Is there a Bridge Officer ability you would love to see in the game? Post your idea in this thread here. The ability can be tactical, engineering, or science. Go into as much detail as you can, if you feel it is justified in canon post a memory alpha/beta link with it. If you have a good idea for its visual FX post a pic or video if you have one (you don't have too though).
I will start with an ability idea I would like to see added:
Projected Fusion Cascade
An unstable fusion reaction is generated inside a containment field outside of the ship. Once the fusion reaction reaches a critical level, the containment field is opened, launching it at an enemy ship. On impact it undergoes a violent cascade reaction damaging enemies within a small radius. Because generating a fusion reaction of this magnitude causes a great deal of stress upon ship power systems, the auxiliary subsystem will be temporarily shut down due to overload.
Used By: Science Bridge Officers
System: Particle Generators (or maybe Deflector Dish?)
Ability Type: DoT
Activation: 3.5 sec
Range: 10km range; 90' targeting arc
Starts cooldown on:
....30 seconds on different ranked ability
........Starship Particle Generators - Improves damage output.
........Starship Subsystem Repair - Reduces duration of disable.
....Subsystems power level
....Rank I and II - Bridge Officer Trainer
....Rank III - Trained by Captain with 6 ranks in Particle Generators skill. (move Feedback Pulse down to 3 ranks)
1 minute 45 second cooldown, reduced to 60 seconds with 9 ranks in the ability.
Projected Fusion Cascade I :
Inflicts (particle generators skill * 0.9) * (auxiliary power level) radiation damage to enemy ship and any other enemies within 0.5 kilometers of impact. Damage is reduced by range (100% within 5km, 15% reduction each kilometer after) causes self-disable on auxiliary subsystem for 4 seconds.
Projected Fusion Cascade II :
Inflicts (particle generators skill * 1.05) * (auxiliary power level) radiation damage to enemy ship and any other enemies within 0.5 kilometers of impact. Damage is reduced by range (100% within 5km, 15% reduction each kilometer after) causes self-disable on auxiliary subsystem for 5 seconds.
Projected Fusion Cascade III :
Inflicts (particle generators skill * 1.2) * (auxiliary power level) radiation damage to enemy ship, and any other enemies within 0.5 kilometers of impact. Damage is reduced by range (100% within 5km, 15% damage reduction each kilometer after) causes self-disable on auxiliary subsystem for 6 seconds.
In regards to the visual FX, during activation you should see a ball of energy charge up in front of the ship, increasing in size and brightness over the 3.5 second duration. When it is full size, the ball is launched, and will look like a comet. It will be sort of like a yellow/white plasma torp, but have a tail of energy trailing behind it, because it is bleeding energy off into space (its damage is reduced by range). It should move at about 80% the speed of a normal photon torpedo, and will seek the enemy ship until detonation. It should be a non-targetable object.
There should be a DOff that enhances this ability. I think either a new type of Matter-Antimatter specialist, or a new type of Deflector Officer DOff. This DOff should add a radiation DoT to the ability which would function similar to a plasma fire. The DoT would inflict radiation damage and would be modified by particle generators skill. You would only be able to have a maximum of 1 of this DOff active at a time.
This ability has striking similarities with a heavy plasma torp, but there are important differences. One - you don't have to specialize in torpedo skills to use this, meaning you can devote more skill points to science skills or energy weapons. Two - this inflicts an exotic damage type, not kinetic, which means it would have equal effectiveness against shields as against hull. Three - with 100 particle generators and 100 auxiliary you do about 10500 damage with PFC2. While you *could* double that amount with a pile of particle generator consoles, you would still be doing less total damage than a buffed heavy plasma torpedo. Keep in mind a player could fire a heavy plasma torp every 15 seconds (with 2 copies of HYT), but you could only use this ability every 30 seconds (with 2 copies).
*edited for formatting
Last edited by kamiyama317; 09-07-2012 at 06:59 AM.
the ability to remake sto with more star trek interaction, similar to final unity, bridge commander, star trek 25th anniversary.......and leave the player with best trek feeling
i would like be able to train and customize all my boffs with all powers and uniforms, and allow boff slots to scale, turn rates increased, allow the captain to truely customize and balance their own ship, roll back the dilithum update that turned out to be worse, and totally screwed up the intended purpose.
Infuses extra anti-matter into the intermix chamber of your Warp Core producing an excess of energy for all subsystems and an improvement in all ship operations for a short period of time. However due to the latent instability of the reaction between matter and anti-matter, there is a small chance of this infusion failing, and there is also a small chance of it not only failing but also disabling the Warp Core of your ship for a short period of time. However SFCE has decided that due to the combat prowess of most KDF vessels in comparison to the Federation ships that this danger is acceptable. It should be noted that the larger the warp core, the greater the amount of anti-matter that can be infused resulting in an increased performance boost.
Anti-Matter Infusion 1 (LtCmdr Ships and Above)
+10 power to all subsystems for 30 seconds
+10% Hull and Shield recovery for 30 seconds
+10 Crew Recovery/min for 30 seconds
+X% turn rate and flight speed for 30 seconds (X being escorts: 10%, sci: 15%, cruisers: 20%)
+5% to all defenses for 30 seconds
20% chance of ability failure
10% chance of reducing all subsystem power to 0 for 10 seconds, reduce all listed above systems by 30% for 10 seconds.
1 minute CD
Anti-Matter Infusion II (Cmdr Ships and above)
+15 power to all subsystems for 30 seconds
+15% Hull and Shield recovery for 30 seconds
+15 Crew Recovery/min for 30 seconds
+X% turn rate and flight speed for 30 seconds (X being escorts: 15%, sci: 22.5%, cruisers: 30%)
+10% to all defenses for 30 seconds
17.5% chance of ability failure
7.5% chance of reducing all subsystem power to 0 for 10 seconds, reduce all listed above systems by 35% for 10 seconds.
1.5 minute CD
Anti-Matter Infusion III (Captn Ships and above)
+20 power to all subsystems for 30 seconds
+20% Hull and Shield recovery for 30 seconds
+20 Crew Recovery/min for 30 seconds
+X% turn rate and flight speed for 30 seconds (X being escorts: 20%, sci: 30%, cruisers: 40%)
+15% to all defenses for 30 seconds
15% chance of ability failure
5% chance of reducing all subsystem power to 0 for 10 seconds, reduce all listed above systems by 40% for 10 seconds.
2 minute CD
Anti-Matter Infusion IV (yes, IV) (RA Ships and Above)
+25 power to all subsystems for 30 seconds
+25% Hull and Shield recovery for 30 seconds
+25 Crew Recovery/min for 30 seconds
+X% turn rate and flight speed for 30 seconds (X being escorts: 25%, sci: 37.5%, cruisers: 50%)
+20% to all defenses for 30 seconds
10% chance of ability failure
5% chance of reducing all subsystem power to 0 for 10 seconds, reduce all listed above systems by 50% for 10 seconds.
2 minute CD
Spec Ability upon reaching VA:
Anti-Matter Core Overdrive
After the successful infusion of additional anti-matter into warp cores, SFCE developed a newer, better method for making this process happen. However due to the classified nature of this project, only members of the Admiralty are privy to both it's existence and usage. Due to classification, Section 31 has only allowed this limited description of the prototype: Anti-matter is infused directly into the primary core resulting in a massive energy boost to the ship, and due to much testing from previous projects, almost all negative affects have been eliminated.
Anti-matter Overdrive (VA ships ONLY)
+40 power to all subsystems for 30 seconds
+50% Shield and Hull Recovery for 30 seconds
+100 Crew Recovery Rate for 30 seconds
+X% turn rate and flight speed for 30 seconds (X being escorts:40%, sci: 50%, cruisers: 75%)
+40% to all defenses for 30 seconds
1% chance of catastrophic failure resulting in all subsystems to overload, PERMANENTLY reducing power to 0 for the duration of the time in system. To leave, ship must be towed by tugs back to space-dock (provided it wasn't destroyed, 15 minute journey). Player cannot leave space dock for 1 hour of in game time after this has occurred.
[EDIT] Target: Self, ABILITY CANNOT BE BOOSTED BY SKILLS, MUST be trained by Captain, requires Warp Core Potential, Hull Repair, Shield Emitters. Also a 1% chance of blowing your ship up with all listed abilities and levels >=D. [EDIT]