Starfleet Veteran
Join Date: Jun 2012
Posts: 313
# 1 Red Alert lasts too long
09-27-2012, 06:55 AM
Does anyone else feel this way? After my last shot or hit, it takes about 10 seconds for Red Alert to switch off. This is about 5 seconds too long in my book.

Besides what good does it do besides preventing me from Full Impulse? I suppose it's needed for pvp otherwise you'll have scorts zipping all over the place on FI, but its frustrating for pve and that's where 90% of the game is being played (or so I hear).
Career Officer
Join Date: Jun 2012
Posts: 425
# 2
09-27-2012, 07:14 AM
Red alert should be a toggle for auto and manual, we should be able to turn it on and off at will to use our abilities as we choose.
Career Officer
Join Date: Jun 2012
Posts: 1,504
# 3
09-27-2012, 07:23 AM
yepp i fully agree, red alert takes an eternity and in PvE missions it is just super annoying.

that is why most of my ships have one engineering ensign with emergency power to engines or engine batteries,
power up those engine energy levels right before you hit evasive maneuvers, that gets you where you want to go pretty fast, often you arrive before red alert even goes offline.

or at least you have a good part of the way behind you before you can full impulse...

it does not help much in combat of course (unless you try to run away from combat, but that's a different topic)
Starfleet Veteran
Join Date: Jun 2012
Posts: 313
# 4
09-27-2012, 07:27 AM
Quote:
Originally Posted by zerobang View Post
yepp i fully agree, red alert takes an eternity and in PvE missions it is just super annoying.

that is why most of my ships have one engineering ensign with emergency power to engines or engine batteries,
power up those engine energy levels right before you hit evasive maneuvers, that gets you where you want to go pretty fast, often you arrive before red alert even goes offline.

or at least you have a good part of the way behind you before you can full impulse...

it does not help much in combat of course (unless you try to run away from combat, but that's a different topic)
I was thinking of using an engine battery but didn't know it stacks with evasive maneuvers. Thanks that's good to know! But that doesn't change the fact that Red Alert is still too long. The toggle on and off switch is a good idea too.
Career Officer
Join Date: Jun 2012
Posts: 1,061
# 5
09-27-2012, 08:54 AM
It would be cool if you could set your status and have the ability to distribute your ship's power accordingly. Condition Green - Engines and aux only. Condition Yellow - Shields, Engines, and Auxiliary. Condition Red - Weapons, Shields, Engines, and Auxiliary. They should also make it so your if you are at Condition Green, your weapons and shields energy transfers to aux or is distributable between engines and aux.
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Captain
Join Date: Aug 2012
Posts: 2,994
# 6
09-27-2012, 09:04 AM
Quote:
Originally Posted by sonulinu2 View Post
Does anyone else feel this way? After my last shot or hit, it takes about 10 seconds for Red Alert to switch off. This is about 5 seconds too long in my book.

Besides what good does it do besides preventing me from Full Impulse? I suppose it's needed for pvp otherwise you'll have scorts zipping all over the place on FI, but its frustrating for pve and that's where 90% of the game is being played (or so I hear).
I especially agree here, as well to the OT.
A feature to set the Alert status of the ship is long overdue.


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Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,729
# 7
09-27-2012, 09:16 AM
What ships do you guys fly, that experience lengthy Red Alerts?

I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.
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Lieutenant
Join Date: Jul 2012
Posts: 82
# 8
09-27-2012, 09:19 AM
Quote:
Originally Posted by borticuscryptic View Post
What ships do you guys fly, that experience lengthy Red Alerts?

I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.
I fly a heavy escort carrier though I have't noticed much of a difference between the HEC and the patrol (or is it blockade now?) escort; it's too long on both IMO.
Starfleet Veteran
Join Date: Jun 2012
Posts: 313
# 9
09-27-2012, 09:23 AM
Quote:
Originally Posted by borticuscryptic View Post
What ships do you guys fly, that experience lengthy Red Alerts?

I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.
Oddy, patrol escort sovy. But it's not the ships borticus, this has been an issue with me since the game first came out. I don't know if it's ever been adjusted but it seems like the same long 10 seconds from last action to Green since day 1.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,016
# 10
09-27-2012, 09:25 AM
Quote:
Originally Posted by borticuscryptic View Post
What ships do you guys fly, that experience lengthy Red Alerts?

I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.
I think the spirit of the thread is that red alert lasts too long across the board. As the OP points out, in PvE it's exceptionally annoying to waste so much time sitting behind a red alert that you would, in theory, be able to order down to green or yellow at your command.

It just feels arbitrary.
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