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Lt. Commander
Join Date: Jun 2012
Posts: 216
# 11
09-23-2012, 08:26 PM
Quote:
Originally Posted by hereticknight085 View Post
Yeah, and also give us all ships for free and make it so we can fly ANY ship in the star trek universe. Yeah... sorry bro, not gonna happen.
Actually that's a great idea
If its a new ship it should be free. You don't buy levels in any other mmo do you?
Nor do you have to use real world cash to get new gear in any other legitimate mmo do you?
And no, a monthly fee is not the same thing.

I get that this is a game and that they need a source of cash flow, I'm fine with that.
But there are other proven models out there that work perfectly well. Just because PWE isn't using it doesn't mean that it doesn't exist or is feasible.

Offer ship "parts" packages for example. Various costume elements for the ships and your crew. Exp boosts, diplomacy boosts, bags, different color schemes, quirky group items like a bot that buys and sells stuff to help you clear your inventory, pets etc. The capability is there. Why make those of us who don't want to spend 25 BUCKS PER SHIP suffer a disadvantages game play?
Captain
Join Date: Jun 2012
Posts: 10,902
# 12
09-23-2012, 08:40 PM
Quote:
Originally Posted by neo1nx View Post
Ok centersolace, thank for your answer but, how do you want to implement that?
You don't want a free lt commander slot do you?
For the 10th console slot i am ok, same as my proposal, so we are speaking about a fleet version here.
Well it would be nice wouldn't it..... but I wouldn't mind the fleet version having those stats. In fact, I already have myself a Fleet Module for it.
http://i1151.photobucket.com/albums/o633/centersolace/189cux9khvl6ojpg_zpsca7ccff0.jpg

So inhumane superweapons, mass murder, and canon nonsense is okay, but speedos are too much for some people.
Lt. Commander
Join Date: Jun 2012
Posts: 177
# 13
09-24-2012, 08:14 AM
Working as intended...

Time on target? I only need about five seconds too kill an enemy, thats half the amount of time my tractor beam lasts...
Commander
Join Date: Jun 2012
Posts: 423
# 14
09-24-2012, 08:25 AM
@ OP:

Excellent changes. It won't happen, but they are non-the less nice!
Career Officer
Join Date: Jun 2012
Posts: 337
# 15
09-24-2012, 09:11 PM
Definitely add another Tac or Science console slot.

I think giving the Dreadnaught a LtC. Tac Boff would only truly benefit Tac Captains so I'm not so sure about that idea.

Perhaps make the Cloaking Console a dual-function multiphasic cloaking device so that it functions the same out of combat as a straight cloak but also can be used in combat as a temporary damage reduction by say 90% over 10 seconds with a 2min cooldown.
Commander
Join Date: Jun 2012
Posts: 423
# 16
09-25-2012, 11:14 AM
So what if the Fleet Dreadnaught would have these statistics then:

Bridge Officer Stations:
-Lieutenant Tactical Officer Station
-Lieutenant Tactical Officer Station
-Commander Engineering Officer Station
-Lieutenant Commander Engineering Officer Station
-Ensign Science Officer Station

Consoles:
-4 Engineering
-2 Science
-4 Tactical

Base Stats:
Hull: 40,000
Shield Modifier: 1.05
Turn Rate: 6
Impulse Modifier: 0.15
Inertia Rating: 25
Device Slots: 4

Bonus Power:
+5 all power levels
Starfleet Veteran
Join Date: Jul 2012
Posts: 809
# 17 new cloack console
09-25-2012, 02:24 PM
Yeah, doomicile, once i have dream of lt commander tact BO for this ship, to put a BO3 or attack pattern in it, but now with almost 1,5 years flying this ship, i think it might not be the best choice, after all.
Not saying that it a bad choice, just not the best...maybe

As for your cloak console, i think this would be higly unlikely, i am not saying i wouldn't like it, but you speak about cryptic designing a new special console, just for a fleet ship!?
No, the only change we may be able to make them do are easy one, adjusting power, move a BO, put 1more console slot ect, but nothing that would required them to create a new power.
Starfleet Veteran
Join Date: Jul 2012
Posts: 809
# 18 what about this fleet version
09-25-2012, 03:13 PM
Well, teleon, i would said that your version have better chances than mine to be done by cryptic, because your is more simple, it remove the tricky things that i propose.
Basicly your version is a standard fleet ship improvement:
Better shield and hull, an other console slot, you retain my bo proposal, but that it.

But your missing the point....
If this ship get the sames changes as any other fleet ship, we wouldn't have made any progress, we will still be in the same situation as today with the non fleet ship!
This ship need to be rethink with tactical in mind, meaning more power and more agile, YES, i insist, TACTICAL, if some want to build a tank or a healer just fly the odyssey, it is better for this role.
Someone said that having +5 to weapons power is negligible to the best, he is also missing the big picture, it not that +5 that will change this ship alone.
It is this and all the other small improvement that will enhanced the ship WITHOUT make him completely overpowered.
He will be on part with the other ship and it potential, but not imbalanced.
But like i said, i think that in the end, if any fleet dreadnought ever appear, i am afraid that your proposal will be the one that cryptic will go for... Unfortunatly.
Commander
Join Date: Jun 2012
Posts: 423
# 19
09-26-2012, 06:14 AM
Quote:
Originally Posted by neo1nx View Post
Well, teleon, i would said that your version have better chances than mine to be done by cryptic, because your is more simple, it remove the tricky things that i propose.
Basicly your version is a standard fleet ship improvement:
Better shield and hull, an other console slot, you retain my bo proposal, but that it.

But your missing the point....
If this ship get the sames changes as any other fleet ship, we wouldn't have made any progress, we will still be in the same situation as today with the non fleet ship!
This ship need to be rethink with tactical in mind, meaning more power and more agile, YES, i insist, TACTICAL, if some want to build a tank or a healer just fly the odyssey, it is better for this role.
Someone said that having +5 to weapons power is negligible to the best, he is also missing the big picture, it not that +5 that will change this ship alone.
It is this and all the other small improvement that will enhanced the ship WITHOUT make him completely overpowered.
He will be on part with the other ship and it potential, but not imbalanced.
But like i said, i think that in the end, if any fleet dreadnought ever appear, i am afraid that your proposal will be the one that cryptic will go for... Unfortunatly.
I don't currently have any serious trouble in my Dreadnaught as it is now. Another tactical LT BO and a Tactical Console Slot on the Fleet Dreadnaught I propose above will make her very scarry. Think about this build for a moment:

Science Captain: For Sensor Scan, Shield tanking and the Sub-Nuke

Bridge Officers plan:
T-BO: TT-I | APD-I
T-BO: TT-I | Beam Target Engines
E-BO: EPTA-I | EPTS-II | ES-II | DEM-III
E-BO: EPTA-I | EPTS-II | AUX-SIF-II
S: BO: HE-I

Duty Officers:
Two Brace for impact Duty Officers and three Warp Core Engineers.

Consoles:
E: Borg | 2x Armor | Jump Console
S: 2x Field Generator
T: 4x Phaser Relays

Weapons:
Fore: 4x Phaser Beams [ACC] x3
Aft: 4x Phaser Turrets [ACC] x3

With this build, you will melt the hull of just about any escort or science vessel and be able shield tank moderately well using a 3 piece borg and MACO shield. The Beam Target Engines is there to help against Escorts big defense advantage and to somewhat compinsate for the lack of a tractor beam.

Not the best build in the world and it sure does fit a small nitch, but it is alright.
Captain
Join Date: Jun 2012
Posts: 1,333
# 20
09-26-2012, 08:29 AM
I think the biggest change (to all cruiser hulls) should be that the hull be balanced with the ships maneuverability, the more cumbersome, the tougher it should be.

The one thing the Gal-X really needs is to have the Lance energy type reflect the energy weapon tactical consoles the ship is equipped with.
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