Lt. Commander
Join Date: Sep 2012
Posts: 153
# 21
07-11-2013, 07:58 AM
Quote:
Originally Posted by misterde3 View Post
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.
thanx, i didn't know that, maybe thats why i'm having such a hard time with my klink toon. i mostly only use science ships.

on the other note, i would still probably keep the pods on raptors and Battlecruisers, two heaviest classes on both sides.
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Survivor of Romulus
Join Date: Jul 2012
Posts: 1,382
# 22
07-11-2013, 11:11 AM
If anything the BoP is our Science ship as it's the only free Klingon ship that can seat high ranked Sci officers.

But in all seriousness the Bird of Prey/Raider is quite simply in a class of it's own.
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.
Career Officer
Join Date: Jun 2012
Posts: 4,036
# 23
07-11-2013, 12:09 PM
Quote:
Originally Posted by dknight0001 View Post
If anything the BoP is our Science ship as it's the only free Klingon ship that can seat high ranked Sci officers.

But in all seriousness the Bird of Prey/Raider is quite simply in a class of it's own.
Yup, just like the fact that it can support a Commander Engineer makes it a cruiser.
Lt. Commander
Join Date: Sep 2012
Posts: 153
# 24
07-11-2013, 11:11 PM
Quote:
Originally Posted by misterde3 View Post
Yup, just like the fact that it can support a Commander Engineer makes it a cruiser.
lets just say that the BoP is a class of it's own and leave it at that.
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Career Officer
Join Date: Jun 2012
Posts: 4,036
# 25
07-12-2013, 01:18 AM
Quote:
Originally Posted by ccmurphy View Post
lets just say that the BoP is a class of it's own and leave it at that.
Hey, the smiley showed I was just kidding.

I'm still working on the hull values for the pods.
Currently neither a base hull multiplier nor a fixed value seems to work properly but maybe I'll manage to fogure it out.
One problem that has come up with the current concept however is this: abiliteis like "structural integrity" always use the base value to calculate the bonus...so in this case the ship without the module.

And since the Fed escorts and the Raptors have different shield mods and I'd like to preserve faction-specific properties, I'm considering different modules per faction (even if there are no modular escorts, I'd like to be accurate).

Last edited by misterde3; 07-12-2013 at 01:20 AM.
Lt. Commander
Join Date: Sep 2012
Posts: 153
# 26
07-12-2013, 01:40 AM
Quote:
Originally Posted by misterde3 View Post
Hey, the smiley showed I was just kidding.
i know you were kidding. i just felt like we were getting off topic a little.

we could us a ship without the pod as a base and work from there. say that the original doesn't have a pod attached, so on so fourth, and the pod just adds to it. similar to a console. though not equipped as one.

there could be multiple ships that work around the same concept, and the pods are the deciding fact for the upgrades. also think of it as if you wanted to take out the ship without a pod equipped. i would say that these pods could enhance the ship, but it wouldn't be huge. i think first, work on the baseline without just on that concept. though i'm still not sure if it can be done.
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Career Officer
Join Date: Jun 2012
Posts: 4,036
# 27
07-12-2013, 04:15 AM
Quote:
Originally Posted by ccmurphy View Post
i know you were kidding. i just felt like we were getting off topic a little.

we could us a ship without the pod as a base and work from there. say that the original doesn't have a pod attached, so on so fourth, and the pod just adds to it. similar to a console. though not equipped as one.

there could be multiple ships that work around the same concept, and the pods are the deciding fact for the upgrades. also think of it as if you wanted to take out the ship without a pod equipped. i would say that these pods could enhance the ship, but it wouldn't be huge. i think first, work on the baseline without just on that concept. though i'm still not sure if it can be done.
HMM, my current iteration looks a bit like this:

the "naked" ship without pod has the LtC and Ensign fixed along with one console slot while the pod adds the Commander and the two Lieutenants along with the remaingin 8 console slots.
Also the base hull is the one of the science version with the cruiser's turnrate...and no shields.
Those get added in with the pod.
So the Large Modular Cruiser looks like this:
Turnrate 7, base hull 31,000 weapons 3/3 LtC Eng Ens Sci *EDIT: 1 Sci Console*
With
Eng Mod, Turnrate +0, +8000 Hull, Shield 1.0 Weapons 1/1
Commander Eng, Lt. Tac, Lt. Sci
*EDIT: 4 Eng, 2 Tac, 2 Sci Consoles*

Result: Star Cruiser

With
Sci Mod, Turnrate +2, +0000 Hull Shield 1.3 Weapons: Sensor Analysis
Commander Sci, Lt. Eng, Lt. Tac
*EDIT : 4 Sci, 2 Tac, 2 Eng Consoles*

Result: Almost Nebula

With
Tac Mod Turnrate +4, +5000 Hull, Shield 0.9 Weapons: 1/0
Commander Tac, Lt. Eng, Lt. Sci
*EDIT: 4 Tac, 2 Eng, 2 Sci Consoles*

Result: the tankiest escort in the game

I think I'll need to turn this into a graphical representation or something.

For the Small Modular Cruiser I'm thinking 28000 Hull at Turnrate 9, LtC Tac with Ens Eng
*EDIT: 1 Eng Console*

Last edited by misterde3; 07-12-2013 at 06:03 AM. Reason: forgot stuff
Lt. Commander
Join Date: Sep 2012
Posts: 153
# 28
07-13-2013, 04:35 AM
Quote:
Originally Posted by misterde3 View Post
HMM, my current iteration looks a bit like this:

the "naked" ship without pod has the LtC and Ensign fixed along with one console slot while the pod adds the Commander and the two Lieutenants along with the remaingin 8 console slots.
Also the base hull is the one of the science version with the cruiser's turnrate...and no shields.
Those get added in with the pod.
So the Large Modular Cruiser looks like this:
Turnrate 7, base hull 31,000 weapons 3/3 LtC Eng Ens Sci *EDIT: 1 Sci Console*
With
Eng Mod, Turnrate +0, +8000 Hull, Shield 1.0 Weapons 1/1
Commander Eng, Lt. Tac, Lt. Sci
*EDIT: 4 Eng, 2 Tac, 2 Sci Consoles*

Result: Star Cruiser

With
Sci Mod, Turnrate +2, +0000 Hull Shield 1.3 Weapons: Sensor Analysis
Commander Sci, Lt. Eng, Lt. Tac
*EDIT : 4 Sci, 2 Tac, 2 Eng Consoles*

Result: Almost Nebula

With
Tac Mod Turnrate +4, +5000 Hull, Shield 0.9 Weapons: 1/0
Commander Tac, Lt. Eng, Lt. Sci
*EDIT: 4 Tac, 2 Eng, 2 Sci Consoles*

Result: the tankiest escort in the game

I think I'll need to turn this into a graphical representation or something.

For the Small Modular Cruiser I'm thinking 28000 Hull at Turnrate 9, LtC Tac with Ens Eng
*EDIT: 1 Eng Console*
not bad, but have you thought of mostly fixed sitting, with one or two being controlled by the pod?

original says with two consoles each type and the pod adds more.
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Career Officer
Join Date: Jun 2012
Posts: 4,036
# 29
07-13-2013, 05:11 AM
I'm mostly just playing around with ideas at this stage to see how much the pod should affect the ship right now.
That's why I called the first draft rough...actually they're all rough.
One of the biggest complaints about the Nebula I've gatherd so far is that the Commander slot is fixed as science. Some people wanted her to function as a cruiser, basically a smaller companion of the Galaxy that is not a Science ship...at least that's what I gathered back on the [Archived] forums.
So how much impact should the pod have in your opinion?

We could just as well go with 3 from the ship (2 from the LtC, 1 from the Ensign for example) and 5 from the Pod. It's just an idea ATM so we can play with it to see what looks and feels "right"
I thought about keeping the current system and using one console from the LtC and the Ensign type as well, which would give us 2 from the ship and 7 from the Pod.

Of course a possbile fleet version with 10 consoles would have to be taken into consideration as well.

Last edited by misterde3; 07-13-2013 at 05:14 AM.
Lt. Commander
Join Date: Sep 2012
Posts: 153
# 30
07-13-2013, 07:36 AM
Quote:
Originally Posted by misterde3 View Post
I'm mostly just playing around with ideas at this stage to see how much the pod should affect the ship right now.
That's why I called the first draft rough...actually they're all rough.
One of the biggest complaints about the Nebula I've gatherd so far is that the Commander slot is fixed as science. Some people wanted her to function as a cruiser, basically a smaller companion of the Galaxy that is not a Science ship...at least that's what I gathered back on the [Archived] forums.
So how much impact should the pod have in your opinion?

We could just as well go with 3 from the ship (2 from the LtC, 1 from the Ensign for example) and 5 from the Pod. It's just an idea ATM so we can play with it to see what looks and feels "right"
I thought about keeping the current system and using one console from the LtC and the Ensign type as well, which would give us 2 from the ship and 7 from the Pod.

Of course a possbile fleet version with 10 consoles would have to be taken into consideration as well.
feels like your on the right track.
maybe we could mod the code to allow for the commander slot to change with the pod, or add an extra LC that does the same.
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