Go Back   Star Trek Online > Test Servers > Tribble - General Discussion and Feedback
Login

Reply
 
Thread Tools Display Modes
Captain
Join Date: Jun 2012
Posts: 1,489
# 11
04-14-2013, 09:27 AM
Quote:
Originally Posted by ussultimatum View Post
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

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.
I must hope that you are wrong, and I must hope that this is all some kind of misunderstanding or experiment, because the alternative is that Cryptic is about to castrate my favorite ship type for the sake of the baseless notion that building and maintaining a stack of passive abilities is somehow not a valid or entertaining school of gameplay. The entire mindset of playing an engineer captain in an engineering ship is to engineer solutions. Engineers don't play whackamole. That's not a solution. A solution is to build robots that can play whackamole longer, harder, and faster than any human.

(Or pull the plug out of the wall, which is probaby what will happen if my battlecruisers become pointless)

Last edited by momaw; 04-14-2013 at 09:29 AM.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 12
04-14-2013, 10:11 AM
Quote:
Originally Posted by momaw View Post
I must hope that you are wrong, and I must hope that this is all some kind of misunderstanding or experiment
Some references.

Quote:
Originally Posted by adjucatorhawk
...0 second downtime on "Emergency" abilities really kept them from feeling like an emergency at all.



Quote:
Originally Posted by adjucatorhawk
From a PvP perspective, players can choose between increasing burst damage (EPtW) or increasing survivability (EPtS). They can also choose "get me as far from this point as possible" (EPtE) or increasing hold effectiveness and stealth detection (EPtA). All of these are real substantial choices to make due to the 15 second Emergency Power global cooldown - unlike most other offensive powers in the game, activating EPtW or EPtA also opens up the activator to spike damage, since they can't use EPtS in that 15 second window.

This is a much more dynamic set of choices to make than previously, where the only real choice was "Macro EPtS into my spacebar."

Captain
Join Date: Jan 2013
Posts: 659
# 13
04-14-2013, 11:00 AM
Quote:
Originally Posted by davideight View Post
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.
That's just crazy talk right there. There is just no way our escort-obsessed devs would ever consider doing anything that would diminish the absolute over-poweredness of escorts. Never. They find the very idea that escorts would in any way be anything less than the only thing to fly to be a concept that is hideously obscene.
Ensign
Join Date: Feb 2013
Posts: 21
# 14
04-14-2013, 05:49 PM
Those are good ideas. If you're going to leave/revert these Emergency Power to X weapons as 100% uptime cycles, at least save me from clicking the damn button.
Captain
Join Date: Jul 2012
Posts: 2,285
# 15
04-14-2013, 09:16 PM
Quote:
From a PvP perspective, players can choose between increasing burst damage (EPtW) or increasing survivability (EPtS). They can also choose "get me as far from this point as possible" (EPtE) or increasing hold effectiveness and stealth detection (EPtA). All of these are real substantial choices to make due to the 15 second Emergency Power global cooldown - unlike most other offensive powers in the game, activating EPtW or EPtA also opens up the activator to spike damage, since they can't use EPtS in that 15 second window.

This is a much more dynamic set of choices to make than previously, where the only real choice was "Macro EPtS into my spacebar."
And this change did that how exactly?

Does EPtW let me reduce the time to kill a target by half? No it does not you say, welp guess I'll just stick with my EPtS that lets me live twice as long and stick to the escort that can slap a crapton of offense with it.
http://www.helpscout.net/75-customer...es-statistics/
Ensign
Join Date: Dec 2012
Posts: 9
# 16
04-15-2013, 07:25 AM
I know this has been covered in the past, but the whole naming of the "emergency" powers being part of the reason for the change. However, as has been covered in other posts, many of the other names for abilities are simply names for things to work in a game.

Which brings me to an idea, much the same as the OP's where each emergency power runs one at a time, up all the time, and can be changed from one to another, in this case without a cool down. However, so far there has been no power for this emergency power to come from. Make a pool of "emergency power" that drains when EPtX is used. It recharges over time, and drains as the abilities are used. Turning them off for a bit will recharge your pool. Changing the subsystem the power goes to shuts off the other, and so on.

Then, to further define the roles of each ship and so on, make a difference in the pool available so cruisers have a larger amount to drain from. Make power drain more efficient for science, and a fast recharge but small pool for escorts. Something to that effect.

This would make using emergency powers trickier to use them all to their full potential, but if someone wants to just keep one power up, they can, but only for a set amount of time.

Idk, something I'm sure that will be too difficult to put in.
Captain
Join Date: Jan 2013
Posts: 3,158
# 17
04-15-2013, 07:33 AM
Make the emergency power come from the ship's lights or something, so that when they run the emergency power, the lights dim. That's where it's actually coming from anyway. The emergency power comes from when the power to non-combat-related systems on the ship are rerouted to combat-relevant functionality. Cruisers have a lot of this stuff, escorts don't. Unless you really think the cruiser's allegedly larger warp core really amounts to nothing more than a single ****ty console.
Captain
Join Date: Jun 2012
Posts: 1,489
# 18
04-15-2013, 09:12 AM
Quote:
Originally Posted by bigtim1313 View Post
Make a pool of "emergency power" that drains when EPtX is used. It recharges over time, and drains as the abilities are used. Turning them off for a bit will recharge your pool. Changing the subsystem the power goes to shuts off the other, and so on.
Except since running "emergency power" to shields constantly is standard operating procedure for a cruiser, and required for it to fulfill its combat role, you just set an upper limit on the amount of time the cruiser can stay engaged.

What you are describing is how batteries should work. Power builds over time, power can be drained out to a system of the captain's choice. (And cruisers should be able to charge their batteries a lot faster while the situation is favorable, using the currently misappropriated "auxiliary to battery" ability)
Starfleet Veteran
Join Date: Sep 2012
Posts: 999
# 19
04-16-2013, 10:16 AM
I do like emergency power as a toggle. I think its a nice idea.

But I also think moving abilities from one kind of BOFF to another probably presents too many technical problems, and creates too much work for Cryptic to invest the time in it, especially as they are likely to receive negative community feedback for doing so.

Instead lets just get two or three new low level engineering abilities. these can be added to the list the boff generator draws from so as to avoid the mess that moving abilities from science to engineering boffs would create.

Personally I would like to see Engineers get some more abilities that actually relate to engines. Or maybe something that interacts with the new warp cores in some way.
Lt. Commander
Join Date: Nov 2012
Posts: 102
# 20
04-18-2013, 06:48 PM
I've got to say that I find this an interesting arrangement, and would certainly be in favor of such a change (although I'm sure the precise numbers would need to be dialed in very carefully).

I have to say the the current continual up-time EPtX arrangement does kinda' feel like pointless busywork to maintain, and does not constitute the "dynamic" ability feel that Ultimatus has quoted the devs as looking for. On the contrary, the clicking back and forth just kinda' feels like an extra distraction (and I really don't need busywork while I'm trying to maintain fire and cross-heal at the same time!).

But if the devs are looking for a dynamic "panic button" power... those already exist for what most of the EPtX powers-- in a loose sense, at least.
In combat, if your shields are flagging and you need an emergency respite, that's kinda' what Reverse Shield Polarity is for*.
Are you getting run circles around and need an emergency boost of maneuverability? That's kinda' what Aux to Dampers is for (at least, that's how I see it described in forum posts).
You have to move outside on Engineering for a "kill it now" emergency power, but the way that Beam Overload is set up, it really is the "emergency can of whoop-***" power for ships that mount beam weapons.
... There really isn't an emergency "science it harder!" bridge officer power that I can think of, though. Got me there.

My point is that for three out of the four EPtX powers, there already exists a dynamic panic-button power for that system, rendering an EPtX power in that position a little redundant. I wish I could remember who in the [Legacy of Romulus] Emergency Power to X being updated on Tribble thread said this, but "Combat is an emergency."
And as Doffingcomrade mentioned, there are plenty of non-combat systems on a Federation starship whose power drain is far from negligible (how many holodecks were on the Enterprise-D again?) and could certainly be put to more... pressing matters when your ship is getting assailed by g**d**n tactical cube.
Emergency enough for you? :P

*: Admittedly, RSP probably isn't at its most useful against the kinetic-happy Borg in STFs, but I understand it to work splendidly against almost everything else.

As a side-note, I'd rather Tractor Beam and Polarize Hull stayed science powers, if it's all the same to you. There are already a dearth of science powers that are really all that useful, and I would have immense trouble filling out a science vessel's two ensign powers and two lieutenant powers without them.

Last edited by miri2; 04-18-2013 at 07:01 PM. Reason: Forgot to actually add my footnote at the end.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 11:09 PM.