Career Officer
Join Date: Jun 2012
Posts: 1,474
# 101
04-03-2013, 08:14 AM
My question is... How long after these hit Holodeck will we be able to get them in cross-faction console box form that pop out as a possible item in lock boxes?
Lt. Commander
Join Date: Mar 2013
Posts: 108
# 102
04-03-2013, 08:15 AM
So eventually we get to fully customize ship abilities from holodecks to hangar bays?
Career Officer
Join Date: Jun 2012
Posts: 1,474
# 103
04-03-2013, 08:48 AM
Reading teh one dev post about not having weapon power as a bonus to Warp Cores is somewhat understandable. However, I think it should be added solely to KDF side Warp Cores. The faction is a warrior race so it only seems natural to give their Warp Cores a +5 bonus to weapons on some variants.
Career Officer
Join Date: Jun 2012
Posts: 572
# 104
04-03-2013, 09:04 AM
At a glance: These are NOT what I was expecting at all.

I had expected a variety of cores that redistributed core energy, cores that stole from one or more power categories to boost one category. I had expected all ships to come with balanced warp cores, and to have a variety of give-and-take cores available which either min-maxed a ship's power (allowing for greater than 125 or less than 25 in any category), or assisted in a ship overcoming its weakness.

Alternately, I almost expected these cores to be what granted a ship its base power bonuses - Where an Escort core might be how it gets its base +15 weapon power, and it becomes swappable into any other ship instead of that ship's normal core, with additional bonuses (to power transfer, power regen, or power drain resists, for example) coming from rarity, etc...

I may have not looked at them long enough to realize they are doing some of this, but the first impression was that they were merely a buff
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Survivor of Romulus
Join Date: Jun 2012
Posts: 1,456
# 105
04-03-2013, 09:10 AM
Originally Posted by adjudicatorhawk View Post
That's intentional for the time being. We felt that offering a +Max Weapon Power base warp core would make the types a non-choice - everyone would choose and slot that, and the other three types would be ignored. However, Shields, Aux, and Engines all felt like they could be viable choices for particular builds or particular situations.

Superb! We need more thinking like this, as that's truly excellent
Lt. Commander
Join Date: Oct 2012
Posts: 174
# 106
04-03-2013, 09:15 AM
Originally Posted by azurianstar View Post
That is the truth, there should be ship class-specific or ship-specific Warp Cores. Because you're not going to put a Galaxy Warp Core inside a Defiant. And some ships like the Intrepid actually have a secondary Warp Core.

Be nice if Cryptic reflected this.


My suggestion is this:
  • Assume all "generic" WC are your "Cruiser class" WCs, but can be used in any of the three ship classes with the following addition:
  • Pair/peg the WC to the device slots for a ship (for reference here lets call it WC-1,WC-2,WC-3,WC-4)
  • Don't allow WC's to be use more than 2 levels from their "size peg" (i.e. WC-1 can't be used on a 4 device slot ship, WC-4 can't be used on a 2 device slot ship, etc.)
  • Reduce the FED Cruiser and Hvy Cruiser to 3 device slots vs. 4.
  • Have Escort & Science specific/restricted WCs that carrier sensible traits for those classes (i.e. Escort WCs would be "hardened", perhaps a power drain - ; Science WCs would be "distributed", perhaps a power transfer +)

If you consult HERE you can see that the device slots correspond favorably to how you would divide up size/class of WC.

Edit: Conversely you could peg a WC-"n" to the # of Engineer Console slots also.
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Last edited by realmalize; 04-03-2013 at 09:21 AM.
Survivor of Romulus
Join Date: Jun 2012
Posts: 135
# 107
04-03-2013, 09:18 AM
Originally Posted by sparhawk View Post
Agreed, I was hoping that would be an option with the warp cores. If we're lucky Cryptic may still add this as an possible option.
How about the warp core which gives %Engine power to weapons? Or Auxiliary to Weapons?
True it's not combating drain but getting a percentage out of those systems would give beams more power to use too.
Empire Veteran
Join Date: Jun 2012
Posts: 2,195
# 108
04-03-2013, 09:29 AM
I'm pretty sure they don't need to change the Warp Speed indicators

Anything below Warp 9.99 shows up as Warp, but you moment you hit 10, it shows Transwarp 10... and as we all know, Transwarp and Slipstream follow a different scale. So technically, no one ever actually goes Warp 10: we just hit higher and higher levels of Transwarp.

If it's actually showing Warp 10, then it's probably a display bug
Was named Trek17, but still an author.

Been playing STO since Open Beta, and have never regarded anything as worse than 'meh'. I have nothing against the game/devs, nor any particular wish to talk bad about either, or praise most decisions. Still, it's better to be positive than cynical.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,437
# 109
04-03-2013, 09:32 AM
i found a core that gives 7.6% shield power to weapons. i am sure there are others that give power to weapons as well
Starfleet Veteran
Join Date: Jun 2012
Posts: 494
# 110
04-03-2013, 09:56 AM
So what's the drop rate on these things? I spent over an hour farming cubes in Ker'rat and only got 2 cores I couldn't use because they were singularity cores.

Can we get an NPC like on DS9 that has these to test?
Formerly known as Protector from June 2008 to June 20, 2012

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