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View Full Version : Spare parts useage: Scotty, What's left ?


DanSeale
09-18-2009, 09:24 AM
I'm certain that a small part of this has came up before in other threads. But to the best of my knowlege it has not been discussed independantly. I'm thinking that it might be useful to include "repairs" while the ship is in combat.

Now then: Yes I know that this has been mentioned .. but not perhaps with a couple of specfic ideas in mind:

1. On board spare parts (not neccessarily an unlimited supply)
2. Interface with the chief engineer.

1. On board spare parts: Select an arbitrary number: say 50 parts. These parts are not so much identified as specfic allipcation (ie: repair part - warp core ; or repair part - phasers ) ... but simply generic "repair parts". While in combat a ship IS going to take on damage. Upon "command to the chief enginer" these parts are used. The "use of spare parts" will also work well with the "economy" in the game. Yes ... this would require that a ship stop in for "restock" periodically for repair parts.

2. communication with the chief engineer. This would work well with giving a little better meaning to the chief engineer, how well that officer is trained, and the affects of a well trained engineer when it comes to repair time / effeciency.

Just a few thoghts

fractaleye
09-18-2009, 09:34 AM
Sounds good to me, and it goes along with the way your medical/sick bay affects your red shirt 'heal' rate (I seem to remember reading/seeing that, but don't hold me to it lol)

Swea
09-18-2009, 09:37 AM
Kinda cool idea, we do know we'll be sendingrepair teams here and there so, maybe having certain systems being hit having to use said parts to repair them would be neat. Wouldnt bother me either way really, though maybe instead of having them "buyable" from a npc or whatever have them as a generic loot item off enemy ships orwhatever, just an idea. That way we'd be buying them from other players instead of a npc. Dunno definatly a neat idea though.

Osias
09-18-2009, 09:52 AM
Sounds cool to me.

using the term very loosely, "Health Potions"

:P

rayljr
09-18-2009, 10:13 AM
oops! messed up.

ignore this.

Peregrine_Falcon
09-18-2009, 10:51 AM
I think that consumables aboard ship are a good idea, as long as you can hold enough that they only become an issue every once-in-a-while. Consumables such as: photon torpedoes, medical supplies, spare parts, fuel and/or Dilithium Crystals.

How many episodes started because they had to go back to starbase to resupply? Or stopped off at a planet because something was wrong with their Dilithium Crystals, or had to pick up/deliver medical supplies?

Point is that consumables make good plot hooks, as long as they're not overused.

Raso719
09-18-2009, 10:58 AM
they could even make weapon parts, engine parts and hull parts and what not. Each spesific part would add a bonus to the ripar speed of it's corisponding systems.
I'd have to say that support ships would likly have the largest cargo hold for such things, but it would have to be ballanced in order to encourage people to send these parts to freindly ships, perhaps a diminishing return where by the parts bonus stacks with bonuses from a well trained crew?

All in all though, I'm stil not sure if repairs will be like in Star Trek Legacy, where you assigh repair crews to spesific tasks, or it repairs will take place automaticly.

DanSeale
09-18-2009, 11:49 AM
IMHO : it would be a good idea to simply have the spare parts as an icon or similar command ... simply use as needed while in combat. The effeciency and speed in which the parts are applied would depend largely upon your chief engineers training.

Rgoodfel
09-18-2009, 11:57 AM
OlBuzzard I agree with what you are writing here. I hope there is some consumable goods in the game so you have to worry a bit about suplies and such. I don't want to be as complicated as Eve Online because that gets to be too much like working instead of playing. However, a bit would be nice.

DanSeale
09-18-2009, 12:36 PM
OlBuzzard I agree with what you are writing here. I hope there is some consumable goods in the game so you have to worry a bit about suplies and such. I don't want to be as complicated as Eve Online because that gets to be too much like working instead of playing. However, a bit would be nice.

Yeah .. I agree .. not TOO many consumable goods ... but repair parts could definatley play a part in the grander scheme of things. And (as we said before) .. the cool thing is that it will work nicely with the engineering area / chief enigneer: good interaction between the players and that aspect of the game.

Flatfingers
09-18-2009, 01:37 PM
Good question, OlBuzzard.

We've heard that there will be "Modification" and "Maintenance" skill tracks in the Engineering discipline. I'm just guessing, but presumably there'll be "Repair" skills as well.

So let's say that a character with the appropriate skills can successfully repair a device or ship system using consumable "parts."

Two questions:

1. Should there be just one generic "repair part" that can be used on anything? Or should there be many different kinds of repair parts that are required to repair specific devices and systems?

2. Should it be possible to use replicators (if available) to create repair parts?

--Flatfingers

ABushey
09-18-2009, 03:09 PM
Good question, OlBuzzard.

We've heard that there will be "Modification" and "Maintenance" skill tracks in the Engineering discipline. I'm just guessing, but presumably there'll be "Repair" skills as well.

So let's say that a character with the appropriate skills can successfully repair a device or ship system using consumable "parts."

Two questions:

1. Should there be just one generic "repair part" that can be used on anything? Or should there be many different kinds of repair parts that are required to repair specific devices and systems?

2. Should it be possible to use replicators (if available) to create repair parts?

--Flatfingers

I liked the way Klingon Academy did it. You would divert power to repair. It's still based on the amount of your crew that's alive, however. As to parts, they would just replicate them.

- Seri

RE-Kirk
09-18-2009, 03:16 PM
Good question, OlBuzzard.

We've heard that there will be "Modification" and "Maintenance" skill tracks in the Engineering discipline. I'm just guessing, but presumably there'll be "Repair" skills as well.

So let's say that a character with the appropriate skills can successfully repair a device or ship system using consumable "parts."

Two questions:

1. Should there be just one generic "repair part" that can be used on anything? Or should there be many different kinds of repair parts that are required to repair specific devices and systems?

2. Should it be possible to use replicators (if available) to create repair parts?

--Flatfingers

In SFC3 it was an icon and a list, go repair this system in this order
you had a limited number of repair "wrenches" per combat

i would also like an option in mid PvE to go and assist in ship repairs while your crew and ship ai continues combat

"I repaired the energomotron - or whatever" - Bender

DanSeale
09-18-2009, 04:09 PM
Good question, OlBuzzard.

We've heard that there will be "Modification" and "Maintenance" skill tracks in the Engineering discipline. I'm just guessing, but presumably there'll be "Repair" skills as well.

So let's say that a character with the appropriate skills can successfully repair a device or ship system using consumable "parts."

Two questions:

1. Should there be just one generic "repair part" that can be used on anything? Or should there be many different kinds of repair parts that are required to repair specific devices and systems?

2. Should it be possible to use replicators (if available) to create repair parts?

--Flatfingers

I see a couple of possibilities:

1. repair parts as in a generic sense of the word would be my first choice for a couple of reasons.
A. So as to not make the game too tedious or overly micro-managed.
B. Something that you touched on: the replicator. While it is true to a point that replicators could be used for minor stuff .. I have some reserve about the replicator being the means to all end: ( if that makes any sense). IMHO for the purpose of the game repair parts should be left in a generic application. This would then place a bit more importance on the application of proper training for the chief engineer.
C. From the stand point of consumables every so many missions each ship would have "X" amount of repair parts depleated from their supply depending upon the severity of damage.
D. Any ship that would be destroyed ( in either PvP or PvE ) would loose ALL supplies including ALL spare parts.

2. Replicator parts: probably not.

Just my initial thoughts ....

Norexan-Guy
09-18-2009, 06:22 PM
The spare parts would be the best consumables to implement in the game.

I suggest that one of the Maintenance passive skills affect how much a spare part can fix a ship up. I liked the fact that, in SFC1, the skill level of engineers could affect the cost of repairs, so I suspect that there could be "tiers" of spare parts, although generic, I could see generic spare parts like this:

- Common spare part: repairs a system of X integrity over Y seconds
- Rare spare part: repairs a system to full integrity over Z seconds

Or some passive Maintenance skill like this:

Level 1: Spare parts are 100% efficient
Level 2: Spare parts are 115% efficient and repairs take 15% less time to accomplish
Level 3: Spare parts are 130% efficient and repairs take 20% less time to accomplish
Level 4: Spare parts are 145% efficient and repairs take 25% less time to accomplish

ddiinc
09-18-2009, 06:38 PM
I see a couple of possibilities:

1. repair parts as in a generic sense of the word would be my first choice for a couple of reasons.
A. So as to not make the game too tedious or overly micro-managed.
B. Something that you touched on: the replicator. While it is true to a point that replicators could be used for minor stuff .. I have some reserve about the replicator being the means to all end: ( if that makes any sense). IMHO for the purpose of the game repair parts should be left in a generic application. This would then place a bit more importance on the application of proper training for the chief engineer.
C. From the stand point of consumables every so many missions each ship would have "X" amount of repair parts depleated from their supply depending upon the severity of damage.
D. Any ship that would be destroyed ( in either PvP or PvE ) would loose ALL supplies including ALL spare parts.

2. Replicator parts: probably not.

Just my initial thoughts ....

I'm betting replicator with just enough box junk to keep them working.....'

http://www.startrekonline.com/ships/excalibur

DanSeale
09-18-2009, 07:33 PM
The spare parts would be the best consumables to implement in the game.

I suggest that one of the Maintenance passive skills affect how much a spare part can fix a ship up. I liked the fact that, in SFC1, the skill level of engineers could affect the cost of repairs, so I suspect that there could be "tiers" of spare parts, although generic, I could see generic spare parts like this:

- Common spare part: repairs a system of X integrity over Y seconds
- Rare spare part: repairs a system to full integrity over Z seconds

Or some passive Maintenance skill like this:

Level 1: Spare parts are 100% efficient
Level 2: Spare parts are 115% efficient and repairs take 15% less time to accomplish
Level 3: Spare parts are 130% efficient and repairs take 20% less time to accomplish
Level 4: Spare parts are 145% efficient and repairs take 25% less time to accomplish

Hmmm

Interesting ... something to certainly think about. Frankly I hope STO has something like this. It does work rather well in the grander scheme of things!

LordDave
09-18-2009, 08:20 PM
I have to disagree. The argument for the torpedo consumables stands with this one: It's pointless. All it means is that you have to take a trip to a Starbase every once in a while just to refill your stuff, then go back out. It's a time waster that doesn't add anything to the gameplay unless you make it so limited that it becomes an issue in combat or PVP.

However, with the advent of replicators, there isn't much in the way of "spare parts" that's really needed. Raw materials sure, but not the actual parts themselves.
Hell, Voyager proved this by making/repairing shuttles, torpedoes, and the whole ship without a starbase nearby.

ETSstarfleetromulan
09-18-2009, 08:21 PM
Greetings humans but we are in the 25th century!
If I want dilithium crystals, kabam-let me regenerate them.
If I want spare parts, kacham, let me replicate them on my industrial replicators.
If I want photon torpedoes-well, that's a good question.

Azurian
09-18-2009, 10:27 PM
I have to disagree. The argument for the torpedo consumables stands with this one: It's pointless. All it means is that you have to take a trip to a Starbase every once in a while just to refill your stuff, then go back out. It's a time waster that doesn't add anything to the gameplay unless you make it so limited that it becomes an issue in combat or PVP.

However, with the advent of replicators, there isn't much in the way of "spare parts" that's really needed. Raw materials sure, but not the actual parts themselves.
Hell, Voyager proved this by making/repairing shuttles, torpedoes, and the whole ship without a starbase nearby.

You forget that Voyager had to resupply as well, by gathering raw materials, scavaging, or by trade. (Same with Enterprise). But since everyone is going to be close to home, there is no real need to go to such extents.

Now I really agree with Buzzard's points with consumables. Remember, we're supposed to have a player economy. And all of that is driven by the trades, either exchanging "discovered" goods (NPC Drops) or exchanging for player created goods.

For instance, in the show we have Phaser Compasitors, Warp Injectors, and all sorts of things going during flight or in combat. Which they tend to have spares, which get used up. Heck, even returning to Starbase to overhaul your warp core is a fun thing to do, especially if your in combat alot.


Point being, sometimes time sinks can be a good thing, because it keeps things interesting. Or unless you wish to do nearly the same thing over and over again (aka fighting). ;)

Norexan-Guy
09-19-2009, 07:24 AM
I see a couple of possibilities:

1. repair parts as in a generic sense of the word would be my first choice for a couple of reasons.
A. So as to not make the game too tedious or overly micro-managed.
B. Something that you touched on: the replicator. While it is true to a point that replicators could be used for minor stuff .. I have some reserve about the replicator being the means to all end: ( if that makes any sense). IMHO for the purpose of the game repair parts should be left in a generic application. This would then place a bit more importance on the application of proper training for the chief engineer.
C. From the stand point of consumables every so many missions each ship would have "X" amount of repair parts depleated from their supply depending upon the severity of damage.
D. Any ship that would be destroyed ( in either PvP or PvE ) would loose ALL supplies including ALL spare parts.

2. Replicator parts: probably not.

Just my initial thoughts ....

Generic "Repair Parts" could be fed into a replicator to make the specific part an engineer need to repair a given system. That's why I side with generic spare parts as far as the idea of spare parts go.

DanSeale
09-19-2009, 07:27 AM
You forget that Voyager had to resupply as well, by gathering raw materials, scavaging, or by trade. (Same with Enterprise). But since everyone is going to be close to home, there is no real need to go to such extents.

Now I really agree with Buzzard's points with consumables. Remember, we're supposed to have a player economy. And all of that is driven by the trades, either exchanging "discovered" goods (NPC Drops) or exchanging for player created goods.

For instance, in the show we have Phaser Compasitors, Warp Injectors, and all sorts of things going during flight or in combat. Which they tend to have spares, which get used up. Heck, even returning to Starbase to overhaul your warp core is a fun thing to do, especially if your in combat alot.


Point being, sometimes time sinks can be a good thing, because it keeps things interesting. Or unless you wish to do nearly the same thing over and over again (aka fighting). ;)

Thank you .. this works well with what I'm driving at. IMHO this will also help to get away from the "arcade" style of playing the game. Also: by using a "generic" type of parts for repair as opposed to parts for "specfic" areas (ie: warp core parts or distruptor parts ) it will also keep the game from being overly tedious or becomming to caught up in micro-management.

edit: this is also a VERY valid point as well: (good observation) ...

Generic "Repair Parts" could be fed into a replicator to make the specific part an engineer need to repair a given system. That's why I side with generic spare parts as far as the idea of spare parts go.

Zepath
09-19-2009, 08:12 AM
I see a couple of possibilities:

1. repair parts as in a generic sense of the word would be my first choice for a couple of reasons.
A. So as to not make the game too tedious or overly micro-managed.
B. Something that you touched on: the replicator. While it is true to a point that replicators could be used for minor stuff .. I have some reserve about the replicator being the means to all end: ( if that makes any sense). IMHO for the purpose of the game repair parts should be left in a generic application. This would then place a bit more importance on the application of proper training for the chief engineer.
C. From the stand point of consumables every so many missions each ship would have "X" amount of repair parts depleated from their supply depending upon the severity of damage.
D. Any ship that would be destroyed ( in either PvP or PvE ) would loose ALL supplies including ALL spare parts.

2. Replicator parts: probably not.

Just my initial thoughts ....

I've always just accepted that the source materials for replicators was way more expensive and precious than the real world materials themselves ... not to mention the fact there are several references in canon to replicators not exactly replicating to perfection.

There's a reason why there are Star Docks for ship building and repair instead of huge replicators on some deck turning out parts for Scotty.

There is sooo much opportunity here for a great crafting system. I just hope it wasn't lost on Cryptic.

Norexan-Guy
09-19-2009, 08:28 AM
Starfleet Command veterans, especially SFC1/2, know that spare parts are sold, in the game, as generic. Otherwise, the game would become tedious. But how many spare parts (even generic) are a "good quantity" to carry?

In SFC 1, even BBs had (stock) as little as 8 or 10 generic spare parts and you could purchase to have 4X this amount in your hold.

In SFC 2, your ship has about 1/6 the maximum # of spare parts when you "purchase" a ship.

I suggested two grades (maybe someone has another idea) of generic spare parts. But now that I think about it...

- Common spare part: repairs a system of N integrity points over X seconds; can be fused into rare spare parts
- Rare spare part: repairs a system to full integrity over Y seconds; can be fused into giant spare parts or broken up into common spare parts
- Giant spare part: repairs an entire ship section over Z minutes; can be broken up into common or rare spare parts

Then again... my idea of a Maintenance passive skill, as far as it goes:

Level 1: Spare parts are 100% efficient
Level 2: Spare parts are 115% efficient and repairs take 15% less time to accomplish
Level 3: Spare parts are 130% efficient and repairs take 20% less time to accomplish
Level 4: Spare parts are 145% efficient and repairs take 25% less time to accomplish
Level 5: Spare parts are 160% efficient and repairs take 30% less time to accomplish

As well, the efficiency of the engineer could also modify the cost of parts by 1/(efficiency). Or the efficiency of the engineer affects the # of parts obtained for a given price or still, affecting how many smaller parts one can obtain from rare and giant spare parts.

Of course, everything I said would be applicable as long as the system itself isn't completely destroyed.

DanSeale
09-19-2009, 08:44 AM
I've always just accepted that the source materials for replicators was way more expensive and precious than the real world materials themselves ... not to mention the fact there are several references in canon to replicators not exactly replicating to perfection.

There's a reason why there are Star Docks for ship building and repair instead of huge replicators on some deck turning out parts for Scotty.

There is sooo much opportunity here for a great crafting system. I just hope it wasn't lost on Cryptic.

Sweet .. add that to the mis too .. This thread is starting to take shape now .. as I had hoped !

And YES I do agree (IMHO of courser) .. that if Cryptic over looks this they really are missing one HUGE opportunity to add something to the game that will add depth and some meaning to certain aspects of the game:

1. BO positions (ie Chief engineer) that have more depth in the game
2. Other aspects (ie: crafting ) that have a better definition

not just over all go here and shoot this .. or discover this .. or add this special kit or device to your toon .... that will in turn allow you to shoot or discover something else. That's essentially WoW in a STO cover. Heck .. even WoW finally allowed the crafters a little fun.

At any rate .. yeah .. I agree .. there really is an opportunity here !

Durkin
09-23-2009, 07:54 PM
Well from what I've read this would be a good reason to have some crafters, got to make those parts somehow. Otherwise I really dont see a need for crafters, and I would like to see that possibility out there.