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you should be able to "redline"

Kinneas

GROUP: Members

POSTS: 1877

Report this Dec. 31 2005, 9:41 pm

Shield control IMO has to be utterly amazing as I see it as a system that is going to be in constant use by a master engneer.

  In combat you are constantly making adjustments to your shields and sometimes dropping a whole screen (or more) just to teleport something out or to give you that one point of energy back to stay alive.

  Please don't skimp on a super robust shield interface.

sukio

GROUP: Members

POSTS: 15

Report this Jan. 02 2006, 3:15 pm

A push is a calculated risk  and with any good risk  theres a chance of failure   some pushes have the factor of duration involved  like when your trying to get to another location fast,  this type of push  can have failure warnings  as part of their make up   such as over heating  buckling shaking  and some of these can be temporarily aggressed    overheating with auxillery coolant  or exhaust purges   shaking  can be responded to with  added power to the structural integrity field  or reinforcing force fields   other fire works  such as blown  relays or power transfer conduits  make life interesting  even at this point a failure might not manifest itself as a pure preakdown  it may  show itself as damaged parts that have to be replaced  such as when  the klingons in TIN MAN  damaged their warp coils  in keeping up with the enterprise  this can limit or omit warp travel till repaired.

it is my hope  that  the developers have enough material for engineers to feel like they are really doing the job  and not glorified  bus drivers.

my biggest fear is that STO will be another  kill/level grind game or a game where players never make a difference  killing infinite pirates and borgs, boringly forever.

DougQB

GROUP: Members

POSTS: 236

Report this Jan. 03 2006, 4:22 am

Quote (Kinneas @ Dec. 31 2005, 6:41 pm)
. . . In combat you are constantly making adjustments to your shields and sometimes dropping a whole screen (or more) just to teleport something out or to give you that one point of energy back to stay alive.

The next drill will require team work on the part of engineering as well as the helm.  We will be seeing how fast you can drop one shield and get it back to full strength after successfully transporting a test object to the designated target and back.   :p

Kinneas

GROUP: Members

POSTS: 1877

Report this Jan. 03 2006, 8:19 am

I used to love sending teleporter mines in SFC and playing 'Pass the Tribble'.
:)

DougQB

GROUP: Members

POSTS: 236

Report this Jan. 03 2006, 11:31 pm

Quote (Kinneas @ Jan. 03 2006, 5:19 am)
I used to love sending teleporter mines in SFC and playing 'Pass the Tribble'.
:)

heh, I never liked transporter bombs.   :p

I was disappointed SFC was so faithful to SFB in that regard, especially so when the computer is so much better at using them too!   :o

Using the transporter in this fashion raises some issues too.  If I can beam over to that location on the other ship, why not just beam over a bomb?  Which potentially makes the transporter one of the best weapon systems aboard ship.

I think it helps if there are a lot of limitations to the transporter system, because the more perfect the transporter system is the better a weapon it becomes.

So range, movement, speed, a litany of different things that can cause interference are all good, especially when you consider these problems can be mitigated to a certain extent by a skilled engineer . . . especially if they are willing to Redline the transporter system!   ;)

Gost_Dajtink

GROUP: Members

POSTS: 131

Report this Jan. 04 2006, 1:57 am

Quote (DougQB @ Jan. 03 2006, 8:31 pm)
Quote (Kinneas @ Jan. 03 2006, 5:19 am)
I used to love sending teleporter mines in SFC and playing 'Pass the Tribble'.
:)

heh, I never liked transporter bombs. :p

I was disappointed SFC was so faithful to SFB in that regard, especially so when the computer is so much better at using them too! :o

Using the transporter in this fashion raises some issues too. If I can beam over to that location on the other ship, why not just beam over a bomb? Which potentially makes the transporter one of the best weapon systems aboard ship.

I think it helps if there are a lot of limitations to the transporter system, because the more perfect the transporter system is the better a weapon it becomes.

So range, movement, speed, a litany of different things that can cause interference are all good, especially when you consider these problems can be mitigated to a certain extent by a skilled engineer . . . especially if they are willing to Redline the transporter system! ;)

Well I would hope they would use canon limitations on transporters,...i.e. Cannot transport through shields, transporting at Warp (unless both ships are traveling at the same velocity...a case where the writers "could'a change the laws of physics!") and so on.

DougQB

GROUP: Members

POSTS: 236

Report this Jan. 04 2006, 10:13 pm

Quote (Gost_Dajtink @ Jan. 03 2006, 10:57 pm)
. . . Cannot transport through shields, transporting at Warp (unless both ships are traveling at the same velocity...a case where the writers "could'a change the laws of physics!") and so on.

Players, just like the writers, love to break the rules.  So the more stringent you make the rules the more room you have to let players find ways to bend and, on occasion, break them.  You just have to decide which rules are meant to be broken and which must stand for the sake of game balance and integrity.

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