Lt. Commander
Join Date: Sep 2012
Posts: 145
I have a proposal that will dispel alot of negativity from the community with regards to the underwelming, upcomming battery trait of engineers .

Allow players to buy or craft rechargeable batteries instead of paying consumable batteries which will do two things. It will make the engineer traits much more enticing because players will have an incentive to spec their build around batteries. Secondly, it may not occur to some people but an average player using a battery build spends roughly 80-400 batteries a week. The cost of paying for batteries 6-12 months if you take into account daily usage of batteries is well over in the millions of energy credits to buy and maintain a build that is based around batteries. That is one of the reason why people don't like relying on batteries, especially engineers who have plenty of power without needing to use batteries.

Cryptic team, you can go along way towards dispelling alot of negativity feedback from the community with the introduction of this new battery trait by allowing engineers to have rechargeable shields, weapons, engines, and auxiliary. To prevent consumable batteries from becoming useless in the wake of rechargeable batteries, have it so only engineers can use rechargeable batteries only. Escorts and Science players wouldn't need to use rechargeable batteries because they do not have the engineer battery trait, therefore they wouldn't need to spend ridiculous amounts of EC to keep buying batteries and stocking up.

I don't know about you but I have a rough idea how much money I have spent on batteries; being around 5-6million EC in the last 1 n half years and I can tell you I'm getting pretty annoyed...The new battery traits for engineers looks...meh but I am not prepaired to keep spending an absurd amount of ec to keep stocking
Lt. Commander
Join Date: Sep 2012
Posts: 145
# 2
04-16-2013, 04:52 PM
If everyone agrees with me.... please post a reply! This would be a great implementation to the battery trait for engineers.
Commander
Join Date: Aug 2012
Posts: 471
# 3
04-17-2013, 06:42 AM
Personally I like the somthing similar to an idea posted elsewhere here:


"Increase the maxiumum power settings of any ship you fly. Escorts +10, Science +15, Carriers +20 and Cruisers +25."


I think this would be cool. Representing the way an engineer is capable of getting the best performance out of his ships power systems.
Captain
Join Date: Jan 2013
Posts: 659
# 4
04-17-2013, 07:20 AM
What build are you using that you eat up that many batteries? I never buy batteries. In fact, I get a surplus for free and end up vendoring them.
Career Officer
Join Date: Jun 2012
Posts: 497
# 5
04-17-2013, 08:50 AM
Yup, I don't understand the build, I have to sell batteries once or twice a week

..and like children playing after sunset, we were surrounded by darkness." -Ruri Hoshino
Lt. Commander
Join Date: Jul 2012
Posts: 135
# 6
04-17-2013, 09:07 AM
I would already be happy with an offensive space trait considering the tac can get 2 defensive traits for space.
Republic Veteran
Join Date: Jun 2012
Posts: 467
# 7
04-17-2013, 09:13 AM
well they already gave the ability a extra bonus to eptx so honestly I'm mostly satisfied with the trait now. Traits aren't suppose to be super powerful or no one would choose anything else.... however I'd like to see the ability to make small batteries for like 10 or 5 ec each...
Lt. Commander
Join Date: Sep 2012
Posts: 145
# 8
04-17-2013, 10:57 AM
Yup, I don't understand the build, I have to sell batteries once or twice a week


What build are you using that you eat up that many batteries? I never buy batteries. In fact, I get a surplus for free and end up vendoring them.



I am using a build which gives me 30% shield dmg resistance everytime I pop a shield battery. It acts like a epts III buff in everyway except it last only 18 seconds rather than 30 seconds. Auxilary, engines, and weapons are also boosted significantly with their respective roles. I chew through batteries so fast that its not even funny and with the new changes (traits) I suspect its not going to help with my current predicament. Which is why I requested this idea for engineers to have rechargeable batteries of shields, engines, auxiliary, and weapons.
Captain
Join Date: Nov 2012
Posts: 1,223
# 9
04-17-2013, 11:01 AM
I don't see the idea of "a skill that lets Engineers pop a battery without actually consuming it" as a bad idea, myself. Though I must say I never use batteries. Which isn't to say they aren't good. Merely something I haven't seen a need for and thus haven't gotten around to doing.

It does seem a bit situational. But any more so than the "boosts turrets" thing? Not really.
--------------------------------------

"We are smart." - Grebnedlog

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Career Officer
Join Date: Jul 2012
Posts: 253
# 10
04-17-2013, 12:11 PM
Engineering traits should either be:

Trait1:
+25 maximum power on all sub systems

OR

Trait2:
All energy from weapon fire reduced by 50%



So firing 7 beams is better manageable. -45 energy instead of -70 which will be a dps boost. Same for the first trait. 150 weapon power is another damage boost.
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