Commander
Join Date: Aug 2012
Posts: 442
# 11
04-11-2013, 05:03 AM
Quote:
Originally Posted by eisaakaz View Post
..... welcome again heros of yesteryear to another exciting tale of

Escorts Online!!!

In today's thrilling story we will cover the need to turn cruisers into Escorts!


Stay tuned for next weeks episode,


Reducing hull and crew sizes of cruisers to make them more in tuned to the Escort format.


Eisaak

Oh yes. because the ability to turn ONCE every 30 or so seconds will totally turn cruisers into escorts,.....
Starfleet Veteran
Join Date: Jun 2012
Posts: 794
# 12
04-11-2013, 05:09 AM
Quote:
Originally Posted by doubleohnine View Post
I want to see the ability to quickly pivot a starship on its axis so as to bring your best weapon to bear on the enemy to counter faster ships trying to get on your bad side. TM3 could spin an Odyssey around 360 degrees in say 4 seconds, 3.5 sec for a Galaxy, and 3 sec for a Galaxy Dreadnought. This spin on its axis can be activated at a full stop or full impulse. So a full impulse Dreadnought could fly past its target, hit TM3, and quickly spin around to fire off its lance and its inertia would have it burning off its speed while flying backwards. Give it a fair cooldown, and this could be a fun tactical addition to slow turning cruisers. The maneuver wouldnt automatically spin your ship, it would wait for input from your left or right keys and be active for 6 seconds after engaging it. Its up to the helm officer how many degrees of rotation you actually yaw the ship, maybe just a quick 90 or 180 degrees is all you need.
If you want this, fly an escort and not a whale.. Simple...

Or the polite way, Cruisers are not meant to handle and perform like an escort, however you could try flying the Excelsior which has a far better turn rate then most cruisers...

Alternatively, put your whale into reverse and pop evasive, you would be surprise at how fast your fore weapons can come around on a target...

***Disenchanted***
Real Join Date: Monday, 17 May 2010

Last edited by wolfpacknz; 04-11-2013 at 05:18 AM.
Commander
Join Date: Aug 2012
Posts: 442
# 13
04-11-2013, 05:19 AM
Quote:
Originally Posted by wolfpacknz View Post
If you want this, fly an escort and not a whale.. Simple...

Or the polite way, Cruisers are not meant to handle and perform like an escort, however you could try flying the Excelsior which has a far better turn rate then most cruisers...

escorts where meant to be glass cannons, well that was done away with so i think we can adjust cruisers now.
Captain
Join Date: Jun 2012
Posts: 1,474
# 14
04-11-2013, 05:19 AM
Shield strength disappears in moments. The only way to survive massive incoming damage (short of using RvSP) is tactical team. For "turn the ship to bring fresh shields toward the target" to be an actual thing for slow-turning cruisers, shields would have to be an order of magnitude stronger. Really what we need is for ships to be able to manually focus their shields as fast as tactical team can do it so that tactical team stops being an absolutely, inarguably, indispensably, essential part of ship builds. And then buff tac team in other ways, like it causes all tactical abilities to have a cooldown rate bonus while tac team is active so that tac team remains desirable for ships that can use it a lot.
Captain
Join Date: Jun 2012
Posts: 564
# 15
04-11-2013, 06:38 AM
You guys arent imagining the coolness of this maneuver. Full impulse right over your target, fire aft torpedos, then in a quick turn around falling away shot fire your cannons, spinal lance, etc from the front. The ship's inertia keeps your ship going along the same line but you can do a quick spin around to bring your forward weapon back around. Its a move so cool, it should have been seen in canon. Give it a three minute cooldown for all I care. But since we dont have full starship maneuverability in this game, Cryptic needs to give us more sweet moves for the stars of the series, and thats cruisers.
STO: @AGNT009 Since Dec 2010
Capt. Will Conquest of the U.S.S. Zorro
Career Officer
Join Date: Jun 2012
Posts: 496
# 16
04-11-2013, 06:52 AM
And a good high tier engineering skill, go figure.

..and like children playing after sunset, we were surrounded by darkness." -Ruri Hoshino
Captain
Join Date: Jun 2012
Posts: 3,296
# 17
04-11-2013, 07:14 AM
Quote:
Originally Posted by reynoldsxd View Post
Oh yes. because the ability to turn ONCE every 30 or so seconds will totally turn cruisers into escorts,.....
It should be like ONCE every 2 minutes, and after the first turn the player runs an increasing risk of damaging his ship (-50% or more power loss to all systems for 30 seconds).

It should be consistent with previous games that used this maneuver, and ADB will need to approve using their idea as well.
KBF Lord MalaK
Awoken Dead

You're gonna upgrade my Chel Grett for FREE but charge me $30 to upgrade my Kamarag ?
Captain
Join Date: Jun 2012
Posts: 564
# 18
04-11-2013, 07:37 AM
Quote:
Originally Posted by lordmalak1 View Post
It should be like ONCE every 2 minutes, and after the first turn the player runs an increasing risk of damaging his ship (-50% or more power loss to all systems for 30 seconds).

It should be consistent with previous games that used this maneuver, and ADB will need to approve using their idea as well.
How bout no power loss to weapons or auxillary, otherwise the move is pointless if you gimp your best weapon before you fire it. But Im good with knocking out engines down to 20% for 10 seconds after you overloaded the thrusters and impulse engines to pull the move off, you move like a turtle for 10 sec after before regaining full maneuverability.

I never got around to playing Starfleet Command so Im not sure how exactly their moves worked.
STO: @AGNT009 Since Dec 2010
Capt. Will Conquest of the U.S.S. Zorro
Captain
Join Date: Jun 2012
Posts: 3,296
# 19
04-11-2013, 07:45 AM
Quote:
Originally Posted by doubleohnine View Post
How bout no power loss to weapons or auxillary, otherwise the move is pointless if you gimp your best weapon before you fire it. But Im good with knocking out engines down to 20% for 10 seconds after you overloaded the thrusters and impulse engines to pull the move off, you move like a turtle for 10 sec after before regaining full maneuverability.

I never got around to playing Starfleet Command so Im not sure how exactly their moves worked.
IIRC the failed maneuver was crippling to the player. Not only did the warp core scram but there was substantial hull damage, but since STO has all these magic heals and ship death is meaningless it would be hard to replicate the painful consequences of a failed maneuver in this game.
KBF Lord MalaK
Awoken Dead

You're gonna upgrade my Chel Grett for FREE but charge me $30 to upgrade my Kamarag ?
Commander
Join Date: Aug 2012
Posts: 442
# 20
04-11-2013, 07:49 AM
This is not starfleet battles or SFC.


This would merely be an extension of the evasive maneuver line.


"Combat turn"
Cool down 45 seconds (yes 45 because no this does not turn cruisers into escorts.)
On use drains 80 AUX power, then restores it according to the ship power transfer stat. In essence its like with like BO, Since the SIF needs to get boosted big time for this, you lose on aux power and as such your tanking will suffer momentarily. This is effect is countered by any power restoration ability or device, just like BO's drain.

It also has a 2.5 chance of inflicting freak accidental damage, which can result in:

- A complete immobilization due to various system malfunctions (requiring a quick reboot, aka you get stunned)
- A lingering Computer error resulting in a vm cast on yourself.
- Hull damage and lowered power levels until cleared with Engineering team.
- crippled subsystem: a random subsystem including shields is put offline until repaired with engineering team.
- Bridge consoles explode, and your boffs go into cooldown.


Since this is a general power like evasive, all captains gain access to it and every ship can use it.
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