Lt. Commander
Join Date: Jun 2012
Posts: 145
# 1 Suggestion: Improving cruisers
05-03-2013, 10:58 PM
CaptainGeko has said in multiple interviews now that he wants to improve cruisers specifically by giving them something unique that other ships don't have. He's said that escorts are good in the state they are in, especially with access to cannons, and that science ships are pretty good but he is thinking of adding a secondary deflector to them, but that he's having trouble coming up with something for cruisers that is balanced. He's talked about adding cruiser-only armor but thinks that's really problematic. I don't think cruisers need to be more tanky, because they can already tank really well. What cruisers need is to be more versatile. After all, ships like the Galaxy were made to be multi-mission vessels. I'd like to start this thread to brainstorm what cruisers could get to be more unique from other ship classes.

Here are my suggestions. I think probably only just one of these should be implemented, definitely not all of them.

A bonus to power system skills. EPtX powers get extra magnitude or duration when used on a cruiser, maybe lasting 40 seconds instead of 30.

Some sort of efficiency or power system boost. Maybe weapons drain slightly less power when fired or cruisers have more power generation to play with (maybe this would just be an enhancement of the power bonus cruisers already get, or maybe a new mechanic).

An extra Bridge Officer slot. They have larger crews and are designed to fill a wider variety of roles, so make use of this.

More universal Bridge Officer slots. Again, this fits with the theme of the larger cruisers being multi-mission vessels.

Access to a unique kind of officer. Perhaps if the First Officer system ever gets implemented, cruisers could have a Second Officer, while other ships only have access to the one First Officer.

Post your own suggestions!
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,616
# 2
05-03-2013, 11:09 PM
Some one posted about adding a kind of reverse sensor analysis for cruisers. I think they described it like a frenzy.

When under fire you gain a healing and damage buff, The longer you are under fire the greater the buff.


I thought it sounded prety good personally
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Join Date: Jul 2012
Posts: 5,329
# 3
05-03-2013, 11:22 PM
Cruisers do not need the following:

More tankiness
More power

Also they will be getting greater turn rates in the future because of other changes.

Now, unless there was a major reduction in damage resistance for all consoles, and adding in armor consoles was meant to keep cruisers at the top for that, then I could possibly go with it.

The EPTX skills are gonna be a-ok once they hit the changes on Holodeck, so those really shouldn't be altered any more.

The weapon drain resistance I could see if there wasn't already so many ways to get that (which in and of itself really stomps on the engineer's toes, but I digress).

The extra BOFF slot I could see...only if it was actually worth while. This is probably really OP but...instead of a new, and probably not very useful ensign, why not instead bump up another BOFf to the next level.

Universal slots would be nice. Make it a bit less painful to choose BOFF layouts.

For the First Officer thing, dunno. Would need to know what that system would even add.


Honestly, the only thing I want for cruisers right now is just more ensign BOFF choices for their engineering BOFFs.

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Join Date: Jun 2012
Posts: 1,616
# 4
05-03-2013, 11:30 PM
Now that I think about it It does seem cruisers are the low man on the totem pole.

Below is a break down of generalized class bonuses.

Escorts-
Can equip heavy weapons.
Highest turn rates
Have a defence buff

Science ships-
Have sensor analysis
Free beam target skills
Highest shield mods

Cruisers-
Most weapon slots
Highest hull
?

I didn't count boff slots or console slots since those vary wildly.
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

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Lt. Commander
Join Date: Jun 2012
Posts: 204
# 5
05-03-2013, 11:31 PM
I'm thinking more "outside the box" in the sense of damage and otherwise. On ground, Engineers are known for their tankiness and ground fabrications that help them in combat. I was wondering what if they made BOff abilities that could spawn in units for cruisers or buff those spawned in units.

I know that in another post, I also suggested crew to matter: If you get hit with boarding party or likewise with 0 crew left and no TT, who's to say the boarding party can't just take control of the ship? Perhaps create a new "defeat" condition.

Haha Just me rambling
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Join Date: Jun 2012
Posts: 1,616
# 6
05-03-2013, 11:35 PM
Quote:
Originally Posted by sgtstarfall View Post
I'm thinking more "outside the box" in the sense of damage and otherwise. On ground, Engineers are known for their tankiness and ground fabrications that help them in combat. I was wondering what if they made BOff abilities that could spawn in units for cruisers or buff those spawned in units.

I know that in another post, I also suggested crew to matter: If you get hit with boarding party or likewise with 0 crew left and no TT, who's to say the boarding party can't just take control of the ship? Perhaps create a new "defeat" condition.

Haha Just me rambling
Unfortunately those are kit powers and are more inline with your captain/boff stations than an innate ship ability.

None of the other ship abilitys have much to do with the captain classes.
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Career Officer
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Posts: 244
# 7
05-03-2013, 11:54 PM
No weapon power drain would do it for me. The damage boost is very good that way.
Career Officer
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Posts: 5,933
# 8
05-04-2013, 12:04 AM
The thing is that Cryptic made Escorts just too good. They kill fast and are fun to play, and the game is mostly centered around DPS. But if you take a Cruiser or a Science Ship, it feels like it's taking forever to kill something.

And it really shows when you do a Red Alert, Fleet Red Alert, or an STF with nothing but Cruisers. They may survive, but they aren't likely to complete the event before the time is up. It's really rare that you find a competitant group of Cruiser captains that can.

So in that aspect, Cruisers are weak offensively. But are they? Take one in PvP and in capable hands, they can survive the odds against a group of escorts.

So that leads to a conundrum. Do they need improvements or not?



Another thing is how Cryptic says Cruiser are tanks, but yet they have to invest in +Threat to keep a NPC focused on them and not the Escort that is putting superior DPS that would cause the NPC to have that Escort as the main target.

If I had my way, I would get rid of the Threat Skill and other useless skills like Inertial Dampers and add those as innate values on Cruisers. And give them better damage mitigation, so they could take survive those invisible Borg Torpedoes that normally 1 shot players. This would warrant Cruisers to actually function as tanks and survive.


Now I'm sure people will be like "Cruisers will be OP in PvP", this wouldn't be the case if Cryptic listened to what I been saying for the past 3 years - give seperate values for PvP. That way you can adjust values without affecting PvErs
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Lt. Commander
Join Date: Jun 2012
Posts: 204
# 9
05-04-2013, 12:05 AM
Quote:
Originally Posted by disposeableh3r0 View Post
Unfortunately those are kit powers and are more inline with your captain/boff stations than an innate ship ability.

None of the other ship abilitys have much to do with the captain classes.
Now wouldn't that be interesting if it was an innate ship ability?
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# 10
05-04-2013, 12:09 AM
Quote:
Originally Posted by sgtstarfall View Post
Now wouldn't that be interesting if it was an innate ship ability?
Well technically it is for carriers.
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