Commander
Join Date: Jun 2012
Posts: 346
# 11
12-25-2012, 04:38 AM
You're right in that we need more gear sets.
And a Cardassian set is a good idea.

That said:

- Deflector: It's MACO on 'roids.
Instead of super-MACO, I think it'd be more interesting to have different stats.
A pure dedicated Science Deflector, maybe?
Ok, there's the Breen Deflector, but the Breen Set is just terrible.

Auxiliary Power+5
Graviton Generators+26
Particle Generators+26
Flow Capacitors+19.2
Subspace Decompiler+16.8
Countermeasure Systems+8.8

Something like that?

- Engines:
1. You can't have Engines without a Turn. Engines play too essential a role in a Ship's Turn rate for that.
2. Why complicate matters? I understand the idea was speed (though I wouldn't associate Cardassians with speed, personally), but why spread it in 4 components (base Speed, Impulse Thrusters, Engine Power, Efficiency Engine Power)? Do away with the Impulse Thrusters & fixed Engine Power+2.5 and raise the base speed, same effect.
3. On the other hand, Hyper-Impulse Engines are meant to have lower base speeds (more than compensated by the high mod on Engine Power).

Tbh, I'd scrap the idea to make them too fast.
Personally, I'd make them Combat Impulse; relatively low Speed/Turn (lower Speed than Jem'Hadar Engines, same Turn), but with some other bonuses; maybe Shield and Aux Power?


Oh, and it's become pretty much standard to have some sort of Warp bonus on (new) set Engines.

- Shields.
Structural Integrity on Shields makes little sense. No big deal, though, as many things already make little sense.
Otherwise, they're fine. You forgot to stipulate bleedthrough.

To other posters: be aware that the numbers currently on the STO Wiki aren't base numbers: 5000 cap is actually pretty high for a Regen shield; for reference:
Borg: 4725 cap, 246 Regen, +5 Shield Power
Omega: 5765 cap, 225 Regen
Proposed Cardassian: 5000 cap, 250 Regen => not bad at all, in fact probably stronger than both above Shields.


- 2-piece set.
Very UP.
Crew Regen, even a huge amount of it, is little incentive to use 2 pieces of a set.

- 3-piece set.
Should be fine.



Quote:
I was thinking a flat bonus might be better due to the fact if you have high points in performance and efficiency like I do then engine power is usually about 55/25
You'd get the full 7.5, actually. Those "bonus power at low levels" (see Jem'Hadar Engines) are proportional to the base level you set the Power at.
They're basically a large Efficiency boost.

Last edited by quiscustodiet; 12-25-2012 at 05:39 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 887
# 12
12-25-2012, 08:09 AM
Quote:
Originally Posted by quiscustodiet View Post
You're right in that we need more gear sets.
And a Cardassian set is a good idea.

That said:

- Deflector: It's MACO on 'roids.
Instead of super-MACO, I think it'd be more interesting to have different stats.
A pure dedicated Science Deflector, maybe?
Ok, there's the Breen Deflector, but the Breen Set is just terrible.

Auxiliary Power+5
Graviton Generators+26
Particle Generators+26
Flow Capacitors+19.2
Subspace Decompiler+16.8
Countermeasure Systems+8.8

Something like that?

- Engines:
1. You can't have Engines without a Turn. Engines play too essential a role in a Ship's Turn rate for that.
2. Why complicate matters? I understand the idea was speed (though I wouldn't associate Cardassians with speed, personally), but why spread it in 4 components (base Speed, Impulse Thrusters, Engine Power, Efficiency Engine Power)? Do away with the Impulse Thrusters & fixed Engine Power+2.5 and raise the base speed, same effect.
3. On the other hand, Hyper-Impulse Engines are meant to have lower base speeds (more than compensated by the high mod on Engine Power).

Tbh, I'd scrap the idea to make them too fast.
Personally, I'd make them Combat Impulse; relatively low Speed/Turn (lower Speed than Jem'Hadar Engines, same Turn), but with some other bonuses; maybe Shield and Aux Power?


Oh, and it's become pretty much standard to have some sort of Warp bonus on (new) set Engines.

- Shields.
Structural Integrity on Shields makes little sense. No big deal, though, as many things already make little sense.
Otherwise, they're fine. You forgot to stipulate bleedthrough.

To other posters: be aware that the numbers currently on the STO Wiki aren't base numbers: 5000 cap is actually pretty high for a Regen shield; for reference:
Borg: 4725 cap, 246 Regen, +5 Shield Power
Omega: 5765 cap, 225 Regen
Proposed Cardassian: 5000 cap, 250 Regen => not bad at all, in fact probably stronger than both above Shields.


- 2-piece set.
Very UP.
Crew Regen, even a huge amount of it, is little incentive to use 2 pieces of a set.

- 3-piece set.
Should be fine.
I wouldn't mind a pure science deflector, but I though a Positron-type deflector would fit with the whole theme of the set better. The set has two large bonuses to Structural Integrity, which would really help a cruiser tank its hull more. But again if they did pure science that would be fine, though I would like its largest bonus to be to Subspace Decompiler, myself. (just a personal preference)

Yeah I added a turn rate after I realized all engines are supposed to get one. My thinking on the engine is that a Hyper-Impulse with a high base speed and both a flat bonus and an efficiency bonus to engine power would help you squeeze more speed out of the engine no matter what you set your base engine power too. They could do away with the bonus to impulse thrusters if they want too, I just thought that was a cool idea too.

I did a comparison between the Assimilated Shield and a Very Rare Mark XI Regenerative Shield and this is what I got, I put them both on a Mirror Universe Star Cruiser with a x1.0 shield modifier:

Assimilated Shield - 5350 capacity, 278.6 regen @53 effective shield power
Very Rare Mark XI Regenerative - 4815 capacity, 222.9 regen @48 effective shield power

So I gave the approximation for the Cardassian Regenerative Shield to be in the middle there somewhere, about 5000 shield capacity, about 250 regen at 50 shield power. So it actually falls a little short of the Assimilated Shield, but would be better than a Mark XI Regenerative. As for the kinetic damage bonus and SIF bonus, I thought that would be more in line with what they might have used during the Dominion War, since the Cardassians didn't have very good shield technology at that time. But I'm open to changes so if they want to put different bonuses on it, that's fine too.

I did reference the Memory Alpha page on Cardassians, and while it was very informative, there just isn't much known about Cardassian technology in canon... So I tried to decide what bonuses for the gear would be more likely something they would have used. The set bonuses do reference things actually know about the Cardassians, though. They were good at genetic engineering and were known for setting traps.

If the 2-piece set bonus isn't that good, maybe they could spice it up a bit. Maybe it could also allow you to replicate regenerators, or give a skill bonus or something.

Thanks for the feedback! I appreciate all the responses.
Captain
Join Date: Jun 2012
Posts: 542
# 13
12-25-2012, 10:26 AM
Quote:
Originally Posted by hereticknight085 View Post
This intrigues me enough that I shall keep on watching this thread.
Hopefully a dev will watch it, too.

I like the idea, and there are a couple of ways to integrate it too. Either into another factional rep system, or put the bits into the Cardassian arc in the same way as the Jem sets (Jemmie's more the last part of the arc, so this could go at the start). You could probably even split it, in the same way the Reman shield is from a mission, but the other bits are rep items.
Lieutenant
Join Date: Jul 2012
Posts: 72
# 14 New Set
01-25-2013, 08:43 PM
I completely agree. The Cardassians need a set. Plus there should also be an additional bonus if you add the set to the Cardassian Galor. I would like to encourage the devs to do this in light of the new lockbox.
Rihannsu
Join Date: Jun 2012
Posts: 12,640
# 15
01-25-2013, 09:02 PM
I was hoping for a less... traditional set.

hehe.... toss in an item! http://en.memory-alpha.org/wiki/Cardassian_ATR-4107

Hehehe..... Too bad they didn't make more of those monsters! Having those as a non-hangar combat pet would be very interesting...
HAIL HYDRA!

-=-=-=-=-=-=-=-=-=-
I can haz joystick!
MMOs aren't charities. Corporations are supposed to make a profit. It's what they do.
Captain
Join Date: Jun 2012
Posts: 3,082
# 16
01-25-2013, 10:15 PM
Interesting idea, make for another rep faction maybe with the rebuilding of Cardassia still going strong. The Federation trying to reinforce growing ties and the Klingons saying 'bah, we can do it better!' If used that way, make it MACO/Omega/KHG level powerful, add some new variety to endgame sets.

As for the set stuff, maybe use standard impulse engines since there are already so many Hyper and Combat engines in the various sets, and a deflector more oriented to the science tricks we see Galor and Keldon NPCs throw around rather than another 'make you tougher' deflector like we already have with MACO, Borg, and Aegis.

As for the look, maybe kind of a gold-brown-ish hull tinting and a glowing red deflector, making ships look more Cardassian the way the Jem'Hadar Set has lots of Dominion Purple in it?

Still, neat idea.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 09:54 AM.