Captain
Join Date: Jun 2012
Posts: 3,005
# 51
11-09-2013, 03:42 AM
another possibility would be to get rid of shield facings completely.
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Empire Veteran
Join Date: Jun 2012
Posts: 757
# 52
11-11-2013, 08:21 PM
I like the idea of giving ships an innate shield distro rate based on ship class and TT just adds a multiplier on that ships distro rating.

Slower ships maintain slightly less than current (with TT1) distro rates innately but faster ships would be much less and will need to move about to maintain defence and show other facings, as they're intended to do.
If escorts want to sit and tank in eSTF or sit on a slow cruiser tail, banging away for half a minute then they'd need to use TT3 for the higher distro multiplier.
Slower ships wont need TT3 (likely can't slot anyway) as innate plus TT1 would give current shield distro rate.

Perhaps give TT1 a slight buff to manoeuvres to promote escorts to move about more to make up for the loss in distro effectiveness. I'd also consider allowing TT2 and 3 to give a small increase to attack patterns, like the conn doffs do. This would give escorts a reason to consider higher tac teams, bigger alphas at the expense of higher boff weapon skill variance.

--

Doing the above AND adding shield distro to the other two team types would be workable too I think. Allows ships to slot the team they actually want, not what is absolutely needed as it's the only boff skill that can do it.

Most boff skills are duplicated to a degree. One boff skill does something really well, another can sort of do it but not as well and is really secondary to its primary intent. Why is it that shield distro is not available via any other boff skill?

With slower ships higher innate distro, plus a weaker distro multiplier from an ET or ST this'd work imo.
--

Also, manually distributing shield facings should be more viable imo. Needs to be slightly faster and should be a toggle (as I think someone mentioned). If I tap right arrow key, my right shield facing should start pulling from the other facings to keep it full until I turn it off. If I then hit left, both left and right equal each other and pull from fore/aft facings to maintain left and right. When I hit the facing arrow again distro goes back to equally applying to all facings (like if I have to click on my ship icon in UI in middle of shield facings atm)



A shield distro rate would also play well into fixing tach beam. Have it simply debuff the victims ships innate shield distro rate meaning they can't move shields around as fast while tach beam is applied. Would make that skill more viable again.
But I digress...
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Captain
Join Date: Aug 2012
Posts: 2,737
# 53
11-12-2013, 07:57 AM
Quote:
Originally Posted by eradicator84 View Post
I like the idea of giving ships an innate shield distro rate based on ship class and TT just adds a multiplier on that ships distro rating.

Slower ships maintain slightly less than current (with TT1) distro rates innately but faster ships would be much less and will need to move about to maintain defence and show other facings, as they're intended to do.
If escorts want to sit and tank in eSTF or sit on a slow cruiser tail, banging away for half a minute then they'd need to use TT3 for the higher distro multiplier.
Slower ships wont need TT3 (likely can't slot anyway) as innate plus TT1 would give current shield distro rate.

Perhaps give TT1 a slight buff to manoeuvres to promote escorts to move about more to make up for the loss in distro effectiveness. I'd also consider allowing TT2 and 3 to give a small increase to attack patterns, like the conn doffs do. This would give escorts a reason to consider higher tac teams, bigger alphas at the expense of higher boff weapon skill variance.

--

Doing the above AND adding shield distro to the other two team types would be workable too I think. Allows ships to slot the team they actually want, not what is absolutely needed as it's the only boff skill that can do it.

Most boff skills are duplicated to a degree. One boff skill does something really well, another can sort of do it but not as well and is really secondary to its primary intent. Why is it that shield distro is not available via any other boff skill?

With slower ships higher innate distro, plus a weaker distro multiplier from an ET or ST this'd work imo.
--

Also, manually distributing shield facings should be more viable imo. Needs to be slightly faster and should be a toggle (as I think someone mentioned). If I tap right arrow key, my right shield facing should start pulling from the other facings to keep it full until I turn it off. If I then hit left, both left and right equal each other and pull from fore/aft facings to maintain left and right. When I hit the facing arrow again distro goes back to equally applying to all facings (like if I have to click on my ship icon in UI in middle of shield facings atm)



A shield distro rate would also play well into fixing tach beam. Have it simply debuff the victims ships innate shield distro rate meaning they can't move shields around as fast while tach beam is applied. Would make that skill more viable again.
But I digress...
That would be the best sollution in my opinion too.

I especially like that this would actually force escort pilots to actually MOVE their ships in combat, instead of just sitting there and fireing like a space artillery. Escorts are supposed ot move fast but the current game mechanic just makes them to big artillery batteries in space.


everthing elese:
/full agreement!
Captain
Join Date: Mar 2013
Posts: 686
# 54
11-12-2013, 03:01 PM
Quote:
Originally Posted by yreodred View Post
That would be the best sollution in my opinion too.

I especially like that this would actually force escort pilots to actually MOVE their ships in combat, instead of just sitting there and fireing like a space artillery. Escorts are supposed ot move fast but the current game mechanic just makes them to big artillery batteries in space.


everthing elese:
/full agreement!


Tactical Team has always been a staple ability that gimps non-escorts by forcing them to take a defensive power in an offensive slot when it should have been a power found on engineering abilities.

If they got rid of shield facings and increased bleed-through once the shield hit a certain point that would be preferable to having shield distribution at all.

Last edited by projectfrontier; 11-12-2013 at 03:06 PM.
Republic Veteran
Join Date: Jun 2012
Posts: 457
# 55
11-12-2013, 06:19 PM
I think shields should redistribute automatically based on crew numbers. Higher crew ships will have higher shifts in shield power. But this countered by torpedo's etc killing crew. A long with this we should change the torpedo mechanics, and crew mechanics. Maybe some added skills to help with crew death resistance. Crew should only die with HY torpedo and already injured crew, all other torpedo mines and abilities should injure only, until hitting a ship with no shields. Maybe crew boarding can kill a random small amount of crew per proc. Dead crew only revive outside of combat. ( though maybe with a medical team ability they can be revived in combat.)

Injured crew would function at less efficiency but still function at mostly effective, and recover in comabt as well as out of combat.


You can have tactical team counter this slightly by adding addition redistribute rate. Along with tactical crew getting a better buff for well tactical. Accuracy maybe, or defense, or crit severity skills. Plus add a tactical console that speeds up shield distribution by a percentage, give a little more choose in tactical consoles.


Advantages

1. crew becomes more then a meaningless number

2. Tactical team is still a good ability

3. Torpedo, and mines etc gain new life, in bursting people down.

4.tactical consoles get some actual choose besides damage!

5. Regenerative shields could benefit as the redistributed shields need to come from some were,

if its balanced right even if you have great ability to distribute shields, with out enough Regen to back it up you can still be burst through, and with team work and attacking from multiple angles you'll need more and more regen.

Last edited by cryptkeeper0; 11-12-2013 at 06:44 PM.
Captain
Join Date: Aug 2012
Posts: 2,737
# 56
11-26-2013, 12:53 AM
I like the idea of having shield distribution dependent on Crew, but completely getting rid of shield facincs sounds also good.
Maybe Slow turning ships should have no seperated shield facings and shield regeneration dependent on crew?
Lt. Commander
Join Date: Sep 2012
Posts: 195
# 57
11-26-2013, 01:22 AM
While I like the idea of making TT2/3 a meaningful choice for fast, tac heavy ships with a tiered system of distribution speed, that would also mean they'd have to come up with more ensign tac powers to compete with TT1, because for a vast number of builds that's all the ensign CAN do and if people decide they need TT3 to survive then every ensign slot will be like the defiant's ensign.
Lieutenant
Join Date: Jul 2012
Posts: 98
# 58
12-11-2013, 01:46 PM
this is perfect! TacTeam based off turnrate and/or crew size! wow, why was this not on the drawing board? set it up cryptic!

Last edited by kingstonalan; 12-11-2013 at 01:50 PM.
Starfleet Veteran
Join Date: Jul 2012
Posts: 78
# 59
12-11-2013, 03:02 PM
So I'd need to wait 15 minutes while my 5000 crew ship recovers from 2 minutes of battle attrition, sounds fun, just like watching paint dry.

Just make the current SD become a passive trait for all ships, add a new (active/non-boff) SD that works just like TT, but without the need for doffs to reduce the cool down, and TT loses its current SD while gaining some other trait in place of it.

Everyone wins, nothing truly changes.
Career Officer
Join Date: Jun 2012
Posts: 742
# 60
12-11-2013, 03:07 PM
Quote:
Originally Posted by pwstolemyname View Post
The OP is exactly right that shield distribution being linked to tactical team is horribly unbalancing. The most powerful tanking ability in the game should not be limited to an ability slot intended for offence.

I am not keen on the idea of having to click the shield distribution box more often then I already do however, and I think that shield redistribution is powerful enough that we should have to give up ability slots for it.

I would rather engineering team and science team be repurposes to act more like tactical team. Remove their healing components and add shield redistribution, retain their debuff removal and add bonuses to skills from their profession.

This boosts ships with three engineering or science ensign slots, this boosts debuffs that are currently cleared by tactical team as not every one will have it, this boosts ships ability to fulfill their role (through the skill boosts), this boosts ships that are limited to just two tactical abilities.
I'm inclined to disagree. Tac team doesn't actually remove all tac debuffs and boarding parties for 10 second to start. It works like hazard emitters, and only removes what's currently debuffing you. Anything after activation still works as normal. This is also an ability that many find useful for ships NOT tactically biased. Ships like the Galaxy class actually have much need of this ability to be even remotely competitive with the unrestricted ships that have universal stations or heavy tac bias. The only real problem with tac team is how frequently it can be used by tac officers, combining aux2bat/trip cooldown doffs with tac initiative. Find a way to remove such combinations from tac team and it will no longer be that bad. But its as much a defensive ability for us eng/sci captains as it is an offensive ability for tacs. At the most, remove the weapons training buffs and make it purely a defensive measure. Besides, if you make distribute shield power work the same way tac team does as far as buffing damaged shields, everyone gets a free tac team defense with an extra tac slot for whatever other abilities they wish to use. I'd rather have a slightly op'd abiliy that has a fair cooldown rather than something that can be used over and over again without pause.
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