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Captain
Join Date: Jun 2012
Posts: 1,486
The changes to emergency power abilities up on Tribble are... unpopular. I'd like to offer this alternative as a compromise between what we have now and what I think Cryptic is trying to accomplish.

I believe that in total this system would be more fluid and intuitive while addressing the concerns of both sides.

1.) Emergency power as a persistent mode with persistent benefits.

Instead of getting an effect for 20 seconds when you trigger EPTx, emergency power gives you a status effect with no duration. The emergency power effect will never time out, turn off, or discontinue (unless removed by an outside force).

The effects of the emergency power would be:
1a.) Weapons. Increased power level to weapons by (20/25/30), and gives a (25%/33%/50%) resistance to weapon power drain. The reason for NOT making this a flat "+% damage" is that ships that are already running maximum power to weapons and not suffering from the effects of drain don't need more damage. They have logically reached the material limits of their ship's weaponry. Adding a resistance to power drain functionally increases weapon damage for ships that are having problems by pushing them closer to their rated maximum.

2.) Shields. Increased power level to shields by (20/25/30), increases shield hardness by an additional factor (as current), and constantly stores shield points at a rate equal to the current heal divided by the cooldown time; so, same heal per second but persistent instead of in lumps.

3.) Engines. Increased power level to engines by (20/25/30), increases turn rate, increases maximum speed, improves ship's inertia.

4.) Auxiliary. Increased power to auxiliary by (20/25/30), improves stealth and detection, improves science skills.

In all cases, emergency power to a system also improves the repair rate of that system, but will NOT immediately restore that system to functionality because the EPTx abilities are no longer applied in lumps.


2.) Emergency power as a shared system


It seems like the major driving force behind this overhaul is to prevent huge stacking buffs to multiple power levels. If a ship had sufficient power output to run large bonuses to multiple systems at the same time, then surely it's not "emergency" power yeah? So it makes logical sense that only one system can be boosted at a time.

But instead of forcing players to only use 1 EPTx ability via clunky cooldowns, have it so that turning on EPTx will remove all other EPTx status effects. There's only enough surplus to overdrive one system at a time, that's why it's emergency power. When using EPTx, there is a 10 second system cooldown on the use of any EPTx ability to prevent "frantic spider" style power distribution. The effects of the new setting apply immediately and the effects of the old setting are removed immediately, but then there is a cooldown period before you can change your EPTx allocation again. The cooldown is unaffected by anything that influences cooldown rates e.g. Aux2Batt, Photonic Officer, MACO set bonus, etc etc.

Providing constant power to a system of the captain's choice while also making it relatively quick to change allows emergency power to be used as a kind of "stance". When your ship needs maximum firepower, you put all your available power into weapons until such time as you need to defend against attack, or run away, in which case you change your ship's stance to support those actions.


3.) The role of damage control engineers (DCE)


Instead of having a chance to reduce cooldown, which would be obsolete when EPTx is a persistent mode, the DCE instead gives a repair rate bonus to a system if that system is receiving emergency power.

So the rate subsystems repair at could be illustrated as

1x = basic system rate
2x = with emergency power
3x = with emergency power and engineer

As a more general benefit, damage control engineers also add a small buff to all power levels when the ship is below 50% hull.

4.) Making low-level engineering more desirable

Because EPTx is now a mode and does not benefit from duplicate copies, we're left with some holes in low level engineering, particularly Ensign level. As such: Move the skills Tractor Beam and Polarize Hull into engineering instead of science.

The tractor beam is an all-around utility gadget. The role of the tractor beam is to move things, which is an engineering problem more than it's a science problem. The technology behind the tractor has effectively reached consumer-level point and click.

Polarizing the hull is by definition a defensive feature (engineering focus), and involves massive amounts of power, big cables, and giant slabs of the hull.

In the case of both technologies, there is canon support that these jobs were performed by the ship's engineer (Geordi LaForge and his tractors, Trip Tucker and his polarized hull) rather than the ship's science officer.

Ensign-level Science will still have the "killer apps" hazard emitters and transfer shield strength, and four other situational abilities only two of which share a cooldown.
Captain
Join Date: Jun 2012
Posts: 1,241
# 2
04-13-2013, 09:14 PM
i support all of these suggestions

even at ensign level it would still have a point to having them on engineer heavy ships unlike the current build on tribble
Commander
Join Date: Jul 2012
Posts: 426
# 3
04-13-2013, 10:09 PM
I kind of like this idea, actually. I'm not sure it's totally balanced, but I do like the idea a lot.

The only kind of problem I have with it is that while EPTW, EPTS, and EPTE all give clearly-defined bonuses, I feel like EPTA still gets the short end of the stick for science ships and science-focused captains.

I'm not sure what the best way to fix this is, but then I had an idea: what about a global reduction on the cooldown for science skills? Something like 5/10/15 second cooldown reduction with EPTA? It does sort of overlap with Photonic Officer, though....
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,691
# 4
04-13-2013, 10:14 PM
Quote:
Originally Posted by squishkin View Post
I kind of like this idea, actually. I'm not sure it's totally balanced, but I do like the idea a lot.

The only kind of problem I have with it is that while EPTW, EPTS, and EPTE all give clearly-defined bonuses, I feel like EPTA still gets the short end of the stick for science ships and science-focused captains.

I'm not sure what the best way to fix this is, but then I had an idea: what about a global reduction on the cooldown for science skills? Something like 5/10/15 second cooldown reduction with EPTA? It does sort of overlap with Photonic Officer, though....
how good is PO? i never really bothered to try it.

as for the ideas...I like them all, especially the first one.

Quote:
Originally Posted by borticuscryptic View Post
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
Career Officer
Join Date: Jun 2012
Posts: 775
# 5
04-14-2013, 02:07 AM
I like this idea, it seems much more intuitive than the current clunky multiple cooldown mess we have currently.
Ensign
Join Date: Sep 2012
Posts: 8
# 6
04-14-2013, 04:12 AM
Yes! Yes! A thousand times Yes!
Captain
Join Date: Jun 2012
Posts: 2,849
# 7
04-14-2013, 05:16 AM
While the change to EPTW would make it practically useless for an escort (the part you want from it is the flat out bonus), all this boils down to is making them a passive ability that you can choose to run in your flavour instead of clicking on them.

Honestly this sounds overpowered a bit, though I usually like that stuff. Also, since EPTW would be useless for an escort, they would only run EPTS.

I would say leave Polraize hull at science, there is an already engineering version of it :

http://www.stowiki.org/Ability:_Auxiliary_to_Dampeners
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Captain
Join Date: Jan 2013
Posts: 3,158
# 8
04-14-2013, 05:43 AM
Quote:
Originally Posted by tpalelena View Post
While the change to EPTW would make it practically useless for an escort (the part you want from it is the flat out bonus)
EPTW isn't exactly the most useful power to an escort NOW, either. EPTW is generally favored by cruisers with their energy-sucking beams to eke out some more damage. Escorts, with their limited Engi slots, don't really run EPTW anyway.

Quote:
Originally Posted by tpalelena View Post
Honestly this sounds overpowered a bit, though I usually like that stuff. Also, since EPTW would be useless for an escort, they would only run EPTS.
Thing can't be overpowered when there aren't any numbers given. Clearly there is a point between does nothing/useless, and "OP" where it is useful but not insane.

Quote:
Originally Posted by tpalelena View Post
I would say leave Polraize hull at science, there is an already engineering version of it :

http://www.stowiki.org/Ability:_Auxiliary_to_Dampeners
Which is conveniently available only at Lt level, further exacerbating the shortage of Ensign-level utility. Given that there appears to be no such THING as Aux2Damp 3 or similar, it may be worth considering simply renaming SOME of the present Aux2Whatzits to Aux2Whatzit, so Aux2Whatzit 2 becomes Aux2Whatzit 3 and an Ensign version inferior to the original becomes 1. But not Aux2batt. Leave that one where it is, or it will get way OP.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 9
04-14-2013, 07:34 AM
Quote:
Originally Posted by momaw View Post
The changes to emergency power abilities up on Tribble are... unpopular. I'd like to offer this alternative as a compromise between what we have now and what I think Cryptic is trying to accomplish.

I actually don't think your suggestions are bad, they have some merit and are overall well thought out.


I do think you have made a mistake with regards to what Cryptic is trying to accomplish.



The Cryptic dev team as a nebulous whole, at some point between CoH and STO, seems to have come to the conclusion that passive "always on" powers are not very exciting or dynamic (and in many ways they are not, but I personally don't think that's necessarily bad).


If you look at arbiter...I mean adjucatorhawk's posts, the first set of changes to EPTx were in fact to make it so you would "use them when you need them" instead of an "always on" keybind (i.e. a borderline passive toggle).


Quote:
Originally Posted by adjucatorhawk
Long-term, we believe the EPtX abilities would be more interesting if their effects were yet more substantial but they had significant downtime.




I think they are looking to add something interesting where it doesn't need to exist personally, I already have quite a lot of powers to click that are "active use".

They've also forgotten why the EPTS powers were designed like they were in the first place, as a bedrock of cruiser builds where they run 2 different EPTx cycles.

I'm not personally against a suite of passive powers, but the Devs seem to be - even though nearly every boff/captain power is a clicky "as you need it power".







Back to your thread.


The devs were very specifically trying to accomplish the direct opposite of what you are proposing. They don't want EPTx to be passive at all.


The problem is that just doesn't work in the current game very well, especially with regards to EPTS.

Unfortunately the current design has seen changes, added on top of changes, added on top of changes with two polar opposites of situations in combat:

> You are borderline invincible.
> You are vaporized in 5s.


The why?

The why is because the amounts of spike damage players and NPCs are capable of can vaporize the current base HULL/SHIELD values of ships but with stacked resistances and passives you can actually almost completely nullify that same tremendous spike.



They can't fix the toy city built ontop of the table by kicking out one of the table legs (EPTx), but they don't seem to be able (due to manhour investment ROI, not actual lack of ability) to go through and revise the whole thing head to toe.


Last edited by ussultimatum; 04-14-2013 at 07:49 AM.
Lt. Commander
Join Date: Jun 2012
Posts: 116
# 10
04-14-2013, 08:22 AM
making them persistant? no ... that would make the game even more boring.


changes to the effects, yep, i would also suggest removingthose powerlevel addition, cause most of our ships already run at max power if set to 100 (especially cruisers ...), therefore make the abilities themselves stronger!

eptW: reduce "additional weapons firing" drain, when skilled out rank1 10%(5% unskilled) up to 30%(15% unskilled) from rank3. for 20seconds. additionally your weapons become 20sec immune to any system offline/power drain by enemys!!!

eptS: 20seconds shieldresist buff and regeneration buff, and resist to drain energy from that system

sidenote: transfer shield strengh: adds reg, makes resist and please add: makes immune to capacity drain for 10secons

eptE: turnratebuff, thats great already, 20sec also immune to drain that system power levels, also a slight speedbuff (like it is now)

eptA: enhancing all scistats by 30 for 20 seconds, as much as it is now.


i want to express that i really like the emptSubsystem abilities WITHOUT more energy buff, because most ships actually needing a certain eptSubsystem run at max power already.

at the moment eptSubsystem is used from the negative: cruisers dont need anyone, but have slots for it ...
escorts explicit DO NEVER USE eptWeapons, cause they dont benefit any more from it
sciships wont ever use eptAuxiliary, yeah cause you fly them at max aux already.
removing the energypowerlevel buff was the correct way to my mind, but you must add some "resist versus drain" instead, and make the "buff" for the system not via powerlevel, but through plain effect.

instead of granting 30power to shields, which results in x% resist and regenerationrate, just add the % and rate, without the energylevel flat. cause this prevents this abilities from getting totally worthless for the kind of ship, that actually was supposed to use it. (like mentioned above)



to adress the minithread above: the problem started, when they drastically capped resistanced, but didnt proceed with capping maximum dps burst output as well. i think its unfair that nearly every ship now runs at 40% resist all standard, while only escorts can definetely NULLIFY resistance by one button. i think the abilities that lower resists should work this way:

lets say a ship has 50% resist all, now someone beta and fire on my mark-s you same time, these two debuffs should suffer from a deminishing return too. cause thats just fair somehow. cause when i fit my cruiser with 50% resist and activate polarize hull i go to 55%, while an escort that chains beta3 and fomM gets some kind of 100% debuff ... (beta3 is 30% and fomM can get to 70%, not counting self BUFF here ^^) i think when beta3 and fomM are chained, they should never NULLIFY a cruisers resistances with polarized hull. - this is at least sth that should be reconsidered somehow, cause flying a cruiser feels very obsolete in this game now, cause my escorts can run at the same resist levels.

Last edited by davideight; 04-14-2013 at 08:33 AM.
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