Captain
Join Date: Jul 2012
Posts: 2,192
# 71
04-19-2013, 08:56 AM
So far I see a curios trend. No end game romulan ships I have seen have less then 3 tac consoles
Starfleet Veteran
Join Date: Jun 2012
Posts: 243
# 72
04-19-2013, 09:07 AM
Quote:
Originally Posted by naevius View Post
The cores should definitely start the battle charged (after spawning)...what is the point of a surprise attack from cloak if your best weapon is never available?
Battle cloak. Disappear. In battle. When you need a breather or are ready to do that stealthed strike using your core + high yield to a facing of your choice...because they'll never see it coming.
Ensign
Join Date: Sep 2012
Posts: 6
# 73
04-19-2013, 09:22 AM
On another short tangent regarding the Singularity Core (seeing a lot of discussion about what it does/doesn't do, how it should work, etc)...

In the Legacy Dev Blog #3, ArchonCryptic deployed the term 'High Risk, High Reward' as a goal for Warbird design.

Right now, I'd say that Warbirds feel too safe for that.

The Singularity Core doesn't actually carry any real risk apart from the wait times imposed by the cooldown and charge. You run slightly anemic at a base power of 40, but that's not a risk that's just an unfortunate engineering condition.

What if, instead of huge payoffs with long waits, singularity effects were constantly available and got more effective the more you used them but were, themselves, dangerous to you?

ie: Cruise into a fight with your D'Deridex against something light and fast, which you most certainly are not. Spin up the singularity and bend space, allowing you to pivot as if you were much lighter, allowing you to keep your weapons and strongest shields banked against your opponent.

As you exploit it, the singularity drive spins up faster and faster, granting you more...whatever. There's a lot of wiggle room here: You could have Warbirds start out much lower than base power, but gain system power as their drive ramps up during the fight.

The danger: You're riding a black hole. The more you use it, the more charged it gets, the more dangerous it becomes...to everyone, including yourself and your allies. You're doing your best to dump that hate on someone you hate, but the singularity is an unruly beast. It throws out PBAoEs with no regard to allegiance or command, murders the crew in engineering, tears at the superstructure of your ship as it takes hairpin turns it was never quite meant to pull.

High reward, high risk. Flexibility, power and mortal danger.

This is a place to be all kinds of ambitious, even reckless. We're poised to march beneath the Raptor's wings...let's feel some wind.

Last edited by z486; 04-19-2013 at 09:29 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 243
# 74
04-19-2013, 10:00 AM
Quote:
Originally Posted by z486 View Post
On another short tangent regarding the Singularity Core (seeing a lot of discussion about what it does/doesn't do, how it should work, etc)...

In the Legacy Dev Blog #3, ArchonCryptic deployed the term 'High Risk, High Reward' as a goal for Warbird design.

Right now, I'd say that Warbirds feel too safe for that.

The Singularity Core doesn't actually carry any real risk apart from the wait times imposed by the cooldown and charge. You run slightly anemic at a base power of 40, but that's not a risk that's just an unfortunate engineering condition.

What if, instead of huge payoffs with long waits, singularity effects were constantly available and got more effective the more you used them but were, themselves, dangerous to you?

<snip>

High reward, high risk. Flexibility, power and mortal danger.

This is a place to be all kinds of ambitious, even reckless. We're poised to march beneath the Raptor's wings...let's feel some wind.
There's something to be said for this approach, I have to admit. The downside is, RNGs hate me. I'd probably avoid playing a Romulan just because every time I fought my ship would blow itself up. I'd suggest this either as an alternate system to the current Singularity system, or with an array of risk management skills/traits (i.e. allow you to customize as to whether you want to increase the risks to increase the rewards, or mitigate the risks to get more reliable, safer rewards).

Last edited by hyouki; 04-19-2013 at 10:10 AM.
Republic Veteran
Join Date: Jun 2012
Posts: 48
# 75
04-19-2013, 10:09 AM
Quote:
Originally Posted by archoncryptic View Post
While we always appreciate feedback, I'd really recommend actually playing the D'deridex and getting a feel for it before worrying too much about the turn rate. The Singularity powers go a long way toward changing the feel of the ship. If you play the ship and don't enjoy it, feel free to post about why you feel that way.

Moreover, we have several Warbirds available that are faster if you're interested in a style of play more similar to an Escort. The D'deridex is a huge ship, canonically both larger and slower than the Galaxy. We're doing our best to make it appropriate to the IP, as well as fun to play.
I can't remember the name, but thec-store version of the ha'pax had a commander science and a Lt commander universal.
Starfleet Veteran
Join Date: Jun 2012
Posts: 243
# 76
04-19-2013, 10:10 AM
I'll have to reserve full judgement for the Singularity core vs the -10 to all subsystem power until I've gotten further, but at this point, I think I'm justified in saying that the -10 to all subsystem power is a little too harsh for the T'Liss.

I'll admit, I haven't actually blown up in space combat, but that's little thanks to my Hazard Emitters, fed by a measly 15 Aux. I think the single singularity power of the T'Liss does not give enough power or flexibility to offset the overall loss of power to the subsystems. Additionally, you're normally only flying the T'Liss during the time before Warp Core Efficiency is available to you to help mitigate the penalty. It wouldn't take much of a shift, maybe a penalty of -8 instead of -10, to let your Aux actually give you SOME benefit while directing all power to shields, weapons, or engines.

Although, as I said, I haven't died yet in space, so it's not like you're crippled with a nearly nonexistent Aux.
Ensign
Join Date: Nov 2012
Posts: 1
# 77 intresting
04-19-2013, 10:15 AM
i have had no issue with the turn rate acually i was surprised on how quick it turned i hit my keyboared key to turn and it was extreamly quick also i loved the tutorial as of now i have had no issue with the romulan faction plus the new gui is much easyer on the eyes also this is unrelated but do we get to keep the accounts when this goes live ? of npt can we acess our accounts after the testing is done ?
Captain
Join Date: Jun 2012
Posts: 642
# 78
04-19-2013, 10:19 AM
I just realized something: I don't remember seeing any free romulan shuttles.

Is the scorpion which is a paid ship the only romulan small craft avalable? Very disapointing if true. We have seen Romulan shuttles on DS9, so there's no excuse.


Also: regarding science vessels, we have seen Romulan Scout ships on TNG. Add that in as well.
Captain
Join Date: Nov 2012
Posts: 1,223
# 79
04-19-2013, 10:21 AM
Romulans not having a science ship is something that had me scratching my head too. They've always been portrayed as devious but intelligent, and with science to a level in the ballpark of the Federation.
--------------------------------------

"We are smart." - Grebnedlog

Member of Alliance Central Command/boq botlhra'ghom
Ensign
Join Date: Sep 2012
Posts: 6
# 80
04-19-2013, 10:23 AM
Quote:
Originally Posted by hyouki View Post
There's something to be said for this approach, I have to admit. The downside is, RNGs hate me. I'd probably avoid playing a Romulan just because every time I fought my ship would blow itself up. I'd suggest this either as an alternate system to the current Singularity system, or with an array of risk management skills/traits (i.e. allow you to customize as to whether you want to increase the risks to increase the rewards, or mitigate the risks to get more reliable, safer rewards).
I think management is appropriate, with the understanding that low risk = low reward. But I'd be at home having a mildly anemic capacity to play normally, leaving the singularity spun down...my thinking is that the core doesn't wind up /unless/ you're using singularity abilities, thus opening yourself to the attendant dangers.

So if you use them minimally or not at all, you're left playing a mostly normal ship.

Bear in mind also, I'm not quite advocating 'sudden death' effects...but something to help further justify and utilize the increased durability of warbirds.

Further thought: Any random act of Core should probably also have the effect of cooling it off. If a tightly wound core pops a gravity burst, it should burn some charge to do so...effectively debuffing the owner back towards normal, but also shielding them from things getting too rapidly worse while they wrangle with whatever just happened.
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