Rihannsu
Join Date: Jun 2012
Posts: 354
# 161
03-18-2013, 09:38 PM
Ugh, when you guys can finally produce a steady stream of storyline missions and group content, then you can worry about your endless tinkering with existing systems. Until then, quit wasting everyone's time...
Captain
Join Date: Feb 2013
Posts: 5,394
# 162
03-18-2013, 09:39 PM
Quote:
Originally Posted by lordmalak1 View Post
You don't want your ticklebeam equipped healboat to have more damage resistance ?

You can use all those unused ENG slots for more field generators and SIF consoles.
TICKLEBEAM HEALBOAT! You sir now have a fan. Me.
Captain
Join Date: Jun 2012
Posts: 11,107
# 163
03-18-2013, 10:10 PM
Quote:
Originally Posted by crypticgeko View Post
Here is the bottom line we are discussing internally:
It certainly is a more drastic change, but I would prefer to have option two. Like the guy who said it before, things like the Ablative Generator could be turned into an exotic armor type rather than a console. I think more consoles, not being consoles would really make the game interesting, and besides, I don't think that survivability is something that we should be afraid of, after all, most battles in Star Trek were long 1v1 slugfests. Since so many MMO's go in the the direction of slaughtering hords upon hords of enemies, I could literally go anywhere to crush armies beneath my heel. Having STO go the other direction would really set it apart from everything else, and uniqueness is something we really need.

Quote:
Originally Posted by superherofan View Post
Ugh, when you guys can finally produce a steady stream of storyline missions and group content, then you can worry about your endless tinkering with existing systems. Until then, quit wasting everyone's time...
But isn't story writing just tweaking an already existing system? A thousand year old existing system?
http://i1151.photobucket.com/albums/o633/centersolace/189cux9khvl6ojpg_zpsca7ccff0.jpg
Captain
Join Date: Jun 2012
Posts: 855
# 164
03-18-2013, 10:26 PM
Quote:
Originally Posted by centersolace View Post
after all, most battles in Star Trek were long 1v1 slugfests. Since so many MMO's go in the the direction of slaughtering hords upon hords of enemies, I could literally go anywhere to crush armies beneath my heel. Having STO go the other direction would really set it apart from everything else, and uniqueness is something we really need.
Very much in agreement. Would rather see fights take a bit longer than they currently do. Just look at Star Trek Nemesis for example. A rather long fight 1 vs 1, between the Enterprise and the Scimitar. Despite the fact that the Scimitar vastly outgunned the Enterprise.
Career Officer
Join Date: Jun 2012
Posts: 1,753
# 165
03-18-2013, 10:29 PM
Quote:
Originally Posted by lordfuzun View Post
The bottom line that Geko pointed in a recent 4 hour interview he did is that ship skins and character costumes do not sell well. The things that are selling well are complete ships with a something extra and the ship packages. If simple ship skins sold as well then Cryptic would still be selling them.

Its a matter of value. I do not think many people felt that the EV suit was a good "value". To make ship skins sell they need to have a good selection and make an honest effort of making them interesting and nice looking. Before they removed them from the store their ship skin selection was paltry and not really very interesting at all, nevermind the very high price they were sold at. If they wanted ship skins to sell they would need to be 1000 Zen at most. Of course, its not as profitable as their current model, but the current model isn't really sustainable is it? At least not without them simply giving up and admitting that all future ships will instantly make obsolete all existing ships.


But, sustainability isn't a problem they're facing; we're about to enter the next monetization phase sooner rather than later anyway. they'll put "gem" slots in items like they do in Champions Online, so now you won't only have to grind and grind for a purple MK12, you'll have to grind and grind for the little "gems" that go into them too. If they follow the CO model low tier gems will drop almost as often as lockboxes used to, with higher tier gems being sold in random packs from the C-store. These gems can be upgraded but it'll usually be at a considerable cost. In STO i'd expect a Dil cost and/or an upgrind. 5 MK3 gems for a "chance" to get a MK4. Naturally if it fails some or all the MK3 gems will be consumed anyway.

As to how many would buy ground costumes with more interesting designs than the usual starfleet "pajamas", is a matter of more discussion. I would guess the most sold costumes are the MU sets .

Edit: this whole idea of adding more equipment slots is simply about finding more ways to monetize the game. Notice how the possibility of a cosmetic option was linked to it?

To me buffing cruiser defenses sounds like them using buzz words that will make most non-knowledgeable cruiser pilots fall in line with them right away. Why is it that buffing cruiser turning and/or DPS wasn't mentioned? Most of us agree that is where the real problem lies!

But, lets say I'm completely wrong and indeed just a bitter long time player. Consider this: If they really wanted to increase cruiser survivability they could simply add some extra hull HP and shield mod. No need for yet another rework of an existing system, no need to create new items, no need for any of that. So then why complicate things if their goal can be so easy to achieve?

Last edited by skyranger1414; 03-18-2013 at 10:53 PM.
Captain
Join Date: Jun 2012
Posts: 749
# 166
03-18-2013, 11:46 PM
If cruisers get heavy armor, they need a few things to make them good tank ships:

1-Flat damage reduction, before applying damage reduction consoles. This gives cruisers more tankyness.

2-Flat critical chance reduction, same reason listed above.

3-Flat, percentage based threat modifier.
Commander
Join Date: Jan 2013
Posts: 336
# 167
03-19-2013, 12:33 AM
Quote:
Originally Posted by superherofan View Post
Ugh, when you guys can finally produce a steady stream of storyline missions and group content, then you can worry about your endless tinkering with existing systems. Until then, quit wasting everyone's time...
On the fed side, the story is kind of bloated, and I would prefer fixing that which is broke before going on to make more potential messes.
Lieutenant
Join Date: Jun 2012
Posts: 98
# 168
03-19-2013, 01:25 AM
Quote:
Originally Posted by crypticgeko View Post
Thanks for starting this discussion.

First, let?s take Warp Cores out of the discussion. If STO gets a Warp Core, it will have little to do with armor.

Here is the bottom line we are discussing internally:

? We want to add a ship armor slot. Having more itemization is good
? Armor means Damage Resistance (to be consistent with ground Armor). Other enhancement bonuses can be available
? We don?t want to raise the survivability of every ship in the game.
? We feel Cruisers could use an increase in survivability.
? Armor could be added as a set piece.
? Armor could offer a ship material change.


So two options we are discussing:
Option 1:
? Only Cruisers Get Armor.
? No other changes needed (simple).
? We couldn't integrate armor as set piece for everyone, but it could possibly become part of a set only usable by cruisers.

Option 2:
? Everyone gets an Armor slot, but Cruisers can equip Heavy Armor.
? This is dangerous b/c it potentially raises the survivability of every ship in the game. To do this, Armor consoles would have to be changed. They would have to be something that is not related to damage mitigation (so not damage resistance, or bonus HP, or defense). The consoles would have to change to something new, or existing.
? Basic Armor could have lots of options and types, but in general, the damage resistance bonus would be equivalent to about 2 to 3 engineering consoles (for white quality - higher qualities could be better). Heavy armor would be worth much more.


So bottom line, would you be willing to loose Engineering Damage Resistance consoles for an armor slot that gives you about the same resistance, but also offers you more options.
option 1 cause science vessels are more reliant on their shields than hull. would rather u give science another deflector than hull plating.
Lieutenant
Join Date: Jun 2012
Posts: 98
# 169
03-19-2013, 01:49 AM
sorry for double posting but i have a question.

do cruisers have a problem with survivability and if not why are hull slots needed for cruisers?

the main complaint i've been hearing from cruiser captains are more weapons related than survivability.
Captain
Join Date: Sep 2012
Posts: 4,784
# 170
03-19-2013, 02:05 AM
Quote:
Originally Posted by meurik View Post
Very much in agreement. Would rather see fights take a bit longer than they currently do. Just look at Star Trek Nemesis for example. A rather long fight 1 vs 1, between the Enterprise and the Scimitar. Despite the fact that the Scimitar vastly outgunned the Enterprise.
sounds like trying to solo terrordome

Quote:
Originally Posted by bghost View Post
sorry for double posting but i have a question.

do cruisers have a problem with survivability and if not why are hull slots needed for cruisers?

the main complaint i've been hearing from cruiser captains are more weapons related than survivability.
both in context.
cruisers noticably lack dps.
to the point you need established ingame knowledge to let you have effective dps just for stf's where cure demands a colective dps to kill the transformers, and vortex demends a minimum dps to hold probes.

both of which any newb in an escort can pull off

the other thing, is that unlike b'rels fed escorts have cruiser hulls. they can take just an much damage as a cruiser.
and the instances where spike damage would kill an equally capable escort player, it would also kill the cruiser.
but the escort has a further advantage beyond that, it can get out of the way. a cruiser cant.

this gives escorts tactical control that a cruiser doesnt have.
to the point that the only reason an escort will die to a cruiser 1 v 1 is impatience on the escort players part.
Cryptic.
Figure out and address the players path of least resistance to reward. this one thing is THE consistent factor undermining all your efforts. be that crafting, raids or starbase projects.

Last edited by skollulfr; 03-19-2013 at 02:13 AM.
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