Lt. Commander
Join Date: Jun 2012
Posts: 245
# 1 Make dead ships resurrectable
03-24-2013, 08:57 AM
If a player ship dies, it explodes a little like usual and the player loses complete control over it. But instead of a warp core breach after 3 seconds, it will stay disabled for 30 seconds. During that time, group members can beam over Engineering Team, direct Hazard Emitter or any other hull heal skills. This puts the ship back in business. If nobody helps out the usual warp core breach occurs after 30 seconds.

+ this seems to fit into the style of modern MMOs (Guild Wars, Neverwinter)
+ it's more realistic to get a ship back on it's feet than to 'respawn'
+ it's already like this on ground
+ more tactical/strategic/team play
+ more use for heals/cruiser
Community Moderator
Join Date: Jun 2012
Posts: 862
# 2
03-24-2013, 09:10 AM
Quote:
Originally Posted by allocater View Post
If a player ship dies, it explodes a little like usual and the player loses complete control over it. But instead of a warp core breach after 3 seconds, it will stay disabled for 30 seconds. During that time, group members can beam over Engineering Team, direct Hazard Emitter or any other hull heal skills. This puts the ship back in business. If nobody helps out the usual warp core breach occurs after 30 seconds.

+ this seems to fit into the style of modern MMOs (Guild Wars, Neverwinter)
+ it's more realistic to get a ship back on it's feet than to 'respawn'
+ it's already like this on ground
+ more tactical/strategic/team play
+ more use for heals/cruiser
Sounds good to me, hell I'd argue making resurrection a cruiser specific ability even (*dons flame proof suit*) if we want to give cruisers 'a use'
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Career Officer
Join Date: Jul 2012
Posts: 3,274
# 3
03-24-2013, 09:23 AM
Quote:
Originally Posted by tobar26th View Post
Sounds good to me, hell I'd argue making resurrection a cruiser specific ability even (*dons flame proof suit*) if we want to give cruisers 'a use'
Good in theory, except if a group of players flying Escorts and Science Ships join an STF, they'd be somewhat screwed if they all went down and there were no cruisers around to help them out.

They'd just remain disabled. No fun for them.

What would be better is, if such a skill was implemented, that it worked on percentages (or timers). Tactical ships can 'heal' at at 15% rate, Science Ships at a 33% rate and Cruisers at a 50% rate or something? You'll be giving cruisers that bonus, but at the same time not making it impossible for all ship types to heal.
Lieutenant
Join Date: Oct 2012
Posts: 73
# 4
03-24-2013, 09:27 AM
I would make it a choice: die as normal and then either wait out the timer or have a friend heal you on the spot. Give it some advantages beyond time too - lesser damage on elite and restoration of some crew. AND to buff the use of healer require that you get the ship to 85% hull (so a single hull heal isn't enough)
Survivor of Romulus
Join Date: Jun 2012
Posts: 23
# 5
03-24-2013, 11:05 AM
Could have it work like WoW, where you are disabled for that 30 seconds, but you can mash the button for "release", or "abandon ship", and go to respawn if no one's healing.

Actually, it would be exactly the same thing as getting killed on the ground.
Rihannsu
Join Date: Aug 2012
Posts: 248
# 6
03-24-2013, 11:14 AM
Quote:
Originally Posted by admiralgillis View Post
Could have it work like WoW, where you are disabled for that 30 seconds, but you can mash the button for "release", or "abandon ship", and go to respawn if no one's healing.

Actually, it would be exactly the same thing as getting killed on the ground.
I've been thinking exactly the same thing for quite a while. Basically, I'd like to see space death be a little more like ground death.

When your hull HP drops to zero, the normal death animation plays. You lose control over maneuvering and throttle, but your ship stays on the map, coasting away at, say, 25% of your velocity when your died.

You get the normal respawn countdown.

During that time, a friendly ship can close to very close range (say, 1 km) and use an ability that would basically mimic the CPR ground ability. Call it, "beam over damage control teams." Just like ground, this should be separate from the normal hull heal abilities like Eng Team and Hazard Emitters, and it should not share a cooldown with them.

"Damage Control Team's" res effect should be functionally identical to CPR, including the disable period after res.

If the respawn countdown runs down, the player gets a pop-up box that resembles the ground respawn box, except instead of "call for help" and "respawn," the box should say "distress call" and "abandon ship."

If the player chooses "abandon ship," play the "abandon ship" animation followed by warp core breach. Distress call sends a message to the chatbox asking for help. Ideally, distress call should also trigger the "beacon flash" animation.

I think this would add a lot to the flavor of the game without disrupting game balance.
Survivor of Romulus
Join Date: Jul 2012
Posts: 151
# 7
03-24-2013, 11:23 AM
I like the idea but I do not think that the average person playing this game will stop to perform damage control, as we all have been "trained" to die then wait what 15 seconds and then get back into the fight. As I said I like the idea as it is more like trek.
Starfleet Veteran
Join Date: Jul 2012
Posts: 1,660
# 8
03-24-2013, 11:23 AM
Quote:
Originally Posted by allocater View Post
If a player ship dies, it explodes a little like usual and the player loses complete control over it. But instead of a warp core breach after 3 seconds, it will stay disabled for 30 seconds. During that time, group members can beam over Engineering Team, direct Hazard Emitter or any other hull heal skills. This puts the ship back in business. If nobody helps out the usual warp core breach occurs after 30 seconds.

+ this seems to fit into the style of modern MMOs (Guild Wars, Neverwinter)
+ it's more realistic to get a ship back on it's feet than to 'respawn'
+ it's already like this on ground
+ more tactical/strategic/team play
+ more use for heals/cruiser
YEEEEEEEEEESSS (but with Disable fire and missions to be used in ...)
Hopefully I'll come back from my break; this break is fun; I play intellectual games.

I hope STO get's better ...
Rihannsu
Join Date: Aug 2012
Posts: 248
# 9
03-24-2013, 11:30 AM
Quote:
Originally Posted by crappyturbo View Post
I like the idea but I do not think that the average person playing this game will stop to perform damage control, as we all have been "trained" to die then wait what 15 seconds and then get back into the fight. As I said I like the idea as it is more like trek.
CT, I agree with you. That's why I think the existing respawn mechanic should stay in the game - just like it does in ground combat. From my point of view, something like this has to be approached as an "enhancement" rather than a "fix" - because the first question any developer will ask about a fix is "is the system broken as is," and I'm pretty sure the answer is "no."

As an enhancement, however - and one that can borrow heavily on existing code to boot - I think this might be something we can hope for someday.
Career Officer
Join Date: Aug 2012
Posts: 145
# 10
03-24-2013, 11:38 AM
this is what the Hazard emitters, Tac/Sci/eng teams, and such are for

if you make it to the point of blowing up with out your team tossing you a heal, most likely they are not going to drop out of combat to rez you

///it is hard enough to get a rez on the ground when in a pug team
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