Starfleet Veteran
Join Date: Jun 2012
Posts: 972
# 121
04-03-2013, 03:53 PM
I spent aaaaaages killing stuff to finally see one drop. Problem was, that one happened to be a singularity core, which I can't equip.
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U.S.S. Endeavour NCC-91771 - Nebula-class
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Leave nothing unattempted" - James Cook
Captain
Join Date: Jun 2012
Posts: 582
# 122
04-03-2013, 04:27 PM
Quote:
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.
It's a game, there's going to be some abstraction. The type of core using in the Galaxy is different from the one in a Soverign and thats as close to the same size as you are going to get. I don't really see what use different sizes of core will be in the game. If we want to get into those sort of specifics we wouldn't be abelt to change most things at all, and a Defiant would only get its quad cannons and some torpedo launchers on the front an a phaser array on the back.

As for the secondary core in the intrepid, that's just spare parts; it's not actually active and producing power, so it's not like the upper secondary deflector.
Captain
Join Date: Jun 2012
Posts: 582
# 123
04-03-2013, 04:34 PM
Quote:
Originally Posted by amosov78 View Post
I spent aaaaaages killing stuff to finally see one drop. Problem was, that one happened to be a singularity core, which I can't equip.
Yeah we need to be able to obtain all sorts of cores much more easily so we can properly test them.


On a side note, are ultra rare cores going to be added to the fleet store?
Ensign
Join Date: Jun 2012
Posts: 6
# 124
04-03-2013, 05:35 PM
First, let me say I have not played on Tribble yet (Shard currently locked), so from a game-mechanics view, I have nothing to offer.

The ?warp core? (slang for matter/antimatter reaction chamber, or M/ARC) is the primary energy source for a ship. In Star trek II, they used the term Main Energizer. A power plant produces energy. How that energy is used is another matter. You can rev a car engine to red line (or a nuclear reactor to 100%) but still not propel the vehicle if the transmission is not engaged.

The M/ARC is the ship?s main energy source, and only source of energy for warp speed capability. It might be likened to a piston engine or nuclear reactor on a military naval vessel.

The warp engines (i.e., the warp field nacelles) could be liked to transmission for high speed travelling, which, in this game, disables combat capability (i.e., warp speed equals no combat). The warp engines produce zero energy; they use energy from the M/ARC to propel the ship.

The impulse propulsion system (IPS) produces its own energy for 1) sublight propulsion and 2) auxiliary use. On the Enterprise-E this was two sets of fusion powered engines; one set in the primary hull, the other in the secondary. Liken the IPS to both a transmission for low speed travelling, which, in this game enables combat capabilities (no warp speed equals combat) AND an auxiliary energy source. Note that for brevity my description of this system is greatly simplified.

Hypothetically, ships in the game could have three components which affect energy and speed:

Warp Core (M/ARC) ? Produces energy which can affect interstellar speed and ship?s systems (the four categories we are familiar with: Weapons, Shields, Engines and Auxiliary).

Warp Field Coils (nacelles) ? These determine (along with the amount of energy coming from the M/ARC) what interstellar speeds the ship is capable of. Going back to the car analogy, a big engine with a poorly designed drive train does not equal fast speeds, and vice versa.

Impulse Engine ? Mandates the ships sublight speed and maneuverability, as well as adding some power to the ships systems.

If you split hairs, you could add a fourth component, the Impulse Reactors, and make them the energy producers, making the ?Impulse Engines? solely for propulsion, just as the Warp Field Coils are solely for propulsion.

I am guessing that the STO developers/planners considered all this, and to keep things simple, decided that the Warp Core would comprise the M/ARC and warp coils, and the Impulse Engines would comprise the impulse engines and impulse reactors.

In any event, both components (Warp Core and Impulse Engines) should affect 1) the amount of energy produced, 2) the speeds (warp and sublight) and 3) the maneuverability of the ship (warp and sublight). Warp Cores should have a MAJOR effect on ship power levels.

So if any of the STO devs/designers are bothering to read this, here?s my two cents worth: Add a few more components to the mix to keep things accurate and ?real??

Warp Core ? Primary Power and Interstellar Speed/Maneuverability
Warp Coils - Interstellar Speed/maneuverability
Impulse Reactors - Secondary Power and Sublight Speed/Maneuverability
Impulse Engines - Sublight Speed/Maneuverability

Variants of all four of these components could exist, just as variants of the current Impulse Engines exist, providing boosts for different systems.

My source for this info was the ST:TNG Technical Manual

Regards,

Mike
Commander
Join Date: Jul 2012
Posts: 426
# 125
04-03-2013, 06:28 PM
Too much effort, I think. I could see going to Warp Core, Warp Engines, and Impulse Engines, though.

The problem as I see it is this. "warp engines" don't do anything in the game. Turn rate, slipstream, transwarp, and warp speed in sector space? Sure, great. Except those aren't really a major component of the game. They're sort of trivial.

Impulse engines have a clear purpose and effect on in-system movement, for combat and everything else.

The Warp core, as the primary power system, has a clear purpose and effect. That's great.

I just don't know where to put those "warp engine" elements. They should be in the game. But where? They don't really belong in the warp core and they don't belong in the impulse engines.

The other thing is that a lot of those features are part of a set, and therefore attached to "set" engines, like the Borg/Omega/Whatever impulse engines. I can see why you'd want this- to add a set bonus- but it seems unhelpful in the grand scheme of things.

So here's a couple of options I might suggest.

1. Add a "Warp engines" component and slot in those effects. You'd probably need to think of other sector space effects that would make this worthwhile. Recharge rate on transwarp? Different visual effects at warp? Cool warp trail colors? Increased turn in sector space? You get the idea.

2. Rename the "warp core" to "Warp system" or something like that, and move all the warp effects there.

3. Remove the warp effects entirely from components and make them inherent in the ship itself. Transwarp coils and whatnot can be devices or consoles. Newer, higher tier ships would be faster than lower tier ships, and certain ships like the Vesta or the Odyssey could have inherent abilities with respect to their drives.
Empire Veteran
Join Date: Jul 2012
Posts: 5,253
# 126
04-03-2013, 09:08 PM
Honestly...I like em.

I feel they are going to add an interesting depth to builds. Though I don't feel that they have to be made into sets, because that'll put us back right where we were with people running two piece Borg and two piece MACO again. Or two possibly three piece Borg (engines, warp core [if added], and deflector with MACO or Elite fleet shields)

Though it'll be interesting to see what happens with any possible Fleet Warp Cores if they add them.

Starfleet Veteran
Join Date: Jun 2012
Posts: 255
# 127
04-03-2013, 09:08 PM
At the moment Borg and M.A.C.O. impulse engines still push you into warp 20+range, and it's in the new scale. An Odyssey at slipstream with maco impulse engines and a blue dilithium store warp core can cross the Eta Eridani sector block in about 12 seconds. It's actually really fun, but I don't see it staying that way sadly.

So far the warp core thing is interesting, though I've only played with the dilithium store variants.
Starfleet Veteran
Join Date: Jun 2012
Posts: 5,738
# 128
04-03-2013, 09:24 PM
Quote:
Originally Posted by amosov78 View Post
It's also sort of implicit in the IP itself; Voyager's class 9 warp core allowed it to achieve great speeds and efficient power distribution. No idea about the Defiant's class 7 warp core, but I'd imagine based off O'Brien's comment about it being extremely powerful for a ship of its size, and the fact the phaser cannons siphon energy from it, I'd say weapons power is the main focus of it.
Exactly my point, that warp cores need to be more specific in function and more or less tailored for certain ships as well. Like a Galaxy Warp Core is going to give far more power than any other warp core. and it only works in a Galaxy-class. Which could mean ship-specific Warp Cores, could be Very Rare since they would yield the best performance for your ship.

Quote:
Originally Posted by raptor63549 View Post
It's a game, there's going to be some abstraction. The type of core using in the Galaxy is different from the one in a Soverign and thats as close to the same size as you are going to get. I don't really see what use different sizes of core will be in the game. If we want to get into those sort of specifics we wouldn't be abelt to change most things at all, and a Defiant would only get its quad cannons and some torpedo launchers on the front an a phaser array on the back.
My point is to give more of a variety and give more reason for there to be more ship-specific parts than Cryptics "once size fits all" approach and flood the exchange with worthless junk.

Quote:
Originally Posted by raptor63549 View Post
As for the secondary core in the intrepid, that's just spare parts; it's not actually active and producing power, so it's not like the upper secondary deflector.
More like Steanbach making up excuses for not using it. If there were second warp cores, then every ship flying would have two "for spare parts". Bet Riker would've loved having a second in Insurrection.
NO to ARC!

Season 9.5 = STO's NGE is Coming!

Last edited by azurianstar; 04-03-2013 at 10:24 PM.
Commander
Join Date: Jun 2012
Posts: 318
# 129
04-03-2013, 10:12 PM
Is the simple flat +5 to power suppose to be there and working? Its not giving any bonus, however the +% to secondary stat is working as said earlier. The singularity cores look really interesting get us some warbirds to play around with those at some point.
Starfleet Veteran
Join Date: Jun 2012
Posts: 5,738
# 130
04-03-2013, 10:26 PM
Quote:
Originally Posted by hroothvitnir View Post
Is the simple flat +5 to power suppose to be there and working? Its not giving any bonus, however the +% to secondary stat is working as said earlier. The singularity cores look really interesting get us some warbirds to play around with those at some point.
We mentioned this earlier, its not increasing your power level but increasing the maximum potential. Meaning instead of 125 its 130 for that system.

So they need to explain Warp Cores better, especially in the tool tips.
NO to ARC!

Season 9.5 = STO's NGE is Coming!
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