misunderstand me. The effect that the power levels have on the current boff abilities is important but not decisive. For example in my odyssey I can run the ship at a constant 25 AUX (up to 40'ish with skill bonuses/gear) and receive an almost full shield heal with science team 2 or 3. More importantly, since the effect is so strong and the timers so short that one can cycle them, I can simply perma-spam the shield heal just to keep my shields topped out.

...which if you have not realized by now is one of the things you face in PVP: people running one-key macros that do all the heal abilities and buffs and what not...and they just keep mashing that key the entire fight.

By reducing boff ability potency and shifting it to the power settings will return player skill to the game not macro-spamming. Also it changes the nature of combat from being a perma-spam of powerful instant heals to a 'regenerative' healing system...

why do you think science's 'transfer shield strength' is not used as a primary heal? Its useless in combat since it takes too long to recover the shield and prevent your hull from being thumped. Science team may heal less overall shield amount but it brings up a huge chunk of the shield to be a buffer..and usually lasts long enough for the sci team to be usable again.

Quote:
Originally Posted by palpha2clearance View Post
I disagree with the op I think to make combat better we need to be able to travel in 360 direction.
Unfortunately the game engine does not allow it but I agree.
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Captain
Join Date: Jun 2012
Posts: 568
# 17
07-09-2012, 12:51 PM
Canon tells us next to nothing about actual combat. Most cruiser combats involved the cruiser being hamstrung somehow. Even the Lakota vs the Defiant battle had both holding back.

Usually as soon as the handicap is overcome, the cruiser wins quickly.
Lt. Commander
Join Date: Jun 2012
Posts: 103
# 18
07-09-2012, 01:59 PM
Quote:
Originally Posted by cmdrskyfaller View Post
None taken. This is a discussion board and this is a discussion. For the record I've been in this game way before it went free to play. If you were in the game back then you would know that what I'm proposing here is almost identical to what the game was before the free to play dumbing down of the game into the current arcade shooter it is today.




You misunderstand me. The effect that the power levels have on the current boff abilities is important but not decisive. For example in my odyssey I can run the ship at a constant 25 AUX (up to 40'ish with skill bonuses/gear) and receive an almost full shield heal with science team 2 or 3. More importantly, since the effect is so strong and the timers so short that one can cycle them, I can simply perma-spam the shield heal just to keep my shields topped out.

...which if you have not realized by now is one of the things you face in PVP: people running one-key macros that do all the heal abilities and buffs and what not...and they just keep mashing that key the entire fight.

By reducing boff ability potency and shifting it to the power settings will return player skill to the game not macro-spamming. Also it changes the nature of combat from being a perma-spam of powerful instant heals to a 'regenerative' healing system...

why do you think science's 'transfer shield strength' is not used as a primary heal? Its useless in combat since it takes too long to recover the shield and prevent your hull from being thumped. Science team may heal less overall shield amount but it brings up a huge chunk of the shield to be a buffer..and usually lasts long enough for the sci team to be usable again.



Unfortunately the game engine does not allow it but I agree.

You are forgoting shield resistance buffs science team is a good shield healer and anti sci debuffer but it does not gives you shield resistance, however TSS gives you a hig shield heal over time + shield damage resistance and works really nice with TT plus maybe if you engi RSF + having auxiliary and emmiters maxed will help and after use it rising shield power is recomended and we come again to power management .
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Captain
Join Date: Jun 2012
Posts: 1,241
# 19
07-09-2012, 06:28 PM
Quote:
Originally Posted by kattarn View Post
You are forgoting shield resistance buffs science team is a good shield healer and anti sci debuffer but it does not gives you shield resistance, however TSS gives you a hig shield heal over time + shield damage resistance and works really nice with TT plus maybe if you engi RSF + having auxiliary and emmiters maxed will help and after use it rising shield power is recomended and we come again to power management .
Again, the point is the instant heal > higher heal amount over time+resists and whatever combo you can think of to use with it.

The fact that in an elite stf or in pvp your shields can go from nearly full to completely gone in one hit. When that happens (which is too common) the only thing that will save your bacon is having hitpoints IN the shield to buffer the next hit. Shield regen does not provide that.. your ship will explode before the shield regen (even with max shield power setting + TSS3) does anything.

The weapons in the game and the boff abilities do too much damage and heal too much with the instant abilities...making the 'regen' type heals irrelevant. And we come back to the arcade-type combat that is present now vs the tactical combat that existed pre-f2p.
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Lt. Commander
Join Date: Jun 2012
Posts: 129
# 20
07-09-2012, 06:55 PM
Sorry but that sounds utterly boring.
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