Officer/Vet new ability ideas
Post ideas and suggestions on new features or improvements here.
posted on October 20th, 2010, 8:36 pm
Last edited by Dominus_Noctis on October 20th, 2010, 9:07 pm, edited 1 time in total.
Just thought we could create a list of ideas of some new officer and veteran abilities for the various units that seem to have duplicates so far in Fleet Ops 
I'll start off with a single one
.
Eresis Class:
Gravimetric Guided Torpedoes: An advanced plasma-torpedo design only available to a few Tal'Shiar commanders, gravimetric-guided warheads allow the warships equipped with them to home in on vessels of high mass very successfully as well as deal increased damage to such units. Eresis warbirds equipped with these warheads will deal additional damage to battleships and freighters, and the hitchance against freighters is greatly improved due to the high-density materials they transport.
Let the ideas flow!
EDIT: Oh, and feel free to add more than one to a unit if you have multiple ideas and don't know what to choose, or think you have a better/more interesting one than somebody else

I'll start off with a single one

Eresis Class:
Gravimetric Guided Torpedoes: An advanced plasma-torpedo design only available to a few Tal'Shiar commanders, gravimetric-guided warheads allow the warships equipped with them to home in on vessels of high mass very successfully as well as deal increased damage to such units. Eresis warbirds equipped with these warheads will deal additional damage to battleships and freighters, and the hitchance against freighters is greatly improved due to the high-density materials they transport.
Let the ideas flow!
EDIT: Oh, and feel free to add more than one to a unit if you have multiple ideas and don't know what to choose, or think you have a better/more interesting one than somebody else

posted on October 20th, 2010, 9:01 pm
B'rel - Experienced Gunner - A lifetime of service to the Empire has greatly enhanced the tactical officer's ability to target and inflict maximum damage on enemy starships. B'rel with experienced gunners do maximum damage with pulse disruptors to all targets regardless of size or class and have a 25% chance of damaging subsystems with each hit.
posted on October 20th, 2010, 10:04 pm
At first i though that special seemed a little strong however it is just a brel.
I dont have a vessel in mind but heres the special while cloaked this ships regains hull/shields at an increased rate.
I dont have a vessel in mind but heres the special while cloaked this ships regains hull/shields at an increased rate.
posted on October 20th, 2010, 10:57 pm
For things like really old fed and klingon ships that aren't so upgradable anymore...
Unmodified - This vessel never recieved the modifications derived from the Borg incursions or the Dominion War. Due to less strain on the ship's systems for compensation technologies and programs, the ship has a 20% bonus to shields and shield recharge rate, as well as a 10% damage bonus. However, it is defenseless against Polaron Beams, Breen Energy Disruptors, and Borg Transporters. Additionally, it does 80% less damage against Borg vessels.
Unmodified - This vessel never recieved the modifications derived from the Borg incursions or the Dominion War. Due to less strain on the ship's systems for compensation technologies and programs, the ship has a 20% bonus to shields and shield recharge rate, as well as a 10% damage bonus. However, it is defenseless against Polaron Beams, Breen Energy Disruptors, and Borg Transporters. Additionally, it does 80% less damage against Borg vessels.
posted on October 20th, 2010, 11:55 pm
Last edited by Boggz on October 21st, 2010, 12:24 am, edited 1 time in total.
GRIFFIN: - High-Yield Burst Torpedoes
Veteran Griffin Commanders are well skilled in unusual warfare situations. Using a burst of two torpedoes set with high yield warheads the Griffin can disable the kinds of sensors necessary for special weapons to be used effectively. -Special Weapons disabled for 3 seconds.
(It's possible that will have to wait till someday when that's possible
).
Veteran Griffin Commanders are well skilled in unusual warfare situations. Using a burst of two torpedoes set with high yield warheads the Griffin can disable the kinds of sensors necessary for special weapons to be used effectively. -Special Weapons disabled for 3 seconds.
(It's possible that will have to wait till someday when that's possible

posted on October 21st, 2010, 1:32 am
Ooh! Another! 
B'rel
Combat Maneuvers - Exceptional Bird of Prey commanders watched lots of Muhammed Ali. Thus, "Float Like a Butterfly, Sting Like a Bee" resonates inside their ridged foreheads. The BoP's engines and weapons are supercharged for 10 seconds but are unable to be shut down until the energy runs out on it's own.
Effect:
- The B'rel's physics send it into it's maximum speed but no longer allow it to stop moving for 10 seconds. The B'rel gains torpedo and pulse avoidance (adjustable) during this time and an increase to Offensive Value. At the end of this time the engines are disabled for 6 seconds.
Because it would only be on Veterans it would give a person a great chance to play a bit more micro with a B'rel that cannot stop but gains increased value for a bit

B'rel
Combat Maneuvers - Exceptional Bird of Prey commanders watched lots of Muhammed Ali. Thus, "Float Like a Butterfly, Sting Like a Bee" resonates inside their ridged foreheads. The BoP's engines and weapons are supercharged for 10 seconds but are unable to be shut down until the energy runs out on it's own.
Effect:
- The B'rel's physics send it into it's maximum speed but no longer allow it to stop moving for 10 seconds. The B'rel gains torpedo and pulse avoidance (adjustable) during this time and an increase to Offensive Value. At the end of this time the engines are disabled for 6 seconds.
Because it would only be on Veterans it would give a person a great chance to play a bit more micro with a B'rel that cannot stop but gains increased value for a bit

posted on October 21st, 2010, 3:55 am
Last edited by Anonymous on October 21st, 2010, 3:59 am, edited 1 time in total.
A compilation from PMs and Word, and I really haven't looked over the grammer.
General idea: Vet ability- Payback: Ranking a certain vessel to a vet refunds the resources for a ship. The ship has been so profitable in battle (maybe a klingon boon?) that it has ended up paying for itself. Not all vets of course, just a single ship class, but it could be for any of the races. Just another incentive for the Klingons to fight hard and rank up whichever ship gets that boon.
Intrepid gets extended engineering. The reason is extended engineering is a great feature that is never seen because it’s on two ships that are rarely seen, and rarely rank up even during team games. The
Intrepid seems to sport plenty of engineering room they could use to add more stuff, and Voyager constantly added new facilities like the Astrometrics lab, so it’s not out of the question for them.
Avalon: Vet: New special. Bombardment squadron. Launches targetable squadron of 3 bomber fighters that fires micro quantums. Does double damage to building
Phalanx vet ability: Reduces special ability time and increases AOE range.
Dominion:
New abilities:
C-17 Vet: increases phase shield duration to 24 seconds (no extra energy cost) and greatly increases the number of ships affected by EM blast.
Breen units: fluctuating torpedoes. Increases the hit chance of breen energy torps.
Abilities to keep:
Keep V-13 officer and vet abilities. Maybe increase the special hit chance.
New abilities:
B-8: turn its current vet ability into an officer ability and give it a new vet ability: Long ranged transporters. Capable of beaming crew to other ships every 30 seconds by use of the Dominion long range transporters (the one we saw where the first Jem’hadar on the station goes through the forcefield and then beams back to somewhere, but they can’t tell from where. Or was that the vorta?) Basically it would be just like the borg assimilator’s nanite field. It wouldn’t lose crew, but some enemy crew in the area would die. This would soften some ships up for take over.
Romulans:
Tavara should stay as is. Norexan should stay as is. Officer level stuff on all warbirds seem fine.
Eresis vet ability: Positronic Computer subprocessors- In use for over a CENTURY and they have been VERY POPULAR, so popular that the romulans added them to this vessel. The ship no longer weak vs. support vessels. (Let's face it, a few vet eresis being immune to support ships won't kill us.)
D'deridex and or Cehalear: Coward tried loadout- It's popularity is mediocre at best. Increases the system value by one third of the combined offense and defense. So increased energy and hull/shield/subsystem regen.
General idea: Vet ability- Payback: Ranking a certain vessel to a vet refunds the resources for a ship. The ship has been so profitable in battle (maybe a klingon boon?) that it has ended up paying for itself. Not all vets of course, just a single ship class, but it could be for any of the races. Just another incentive for the Klingons to fight hard and rank up whichever ship gets that boon.
Intrepid gets extended engineering. The reason is extended engineering is a great feature that is never seen because it’s on two ships that are rarely seen, and rarely rank up even during team games. The
Intrepid seems to sport plenty of engineering room they could use to add more stuff, and Voyager constantly added new facilities like the Astrometrics lab, so it’s not out of the question for them.
Avalon: Vet: New special. Bombardment squadron. Launches targetable squadron of 3 bomber fighters that fires micro quantums. Does double damage to building
Phalanx vet ability: Reduces special ability time and increases AOE range.
Dominion:
New abilities:
C-17 Vet: increases phase shield duration to 24 seconds (no extra energy cost) and greatly increases the number of ships affected by EM blast.
Breen units: fluctuating torpedoes. Increases the hit chance of breen energy torps.
Abilities to keep:
Keep V-13 officer and vet abilities. Maybe increase the special hit chance.
New abilities:
B-8: turn its current vet ability into an officer ability and give it a new vet ability: Long ranged transporters. Capable of beaming crew to other ships every 30 seconds by use of the Dominion long range transporters (the one we saw where the first Jem’hadar on the station goes through the forcefield and then beams back to somewhere, but they can’t tell from where. Or was that the vorta?) Basically it would be just like the borg assimilator’s nanite field. It wouldn’t lose crew, but some enemy crew in the area would die. This would soften some ships up for take over.
Romulans:
Tavara should stay as is. Norexan should stay as is. Officer level stuff on all warbirds seem fine.
Eresis vet ability: Positronic Computer subprocessors- In use for over a CENTURY and they have been VERY POPULAR, so popular that the romulans added them to this vessel. The ship no longer weak vs. support vessels. (Let's face it, a few vet eresis being immune to support ships won't kill us.)
D'deridex and or Cehalear: Coward tried loadout- It's popularity is mediocre at best. Increases the system value by one third of the combined offense and defense. So increased energy and hull/shield/subsystem regen.
posted on October 21st, 2010, 6:28 am
The avalon mention reminded me of a canon-based one for it.
Provoke - The Avalon sends it's fighter wings in rapid light strafing runs on an enemy vessel, enraging it's crew and forcing that ship to target the fighters exclusively for 5 seconds, or until the fighters are destroyed.
Learning lessons from Sisko!
Provoke - The Avalon sends it's fighter wings in rapid light strafing runs on an enemy vessel, enraging it's crew and forcing that ship to target the fighters exclusively for 5 seconds, or until the fighters are destroyed.
Learning lessons from Sisko!
posted on October 21st, 2010, 4:44 pm
Not really sure what my special is, but I was thinking of the seen in First Contact where the Enterprise joins in the fight, and Picard declares he is taking command of the fleet which follows with a coordinated attack that destroys the cube.
So, obviously I don't want something where a cube, or a ship from any race can just be destroyed by having everyone shoot one volley at it... but maybe just something where a veteran ship maybe gains "command ability", so you would have a fleet of 10-30 ships like always, and when one of those ships becomes veteran, they can take command of that fleet and there is some sort of special, or something that goes along with it.
In general, I don't know if this is even ship specific, perhaps something happens overall though. Once a veteran takes command of the fleet, somehow the whole fleet benefits.
Maybe this could even be done on a smaller scale. Have designed effects for a certain trio of ships. For instance, if you are using a combo like two intrepids and one Akira, or Two Kvorts and Vorcha if they are all ranked or something, they gain a special. Maybe give each race 4-5 combos, this would also encourage mixed fleets. Some for smaller yard groups, and large yard groups, and mixed. So intrepids with akiras, sabers with monsoons, excelsiors with defiants, warpins with ... etc. Based on the ships, the effects become increasingly better, and you can have trios within a fleet. Or I dunno, doesn't have to be a trio, maybe a specific group of Five ships, or whatever.
I would say 'command ability' for vets, and 'coordinated attack' for specific ship combos that could also have a special, just don't know what that should be exactly. Maybe the coordinated attacks can disable the shields of certain ships with one coordinated attack, and command abilities *perhaps for specific ship classes like ships from advanced yards only or something* that increase firepower or guarantee system failure... maybe someone has better ideas for the specifics.
So, obviously I don't want something where a cube, or a ship from any race can just be destroyed by having everyone shoot one volley at it... but maybe just something where a veteran ship maybe gains "command ability", so you would have a fleet of 10-30 ships like always, and when one of those ships becomes veteran, they can take command of that fleet and there is some sort of special, or something that goes along with it.
In general, I don't know if this is even ship specific, perhaps something happens overall though. Once a veteran takes command of the fleet, somehow the whole fleet benefits.
Maybe this could even be done on a smaller scale. Have designed effects for a certain trio of ships. For instance, if you are using a combo like two intrepids and one Akira, or Two Kvorts and Vorcha if they are all ranked or something, they gain a special. Maybe give each race 4-5 combos, this would also encourage mixed fleets. Some for smaller yard groups, and large yard groups, and mixed. So intrepids with akiras, sabers with monsoons, excelsiors with defiants, warpins with ... etc. Based on the ships, the effects become increasingly better, and you can have trios within a fleet. Or I dunno, doesn't have to be a trio, maybe a specific group of Five ships, or whatever.
I would say 'command ability' for vets, and 'coordinated attack' for specific ship combos that could also have a special, just don't know what that should be exactly. Maybe the coordinated attacks can disable the shields of certain ships with one coordinated attack, and command abilities *perhaps for specific ship classes like ships from advanced yards only or something* that increase firepower or guarantee system failure... maybe someone has better ideas for the specifics.
posted on October 21st, 2010, 5:11 pm
For the Avalon as an officer rank, Flak Defense.
Or maybe some short range weapons that can help drive off/deal with enemies stafing it. I'm just thinking about our old WWII carriers and the five inch and flak guns they used to carry.
Or maybe some short range weapons that can help drive off/deal with enemies stafing it. I'm just thinking about our old WWII carriers and the five inch and flak guns they used to carry.
posted on October 22nd, 2010, 7:40 pm
for a large veteran ship from any non borg race:
Tractor Beam:
allows you to slow down a small enemy ship. only works on small ships. and doesnt stop them, just slows their speed, maybe down to 50. range tbd by balance. costs a lot of energy per second. your large ship cant fire weapons when doing this as you have to use loads of energy to overpower their engines.
Tractor Beam:
allows you to slow down a small enemy ship. only works on small ships. and doesnt stop them, just slows their speed, maybe down to 50. range tbd by balance. costs a lot of energy per second. your large ship cant fire weapons when doing this as you have to use loads of energy to overpower their engines.
posted on October 22nd, 2010, 7:48 pm
Do you mean getting a Tractor beam at veteran or modifying an existing one to function like that at veteran? Because the normal one's standard enough to be available on all ranks.
posted on October 22nd, 2010, 7:53 pm
Tyler wrote:Do you mean getting a Tractor beam at veteran or modifying an existing one to function like that at veteran? Because the normal one's standard enough to be available on all ranks.
it would have all the limited functions of a current tractor beam too i guess, thats not really balance altering. its only for a veteran anyway. so to summarise:
it does everything a normal tractor on a constructor does. plus it can be used on small enemies to slow them down, but not stop them. and it has high energy costs and takes up the power for the guns.
this is for a veteran large ship, has to be large. which ship can be chosen by the devs.
posted on October 22nd, 2010, 8:09 pm
I got that part about the special features. What I meant was; does it start with a normal tractor that is replaced by this at veteran or does it not start with a normal one and just skip straight to this as a veteran?
I like the idea of a modified tractor beam (sounds like a primitive version of the Holding beam), I'm just curious if it builds up from the normal like a weapon or appears from nowhere like a passive.
I like the idea of a modified tractor beam (sounds like a primitive version of the Holding beam), I'm just curious if it builds up from the normal like a weapon or appears from nowhere like a passive.
posted on October 22nd, 2010, 8:19 pm
has to be large eh?
I wonder which ship will get this for the klingons. there are oh so many options...
*recently read the post on synergy, probably makes my earlier post meaningless about coordinated attacks. Synergy seems to suggest the same thing with letting ships compliment each other... so haha yeah.
I think I thought of what I want the command ability to do though, in some manner or another. So for specific class warships in each race, once veteran is reached they gain Commander of the Fleet... I don't really care what the title is, command ability... something like that. This alters all the ships values for Off, Def, and Sys. Could be simple as giving all ships in the fleet a plus one in off, def, and sys. Or specific adjustments for specific ships. Sabers get a plus 2 in def, akiras get +1 in sys V, and offensive.
But the command ship in some way improves all the ships values for the fleet that it commands.
Perhaps three vessels can be selected for this command option each offering improvements to either Def, off or sys V. A Vorcha command ship improves all ships value for +1 or +2 sys V, Neghvar improves all ships by +1 or +2 Off, whereas CHonaq gives +1+2 to Def. You could then even regulate fleets based on this. Your neghvars command the fleets that go on offense, and you keep your chonaqs at home with a defensive fleet that is stronger. Vorchas get sent everywhich way. Command vessels also get the benefits of each other, so vorcha improves neghvars sys V, and Neghvars boost Vorcha Off. And since there is a limited amount of veteran slots available, let them stack. Two veteran vorchas give twice the bonus to all ships.
I dunno, sounds kinda neat to me.
I wonder which ship will get this for the klingons. there are oh so many options...
*recently read the post on synergy, probably makes my earlier post meaningless about coordinated attacks. Synergy seems to suggest the same thing with letting ships compliment each other... so haha yeah.
I think I thought of what I want the command ability to do though, in some manner or another. So for specific class warships in each race, once veteran is reached they gain Commander of the Fleet... I don't really care what the title is, command ability... something like that. This alters all the ships values for Off, Def, and Sys. Could be simple as giving all ships in the fleet a plus one in off, def, and sys. Or specific adjustments for specific ships. Sabers get a plus 2 in def, akiras get +1 in sys V, and offensive.
But the command ship in some way improves all the ships values for the fleet that it commands.
Perhaps three vessels can be selected for this command option each offering improvements to either Def, off or sys V. A Vorcha command ship improves all ships value for +1 or +2 sys V, Neghvar improves all ships by +1 or +2 Off, whereas CHonaq gives +1+2 to Def. You could then even regulate fleets based on this. Your neghvars command the fleets that go on offense, and you keep your chonaqs at home with a defensive fleet that is stronger. Vorchas get sent everywhich way. Command vessels also get the benefits of each other, so vorcha improves neghvars sys V, and Neghvars boost Vorcha Off. And since there is a limited amount of veteran slots available, let them stack. Two veteran vorchas give twice the bonus to all ships.
I dunno, sounds kinda neat to me.
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