Starfleet Veteran
Join Date: Jun 2012
Posts: 887
I expect that eventually the Cardassians will be a faction we can gain reputation with, so I would like to propose the following 3 piece space set for that faction as a reward:

Cardassian Positron Deflector Array
This Positron deflector has been modified to not only enhance the rugged durability of traditional Cardassian warships, but it also improves the output of several key auxiliary systems.

+32 Structural Integrity
+28 Starship Shield Systems
+28 Subspace Decompiler
+24 Particle Generators
+16 Inertial Dampeners

(the idea is that it has bonuses to hull and shield hitpoints like a positron array, but also has a good bonus to subspace decompiler and particle generators to buff science abilities.)

Cardassian Hyper-Impulse Engine
This miracle of Cardassian Engineering allows the ship to accelerate much faster at impulse speeds than most other craft of its size. At first glance it is easy to under-estimate the speed at which a Cardassian Cruiser can move and it is nearly always the last mistake that its enemy will make.

+24 Starship Impulse Thrusters
+15 Flight Speed
(Efficient at high power levels)
+2.5 Engine Power
+7.5 additional Engine Power
(bonus increases at low engine power)
+4.8 Flight Turn Rate
Full Impulse
All Power to Engines
+101 Flight Speed
Diverts all power to engines

(the idea is that this engine is FAST. It should be much faster than any other engine in combat with a bonus to Starship Impulse Engines, a high base speed, and being efficient at high engine power)

Cardassian Regenerative Shield Array
The Cardassian union simply never developed shield technology equivalent to the Federation. While this shield possesses relatively low shield strength, it has been optimized to regenerate quickly and resist torpedo fire. Additionally, a focus on reinforcing the ship's structural integrity field allows the hull to withstand additional impact.

+24 Structural Integrity
~5000 Maximum Shield Capacity (With a 1.0 shield modifier)
~250 Shield Regeneration every 6 seconds (at 50 shield power)
Reduces Kinetic damage to shields by 20%
10% Bleedthrough

(the idea is that this shield can thwart a finishing torpedo salvo by regenerating enough additional shield points at the last second to withstand the impact. Cardassian shields could never withstand Federation energy weapons very well according to canon)

2 Piece Set Bonus:
Genetic Resequencing Medical Bay
Cardassians are well known for their genetic engineering, and their ships boast impressive medical bays capable of rapidly growing entire limbs and cloned organs. This allows starship crew to heal much faster than normal.

Passive
+200% Crew regeneration rate (dead and disabled crewmen recover three times as fast as normal)

3 Piece Set Bonus:
Plans Within Plans
The Cardassian Military is notorious for laying overly-complicated traps involving holo projections and sensor ghosts. When their enemy is sufficiently confused, they strike with overwhelming ruthlessness. By employing these dastardly tactics you believe you can briefly gain the upper hand in a conflict.

Affects Self and Foe
3 minute recharge
+4875 Stealth
-20 weapon power setting
-20 shield power setting
-20 engine power setting
Creates a photonic displacement of your ship for up to 15 seconds
Creates 5 cloaked level X photon mines (not affected by BO abilities)

* I was also thinking a 4 piece set bonus might be in order, if you use it on a galor cruiser. It could give a bonus hull repair and damage for spiral wave disruptors. Maybe something like this:

Shades of Obsidian (or something cooler, I'm not good at naming things...)
passive
+15.2 Starship Hull Repair
+7.6% Spiral Wave Disruptor Damage
________________________________________________

So what do you think? Personally I favor the deflector, and I would use it on my science ship in a heartbeat. But the set overall favors cruisers, as a Cardassian themed set should, I think.

*EDIT: I added a turn rate bonus to the engine. I also added a bleedthrough percentage on the shield.

Last edited by kamiyama317; 12-25-2012 at 08:09 AM.
Lt. Commander
Join Date: Jul 2012
Posts: 191
# 2
12-24-2012, 07:14 PM
Visual effects?
Starfleet Veteran
Join Date: Jun 2012
Posts: 887
# 3
12-24-2012, 07:18 PM
I think the devs are better at coming up with visual effects than I am. But yes I think it should have special visuals.
Lt. Commander
Join Date: Jul 2012
Posts: 191
# 4
12-24-2012, 07:22 PM
Yeah, and Devs, Don't 35% it like with the Breen set. Give us full visuals [Deflector, Shields, Engines].
Starfleet Veteran
Join Date: Jul 2012
Posts: 91
# 5
12-24-2012, 07:45 PM
I like this set idea. The visuals should be yellow like Cardassian ships.
Captain
Join Date: Jun 2012
Posts: 1,442
# 6
12-24-2012, 08:29 PM
I find the engine a bit confusing. It's a hyper engine but you want to give it an efficiency boost when run at low power levels not sure how that would actually work in practice.

Perhaps if like the Aegis Shield it gave a +7.6 Engine Performance Buff instead that might work better as it's an overall increase in engine power.

If the engine provided no turn rate buff, you wouldn't want to use it on something like the Galor because it would never turn! The only ships that wouldn't be affected by turn rate bonuses are escorts and shuttles. The turn rate bonus is always set by ship class so you'd have to factor it in somehow.
Starfleet Veteran
Join Date: Jun 2012
Posts: 887
# 7
12-24-2012, 08:42 PM
Quote:
Originally Posted by tc10b View Post
I find the engine a bit confusing. It's a hyper engine but you want to give it an efficiency boost when run at low power levels not sure how that would actually work in practice.

Perhaps if like the Aegis Shield it gave a +7.6 Engine Performance Buff instead that might work better as it's an overall increase in engine power.

If the engine provided no turn rate buff, you wouldn't want to use it on something like the Galor because it would never turn! The only ships that wouldn't be affected by turn rate bonuses are escorts and shuttles. The turn rate bonus is always set by ship class so you'd have to factor it in somehow.
No think about it. A lot of people don't like shoving tons of power into engines. Rather than a flat +5 power bonus to engines, you get nearly +10 if you are running at less than 50 engine power.

It's better to use Hyper-Impulse if your engine power is over 50. This efficiency bonus makes it easier to get your engine power over 50, and have lots of power left over to put into another subsystem, if that's what you want to do.

As for not having a turn rate, every item needs a drawback. Every set engine in the game right now, has a turn rate bonus, which doesn't quite make sense to me, but if the devs feel it should have one, then they can add one. But I thought the focus should be on combat speed over everything else.

*also, +7.6 to the engine performance stat is nothing. Its like a fraction of a single point of engine power. The +7.5 at low power levels is whole points of engine power, especially under 50 engine power.

*EDIT: You are right about the turn rate though. I checked and it seems all engines in the game add a turn rate bonus. Oops. That's what I get for not researching. Thanks for the feedback!

Last edited by kamiyama317; 12-24-2012 at 08:59 PM.
Empire Veteran
Join Date: Jul 2012
Posts: 5,368
# 8
12-24-2012, 10:44 PM
Hmm, that is a pretty nice set actually. I could see some really good things from that. Especially on a Galor itself. I mean, 250 regen alone with the Omega Regen is gonna be pushing 500 total, maybe 600 or 700, before buffing shields past 50 or adding in other things.

Even so, that is gonna be bordering on the realm of 2,500 shields or so regained every 6 seconds, which is awesome.

5,000 does seem a wee bit low, like maybe TOO low. I can understand wanting to keep it lower because of the mega-regen there, but it's almost bordering on like the Borg-shields kinda low. But this is also without other buffs to it, like skills, consoles, etc.

Still, an excellent set.

Captain
Join Date: Jun 2012
Posts: 1,442
# 9
12-25-2012, 01:08 AM
I don't like shoving power into engines but sometimes it's a necessary evil, especially on big slow cruisers.

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 so I wouldn't gain much from the engine by running it at "low" power levels. Running something at a low power level when it's efficient at high just seems counter productive.

I do like the +24 impulse thrusters as this will increase speed and turn with the engine which make it more awesome on cruisers like the Galor.

Shields intrinsically have an extremely high resistance to kinetic damage, so I don't think you need to put that on a shield for the desired effect. The two piece bonus sounds awesome but until they actually have a "real" purpose for alive crewman it seems rather useless like emergency forcefields.

I really do like the idea of the set though and the prospect of a Cardassian Rep system!
Captain
Join Date: Aug 2012
Posts: 3,553
# 10
12-25-2012, 03:11 AM
This intrigues me enough that I shall keep on watching this thread.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
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