Survivor of Romulus
Join Date: Jul 2012
Posts: 1,540
# 11
07-09-2013, 09:34 AM
I think Cryptic would rather sell a Nebula 3 Pack than a Nebula with Multiple pods.

But I think in game it wouldn't be that hard. The Nebula gets a Module slot like a Hanger. That slot is like certain shields or the Borg console designed to make certain things appear on the ship.

The Modules would go in the slot, make a visual change (that could not be disabled) and the ship gets a series of bonuses relating to the Module.

Tac Module has a 10s firing sequence that can be activated every 15s shooting out 3-4 Photon Torpedoes and some 360 Phaser beams. Note this won't use power so your getting more benefit. This idea does feel like I'm stepping on the HECs party trick but. I'm guessing your Module ship will not be losing something to compensate.

I can't think of what the other modules would do but I think it could work in the current state of the game engine. It wasn't that hard to add Warp Cores was it? Maybe it was the game still has targetting glitches, BOFF glitches and people getting stuck behind things in certain missions.

A Klingon ship with the same features wouldn't be hard to add, but would probably require new art assets.

The biggest problem with your idea IMHO is the Nebula is a ship that already exists 3 times in the game. And when you Consider the only ship to have two (and a Mirror) T5 variants and a Fleet Variant is the Assault. But the layout of the Assault changes in it's R variant which is also the Fleet Variant. But on the bright side we get a new ship for every faction with a new feature.

Still it's a cool idea and you deserve major props for saying us Klingons should get one too, most Federation players only ask for things for themselves not things for everybody. I'd go so far as to say that the Romulans should get a Modular ship too. The best thing is if this Module idea works they can add more Modules possibly via a Lockbox. A Quantum/AntiProton version of my Tac Module idea would be popular. A Lockbox ship with a unique Module would be highly sought.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Lt. Commander
Join Date: Sep 2012
Posts: 157
# 12
07-09-2013, 07:50 PM
Quote:
Originally Posted by dknight0001 View Post
I think Cryptic would rather sell a Nebula 3 Pack than a Nebula with Multiple pods.
the way i was thinking was modding the code of certain ships, eg. nebula, so that the one that you pack that you pick in the ship designer is the one to give you benefits. i think cryptic would like it this way because they could design several packs, each sold separately for a set amount of zen. hence making a profit out of smaller quantity instead on one big buy off. this way to you could use the current nebula refit and the fleet version to accept the changes and the original does not, or they could make a new ship all together that accepts it. that way they would make a profit for the ship and each pod.

PS. i'm replying mostly to the nebula, because i don't know many klink ships.
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Survivor of Romulus
Join Date: Jul 2012
Posts: 1,540
# 13
07-10-2013, 07:23 AM
We don't really have any ships that look like they can support the concept of attachable modules.

I really like the idea, I'd go so far as to say that this should be an overhaul and available on all Sci ships. They are the underdogs in this game, Escorts Rule, Cruisers are Nostalgic and Sci is kind of a joke.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Lt. Commander
Join Date: Sep 2012
Posts: 157
# 14
07-10-2013, 02:43 PM
Quote:
Originally Posted by dknight0001 View Post
We don't really have any ships that look like they can support the concept of attachable modules.

I really like the idea, I'd go so far as to say that this should be an overhaul and available on all Sci ships. They are the underdogs in this game, Escorts Rule, Cruisers are Nostalgic and Sci is kind of a joke.
i wouldn't go as far as all sic ships, maybe a new ship design since the kdf, and the rr don't have one.

I've tested out every type of ship in game, and i still go back to sic. of course i don't do as much damage as escorts but i can still take them down.
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Career Officer
Join Date: Jun 2012
Posts: 4,108
# 15
07-11-2013, 01:24 AM
Quote:
Originally Posted by dknight0001 View Post
We don't really have any ships that look like they can support the concept of attachable modules.

I really like the idea, I'd go so far as to say that this should be an overhaul and available on all Sci ships. They are the underdogs in this game, Escorts Rule, Cruisers are Nostalgic and Sci is kind of a joke.
I think we do.

http://img153.imageshack.us/img153/3165/lb44.png
Career Officer
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# 16
07-11-2013, 03:25 AM
I've been thinking about how this concept could be fulfilled in a.remotely rational way, so here's a rough concept:

Federation:

Modular Large Cruiser (based on the Ambassador/Nebula shipsize)
Turnrate: 7 Weapons: 3/3

Modular Small Cruiser (based on the Luna/Intrepid, a bit heavier)
Turnrate: 9 Weapons: 3/3

Modular Destroyer (based on the Prometheus)
Turnrate: 11 Weapons: 3/3
Can Mount Dual Cannons

Klingon:

Modular Battlecruiser (Vor'cha)
Turnrate: 10 Weapon:3/3
Can Mount Dual Cannons
Cloak

Modular Raptor (Raptor)
Turnrate: 11 Weapons: 3/3
Can Mount Dual Cannons
Cloak

Modular Bird of Prey (umm...yeah)
Turnrate: 18 Weapons: 3/2
Can Mount Dual Cannons
Battlecloak


-----------------------------------

Engineering Module
Turnrate increase: +0
Shield mod: 1.0
Weapon mounts: 1/1

Science Module
Turnrate Increase: +2
Shield Mod: 1.3
Weapon Mount: 0/0
Grants Sensor Analysis

Tactical Module
Turnrate increase: +4
Shield Mod: 0.88
Weapon Mounts: 1/0

I haven't figured out the base hull yet, but the idea is that the modules increase hullrate in such a way that we end up with roughly the values we currently have depending on the combination.
With configs like Battlecruiser+Tac Module I also think we end could up with ships roughly analogous to such hybrids as the Mogai.
Whether or not a ship can mount DCs and DHCs is decided by ship class anyway, so I kept this associated with the ships in question.

The shield mod might be a bit of a problem on the BoP right now, so it might be a good idea to think of a base shield mod concept for the ships instead here...but I'll wait for feedback about this from you folks.
So, what do you think?

Last edited by misterde3; 07-11-2013 at 03:33 AM.
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Posts: 157
# 17
07-11-2013, 03:51 AM
Quote:
Originally Posted by misterde3 View Post
I've been thinking about how this concept could be fulfilled in a.remotely rational way, so here's a rough concept:

?
not bad but i would stick with mid and large class ships. i don't think escorts and BOPs need pods. plus the whole concept of these pods would be bulky eliminating one thing the flight speed and turn rate. well thinking about it in construction point of view. besides i think that escorts are a little to powerful right now.
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# 18
07-11-2013, 04:05 AM
Quote:
Originally Posted by ccmurphy View Post
not bad but i would stick with mid and large class ships. i don't think escorts and BOPs need pods. plus the whole concept of these pods would be bulky eliminating one thing the flight speed and turn rate. well thinking about it in construction point of view. besides i think that escorts are a little to powerful right now.
Well, that depends on a few things.
For example the BO layout would be tied to the module as well.
Is an escort still meancing with a 3/3, sensor analysis, Commander Science setup and a turnrate of 13, or is merely about as powerful as some of the existing science ships...like the Vesta for example?
Meaning good, but neither UP nor UP?

Like I said, we'd need to figure out a few more things first.
Also, honest question, what about the Raptors?
They're the counterpart to Fed escorts, would that not not mean they'd need to be removed from the concept as well? Or do you mean Feds get small and large cruiser while the KDF get battlecruiser and Raptors? I'm asking because Raptors are f the same size as some Fed escorts...and of the same size as the Vor'cha.
Lt. Commander
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Posts: 157
# 19
07-11-2013, 06:12 AM
Quote:
Originally Posted by misterde3 View Post
Well, that depends on a few things.
For example the BO layout would be tied to the module as well.
Is an escort still meancing with a 3/3, sensor analysis, Commander Science setup and a turnrate of 13, or is merely about as powerful as some of the existing science ships...like the Vesta for example?
Meaning good, but neither UP nor UP?

Like I said, we'd need to figure out a few more things first.
Also, honest question, what about the Raptors?
They're the counterpart to Fed escorts, would that not not mean they'd need to be removed from the concept as well? Or do you mean Feds get small and large cruiser while the KDF get battlecruiser and Raptors? I'm asking because Raptors are f the same size as some Fed escorts...and of the same size as the Vor'cha.

I see Raptors as a mix between Escorts and Cruiser. not exactly ether. it would be the closest to a science ship that the kdf has.

so in my books

Escorts = BOP

Science = Raptor

Battlecruiser = Cruiser

so a Raptor is just a science ship that can use Cannons. then again i don't know much about kdf ships
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# 20
07-11-2013, 06:31 AM
Quote:
Originally Posted by ccmurphy View Post
I see Raptors as a mix between Escorts and Cruiser. not exactly ether. it would be the closest to a science ship that the kdf has.

so in my books

Escorts = BOP

Science = Raptor

Battlecruiser = Cruiser

so a Raptor is just a science ship that can use Cannons. then again i don't know much about kdf ships
Ah, now I understand what you mean. Thank you...at least I hope I understand.
Well, the frustrating thing about STO is this:
the Raptors are statwise nearly identical to the Federation escorts aside from a few hullpoints here and a few shieldpoints there...and the cloak. Here, have a look:

http://sto.gamepedia.com/Qin_Heavy_Raptor
http://sto.gamepedia.com/Somraw_Raptor_Retrofit

They have similar turnrates and comparable bridge officer layouts. So they're not science ships, it's the exact opposite. The KDF has two types of escortish ships, one type with a fixed BO layout and one with a universal setup.
The BoP can be used as standins for science ships, but they have really crummy hulls and a typical escort-like +15 power to weapons bonus.

Last edited by misterde3; 07-11-2013 at 06:33 AM.
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