[Q] Lately it has been my perception that the vast majority of ships being released scream DPS and Tactical. You have mentioned in previous interviews that you and your team have been considering adding exclusive elements to the ship classes like armor slots for cruisers and double deflectors for science vessels. When can the other classes expect some of that same love for their classes of ships? Also is that idea I mentioned or a similar one still being considered and if so, how far has it gone until now?
[CaptainGeko] I don't know if I would agree that the vast majority of ships that are released "scream DPS and Tactical", though it should be no surprise they are popular. We are currently working on a new mechanic for Cruisers (and related Battlecruisers and Flight Deck Cruisers), as well as Science Vessels. I can't give you any details at this time, but you may see something soon.
Back when Legacy of Romulus was in testing, there was a bug with the trait UI that made it look like it was possible for your ship to have traits. In the end though it was just a bug.
However I think the idea has merit. It'd help personalize your ship more beyond the equipment you purchase as well as making for more varied builds. also it'd help even out some of the unbalances in the game.
However I suggest a limited amount of slots, maybe with the amount of slots depending on ship type. Say no traits for a shuttle, two traits for escorts such as the jem'hadar attack ship and the risan escort, three trait slots for normal escorts, four for science ships, five for cruisers.
Ships would have two types of traits, ship type (eg. Escort, cruiser etc) and generic traits. Some ships would have class specific traits for innate special abilities such as the spinal lance, transwarp and enhanced battle cloak (meaning if you want to use the spinal lance, you have to take the spinal lance trait, same goes for the Excelsior with transwarp and for B'rels and T'varos with their enhanced cloaks).
Resilient Armour (remember that armour slot that was talked about?)
Beam proficiency (Fed only) - +10% Acc and drain negated for one or two beam arrays.
Redundant systems - +36 subsystem repair rate (arguably a bit useless)
Mr Scott's Manual to Starship Maintenance (Fed only) - Increases effectiveness of Miracle worker by 20%.
Superb-Maintenance crew - Percentage of able crew gives a +20 bonus to performance skills, hull repair and warp core efficiency.
Close range combat - Beams deal +10% damage to targets within 3km
Escort and raider only
Sensor shadow - Replaces the current innate defense bonus.
Advanced bioneural gelpacks - Reduce power cooldown by 2 seconds
Upgraded EMH - +10% crew recovery rate
Remodulate Shields - Immunity to borg shield drain (gained UFP medal of honour accolade)
Enhanced Sensors - increases stealth detection skill by +10
High-capacity transporters - Sci, eng & tac teams have a 2 second cooldown reduction.
Advanced fire suppression system - 2% chance of clearing plasma fires upon receiving damage.
Crew Synergy - Amount of able crew (not percentage) gives bonus to team abilities. For example a ship with a full able crew of 1500 gets a much bigger bonus than a ship with a full able crew of 200.
Holodeck - Relaxes the crew so moral is high and they're at their best during non combat. +10 bonus to science abilities and hull repair, as well as increasing stealth detection. Only works outside of combat and when not under cloak.
Legacy - Your Starship is the latest ship to carry the name of a prolific vessel. +2 to tier 3-5 skills. Unlocked via 1000 day vet accolade (and no, I don't have this).
Pin-point accuracy - +200% damage to frigates (maybe better off as ship-type specific, either science, cruiser or both).
Efficient Replicators - 20% reduction in cost for replicating items
This sounds good so far, but I don't like one part of it - that the "iconic powers" of certain ships would occupy one of the limited trait slots. Ships like the Gal-X, BoPs, T'Varo, etc., would be gimped by keeping their powers.
Keep these powers separate, or give an additional slot for these ships...
Yes, I'm going here. Iconic / "hero" ships, I'm talking Galaxy/Defiant/Intrepid here you TNG-era fans, get a T6 version, then ALL the hero ships (Connie, Miranda, NX, etc.) need one too. I'm a ToS fan, and proud of it. This is a themepark, let me enjoy my ride or none of us deserve one...
I really am not fond of the idea of "Ship Traits" specifically. Because it adds to the already large power creep.
But I would like to see things like traits being added to certain equipment. In a way, it would be similar to how SFC3 did their ship setups. More weapons = more power drain and slower ship (due to more mass). Less Equipment = faster ship. Or ship specific equips.
That sort of thing.
NO to ARC!
Season 9.5 = STO's NGE is Here! Welcome to the Grind!
Expansion 2 - Delta Rising: Welcome to Tier 6, where everything is now obsolete. Have fun with the new Crafting!
So feds get all of the good stuff? Yeah that sounds fair...
The (Fed Only) should probably be amended to cruisers only (as opposed to including battlecruisers). The reason I'm leaving battlecruisers out of it is that they can equip DHC's, which is a huge pro speaking as a Fleet Vorcha captain.
This would mean the Orion maruder would get the bonus, but ships like the Negh'Var, Gal-X (though technically a dreadnought) and Vorcha wouldn't.
Originally Posted by rylanadionysis
This entire proposal is a veiled attempt to overpower the living hell out of federation engineer cruiser captains
seriously. look at the traits from the fed section and the "everyone" section
the best ones all benefit large ships with big crews and an engineering captain
That's because I haven't thought of any that would benefit an escort but not in a way that'd be absurd.
The crew synergy trait is there to make crew actually important, as it should be. Also note I didn't put what the bonus was as I wasn't sure. Could be 500-1000 plus healing for ET1 for a ship with 1500 crew, which by the way was the sort of mechanics employed back in season 1-2 (though then it was percentage based).
As for no pro escort buffs, there are a few. The problem is I can't think of any offensive bonuses for them without it making them even more absurdly deadly. Hence why I avoided giving the raider +36 energy weapon training, which was my initial thinking. The inertial damper trait was there to improve their resistances to tractor beams. Much more useful then the cruisers +36 subsystem repair.
There should be an escort trait that works in synergy with attack pattern alpha (like the cruiser and miracle worker). The problem is though I can't think of anything that doesn't make it even more absurdly powerful. Perhaps if you have an idea for it.