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Old 05-14-2010, 04:09 PM   #1
snix
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Join Date: May 2009
Default Duration / Recharge Category System Incoming on Tribble

Greetings all,

In the DPS Changes Incoming to Tribble post, I mentioned the new Duration / Recharge Category System. Listed below are how the space abilities are categorized and what tweaks (if any) were applied to the abilities to work better within the system.

-snix

The significant changes to abilities are the introduction of global ability cooldowns and duration/recharge categories. Global ability cooldowns put any version of that ability across all officers into a global cooldown, which is 2:3 of its recharge time.

Durations and recharge values when based on rank and/or skill are listed as best cases.

Common

Evasive Maneuvers
Category: 3
Duration: special
Recharge: 45
Global Cooldown: N/A
System Cooldown: -

Brace for Impact
Category: 4
Duration: 15
Recharge: 60
Global Cooldown: N/A
System Cooldown: -

Ramming Speed
Category: 5
Duration: special
Recharge: 180
Global Cooldown: N/A
System Cooldown: -

Abandon Ship
Category: 6
Duration: -
Recharge: 240
Global Cooldown: N/A
System Cooldown: -

Engineering

Engineering Captain

Rotate Shield Frequency
Category: 3
Duration: 30
Recharge: 90
Global Cooldown: N/A
System Cooldown: N/A

EPS Power Transfer
Category: 4
Duration: 30
Recharge: 120
Global Cooldown: N/A
System Cooldown: N/A

Nadion Inversion
Category: 5
Duration: 30
Recharge: 180
Global Cooldown: N/A
System Cooldown: N/A

Miracle Worker
Category: 6
Duration: -
Recharge: 240
Global Cooldown: N/A
System Cooldown: N/A
Note: Miracle worker now bestows hull, shield, and repairs subsystems. It is no longer affected by the Crew value.

Engineering Bridge Officer

Aceton Field
Category: 3
Duration: 30
Recharge: 90
Global Cooldown: 60
System Cooldown: 15 Weapon Modification

Antimatter Spread
Category: 4
Duration: 20
Recharge: 80
Global Cooldown: 40
System Cooldown: 15 Warp Core

Auxiliary Power to Battery
Cateogry: 4
Duration: 10
Recharge: 40
Global Cooldown: 20
System Cooldown: 15 Emergency Battery
Note: Auxiliary Power to Battery now diverts power from the auxiliary system to the other three power systems (weapons, shields, engines) for the duration.

Auxiliary Power to Inertial Dampeners
Category: 1
Duration: 15
Recharge: 30
Global Cooldown: 20
System Cooldown: 15 Auxiliary Power
Note: Auxiliary Power to Inertial Dampeners in addition to its kinetic damage resistance, now provides a movement speed and turn buff, as well as immunity to repel and knockback effects.

Auxiliary Power to SIF
Category: 0
Duration: 10
Recharge: 15
Global Cooldown: 10
System Cooldown: 15 Auxiliary Power
Note: Auxiliary Power to SIF is now a self or ally instant small hull heal, while providing a good hull damage resistance over duration. It could be considered the main instant hull heal.

Boarding Party
Category: 3
Duration: 20
Recharge: 60
Global Cooldown: 40
System Cooldown: -
Note: Boarding shuttles now move faster and there is a shorter time between their arrival and possible subsystem damage. Boarding Party is no longer on the Crew system.

Directed Energy Modulation
Category: 2
Duration: 30
Recharge: 90
Global Cooldown: 45
System Cooldown: 15 Weapon Modifications

Eject Warp Plasma
Category: 3
Duration: 15
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Warp Core

Emergency Power to Auxiliary
Category: 0
Duration: 30
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Emergency Battery

Emergency Power to Engines
Category: 0
Duration: 30
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Emergency Battery

Emergency Power to Shields
Category: 0
Duration: 30
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Emergency Battery
Note: Emergency Power to Shields now has a small instant shield heal, with a decent shield damage resistance buff over duration. It could be considered the primary self shield heal power.

Emergency Power to Weapons
Category: 0
Duration: 30
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Emergency Battery

Engineering Team
Category: 5
Duration: 5
Recharge: 30
Global Cooldown: 15
System Cooldown: 15 Crew
Note: Engineering stat bonus doesn’t stack. The best buff is applied.
Note: Engineering Team could be considered the reserve hull heal. It is larger in magnitude than Auxiliary Power to SIF, but does not provide hull damage resistance. It is also useful as a reserve to prevent triggering the Team system cooldown.

Extend Shields
Category: 0
Duration: 30
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Shield
Note: Extend Shields could be considered the best ally shield damage resistance ability. It provides a small shield heal over time, but a large shield damage resistance over duration.

Metaphasic Shield
Category: 6
Duration: 15
Recharge: 120
Global Cooldown: 60
System Cooldown: 15 Shield

Reverse Shield Polarity
Category: 5
Duration: 15
Recharge: 90
Global Cooldown: 45
System Cooldown: 15 Shield

Last edited by snix : 05-26-2010 at 05:41 PM. Reason: updated new category values with duration and recharge times
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Old 05-14-2010, 04:10 PM   #2
snix
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Science Captain

Sensor Scan
Category: 3
Duration: 30
Recharge: 90
Global Cooldown: N/A
System Cooldown: N/A

Subnucleonic Beam
Category: 4
Duration: 30
Recharge: 120
Global Cooldown: N/A
System Cooldown: N/A

Dampening Field
Category: 5
Duration: 30
Recharge: 180
Global Cooldown: N/A
System Cooldown: N/A
Note: Significantly improved the damage resistance bonus.

Photonic Fleet
Category: 6
Duration: special
Recharge: 240
Global Cooldown: N/A
System Cooldown: N/A

Science Bridge Officer

Charged Particle Burst
Category: 3
Duration: 15
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Sensor Array

Energy Siphon
Category: 4
Duration: 15
Recharge: 60
Global Cooldown: 30
System Cooldown: 15 Deflector Dish

Feedback Pulse
Category: 4
Duration: 15
Recharge: 60
Global Cooldown: 30
System Cooldown: 15 Deflector Field

Gravity Well
Category: 3
Duration: 20
Recharge: 60
Global Cooldown: 40
System Cooldown: 15 Deflector Dish

Hazard Emitters
Category: 3
Duration: 15
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Hazard Systems
Note: Duration is now fixed at 15, but heal magnitude is improved by stats.
Note: Hazard Emitters could be considered the main heal over time. It provides a large hull heal over time, while providing a small hull damage resistance over duration.

Jam Sensors
Category: 3
Duration: 20
Recharge: 60
Global Cooldown: 40
System Cooldown: 15 Sensor Array

Mask Energy Signature
Category: 0
Duration: special
Recharge: 20
Global Cooldown: N/A
System Cooldown: 15 Sensor Array

Photonic Officer
Category: 3
Duration: 60
Recharge: 180
Global Cooldown: 120
System Cooldown: 15 Photonic Emitter
Note: Photonic officers do not stack. The best buff is applied.

Photonic Shock Wave
Category: 3
Duration: -
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Photonic Emitter

Polarize Hull
Category: 3
Duration: 15
Recharge: 45
Global Cooldown: 30
System Coodldown: 15 Hazard Systems
Note: Polarize Hull now provides damage resistance against all damage types, rather than just energy. It could be considered the main self damage resistance ability.

Science Team
Category: 5
Duration: 5
Recharge: 30
Global Cooldown: 15
System Cooldown: 15 Crew
Note: Science stat bonus doesn’t stack. The best buff is applied.
Note: Science Team could be considered the reserve shield heal. Its magnitude is larger than Emergency Power to Shields, but it does not provide shield damage resistance. It could also be considered a reserve ability to avoid triggering the Team global cooldown.

Scramble Sensors
Category: 3
Duration: 20
Recharge: 60
Global Cooldown: 40
System Cooldown: 15 Sensor Probe

Tachyon Beam
Category: 1
Duration: -
Recharge: 30
Global Cooldown: 20
System Cooldown: 15 Deflector Dish
Note: Tachyon Beam shield damage improved as it is used at higher tier.

Tractor Beam
Category: 3
Duration: 10
Recharge: 30
Global Cooldown: 20
System Cooldown: 15 Tractor

Tractor Beam Repulsors
Category: 4
Duration: 10
Recharge: 40
Global Cooldown: 20
System Cooldown: 15 Tractor
Note: Polarize Hull now provides immunity to repulsors, in addition to tractor beams.

Transfer Shield Strength
Category: 3
Duration: 15
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Deflector Field
Note: Transfer Shield Strength could be considered the main shield heal over time. It provides an instant shield heal, along with a large shield heal over time. It also applies a small shield damage resistance buff over duration.

Tyken’s Rift
Category: 4
Duration: 15
Recharge: 60
Global Cooldown: 30
System Cooldown: 15 Deflector Field

Viral Matrix
Category: 4
Duration: 15
Recharge: 60
Global Cooldown: 30
System Cooldown: 15 Sensor Probe

Last edited by snix : 05-28-2010 at 10:02 AM. Reason: Transfer Shield Strength now targets self or friend, cat 3
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Old 05-14-2010, 04:11 PM   #3
snix
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Join Date: May 2009
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Tactical

Tactical Captain

Attack Pattern Alpha
Category: 3
Duration: 30
Recharge: 90
Global Cooldown: N/A
System Cooldown: N/A

Fire on my Mark
Category: 4
Duration: 30
Recharge: 120
Global Cooldown: N/A
System Cooldown: N/A

Tactical Initiative
Category: 5
Duration: 30
Recharge: 180
Global Cooldown: N/A
System Cooldown: N/A

Go Down Fighting
Category: 6
Duration: 30
Recharge: 240
Global Cooldown: N/A
System Cooldown: N/A

Tactical Bridge Officer

Attack Pattern Beta
Category: 2
Duration: 10
Recharge: 30
Global Cooldown: 15
System Cooldown: 15 Maneuvers
Note: Marks the target and applies a damage resistance and stealth debuff. The mark moves and is applied from the owner’s weapons.

Attack Pattern Delta
Category: 3
Duration: 15
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Maneuvers
Note: Grants a damage resistance buff to self or ally. Attackers that attack ally mark themselves with a damage resistance and stealth debuff.

Attack Pattern Omega
Category: 4
Duration: 15
Recharge: 60
Global Cooldown: 30
System Cooldown: 15 Maneuvers
Note: Grants a damage, damage resistance, and immunity to control buff to self. Also grants a short duration speed and turn buff.

Beam: Fire at Will
Category: 1
Duration: 15
Recharge: 30
Global Cooldown: 20
System Cooldown: 15 Beams
Note: Puts beam weapons into Fire at Will mode for the duration. Beam weapons will fire more rapidly and select their own targets in range and arc.

Beam: Overload
Category: 2
Duration: -
Recharge: 30
Global Cooldown: 15
System Cooldown: 15 Beams

Beam: Target Auxiliary
Category: 3
Duration: 15
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Target Subsystems
Note: Target Auxiliary debuffs do not stack. The best debuff is applied.

Beam: Target Engines
Category: 3
Duration: 15
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Target Subsystems
Note: Target Engines debuffs do not stack. The best debuff is applied.

Beam: Target Shields
Category: 3
Duration: 15
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Target Subsystems
Note: Target Shields debuffs do not stack. The best debuff is applied.

Beam: Target Weapons
Category: 3
Duration: 15
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Target Subsystems
Note: Target Weapons debuffs do not stack. The best debuff is applied.

Cannon: Rapid Fire
Category: 2
Duration: 10
Recharge: 30
Global Cooldown: 15
System Cooldown: 15 Cannons

Cannon: Scatter Volley
Category: 2
Duration: 10
Recharge: 30
Global Cooldown: 15
System Cooldown: 15 Cannons
Note: Scatter Volley now functions over duration.

Mine: Dispersal Alpha
Category: 3
Duration: -
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Mines

Mine: Dispersal Beta
Category: 3
Duration: -
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Mines

Tactical Team
Category: 5
Duration: 5
Recharge: 30
Global Cooldown: 15
System Cooldown: 15 Crew
Note: Tactical stat bonus doesn’t stack. The best buff is applied.

Torpedo: High Yield
Category: 2
Duration: -
Recharge: 30
Global Cooldown: 15
System Cooldown: 15 Torpedo

Torpedo: Spread
Category: 2
Duration: -
Recharge: 30
Global Cooldown: 15
System Cooldown: 15 Torpedo

Last edited by snix : 05-26-2010 at 06:04 PM. Reason: updated with latest category values
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Old 05-14-2010, 05:20 PM   #4
Red.Line
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Post

Quote:
Originally Posted by snix View Post
Nadion Inversion
Category: 4
Duration: 30
Recharge: 270
Global Cooldown: N/A
System Cooldown: 15 Weapon Modification
Nadion Inversion either needs to be given an effect which justifies its Category 4 status, or it needs to be scrapped and replaced with something else worthy of a Category 4 status.

Quote:
Originally Posted by snix View Post
Antimatter Spread
Category: 3
Duration: 20
Recharge: 120
Global Cooldown: 90
System Cooldown: 15 Warp Core
NEW SKILL?!
What the heck does THIS do?

Oh ... riiiight.
Might this perhaps be used as a sort of "cover fire"/placate to prevent a hostile from attacking your Boarding Party Shuttles ... or any deployed Mines?

Quote:
Originally Posted by snix View Post
Auxiliary Power to Battery
Cateogry: 4
Duration: 10
Recharge: 90
Global Cooldown: 60
System Cooldown: 15 Emergency Battery
Note: Auxiliary Power to Battery now diverts power from the auxiliary system to the other three power systems (weapons, shields, engines) for the duration.
How does this work (specifically)? If I have 50 AUX Power, do I just add +50 Power to Weapons, Shields and Engines (each, total +150 over 3 subsystems) or is the +50 Power simply divided equally among the three systems for the duration?

I also note that you've got a Global Cooldown of 60 seconds. Does that perchance mean that Devices Batteries will also be seeing a change in Global Cooldown from 240 seconds to 60 seconds also?

Interesting that this ability now shares a Cooldown with all of the Emergency Power to {X} abilities.

Quote:
Originally Posted by snix View Post
Boarding Party
Category: 2
Duration: 20
Recharge: 60
Global Cooldown: 40
System Cooldown: -
Note: Boarding shuttles now move faster and there is a shorter time between their arrival and possible subsystem damage. Boarding Party is no longer on the Crew system.
Please justify why this is an Engineering and not a Tactical ability.

By the way ... shouldn't this ability inflict Crew Damage in addition to shutting down Subsystems?

Quote:
Originally Posted by snix View Post
Eject Warp Plasma
Category: 3
Duration: 15
Recharge: 90
Global Cooldown: 60
System Cooldown: 15 Warp Core
Due to the supremely short range nature of this ability, and the "difficulty" with employing it against hostiles ... I recommend making this a Category 2 ability with a lower Global Cooldown. Higher ranks of this skill should produce Plasma Blooms of increasingly large diameter (ie. greater AoE) and which take longer to disperse (ie. greater persistence).

Quote:
Originally Posted by snix View Post
Engineering Team
Category: 2
Duration: 15
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Crew
Note: Engineering stat bonus doesn’t stack. The best buff is applied.
Would it be possible to configure the Engineering Team skills to apply 3/4 of their hull repair immediately, and the remaining 1/4 of their hull repair as a Heal over Time (like Hazard Emitters) for their duration?

Quote:
Originally Posted by snix View Post
Metaphasic Shield
Category: 4
Duration: 15
Recharge: 135
Global Cooldown: 90
System Cooldown: 15 Shield
NEW SKILL?!
What the heck does THIS do?

Um ... okay ... uh ...

What the heck is this going to do (in game) again?
We don't spend most of our time in space hiding in stars ...
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Last edited by Red.Line : 05-14-2010 at 05:24 PM.
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Old 05-14-2010, 05:28 PM   #5
Red.Line
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Question

Quote:
Originally Posted by snix View Post
Science Team
Category: 2
Duration: 15
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Crew
Note: Science stat bonus doesn’t stack. The best buff is applied.
Would it be possible to configure the Science Team skills to apply 3/4 of their shield repair immediately, and the remaining 1/4 of their shield repair as a Heal over Time (like Extend Shields/Transfer Shield Strength) for their duration?
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Last edited by Red.Line : 05-14-2010 at 06:03 PM.
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Old 05-14-2010, 05:37 PM   #6
Alecto
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Thumbs up

Amazing post, I don't have time to read it all now, but I will guarentee you that I will read the entire thing when I wake up tomorrow and then start Tribble Testing.

Thanks for the update Snix and good night!

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Old 05-14-2010, 05:41 PM   #7
Red.Line
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Quote:
Originally Posted by snix View Post
Tactical Team
Category: 2
Duration: 15
Recharge: 45
Global Cooldown: 30
System Cooldown: 15 Crew
Note: Tactical stat bonus doesn’t stack. The best buff is applied.
Would it be possible to configure Tactical Teams to remove Tactical Debuffs from the target every 3 seconds over their durations? I'm thinking that there's no real counter to Debuffs like Attack Pattern Beta/Delta/etc. other than simply letting them expire. Also, shouldn't Tactical Team rely on more than just Tactical Team Leader skill for buffing? If anything, it should be buffed up by:
Tactical Team Leader
Starship Combat Maneuvers
Starship Battle Strategy

I'm also thinking that Tactical Team ought to have a chance every 3 seconds over the duration to defeat/clear Boarding Party attacks (Borg or otherwise). That way, the skill can be used proactively against boarding parties, rather than just merely reactively.

And since we're on the subject of Tactical Team ... why is this the ONLY Crew Skill which actually offers any sort of Crew Recovery at all? Why don't Engineering Team and Science Team ALSO recover injured Crew? I am of the decided opinion that ALL of the Engineering/Science/Tactical Teams ought to recover injured (ie. orange status) Crew. It makes no sense to me why this recovery function should be exclusive to Tactical Team.
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Old 05-14-2010, 05:56 PM   #8
Red.Line
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Question

Quote:
Originally Posted by snix View Post
Mask Energy Signature
Category: 1
Duration: special
Recharge: 20
Global Cooldown: N/A
System Cooldown: 15 Sensor Array
What does this do?

No seriously ... W H A T . D O E S . T H I S . D O . ??

If you could use it to push your Defense "over the cap" so as to make your ship "very difficult to hit" with all weapons ... that would be useful.

If you could use it to modify the range penalties (in your favor) on damage throughput from (hostile) energy weapons ... that would be useful.

If you could use it to modify the "permissible" attack range of torpedoes (ie. can't be attacked from {X} to 10 kms away) ... that would be useful.

If you could use it to "shrink" the target acquisition range of mines ... that would be useful.



At present, prior to the new load on Tribble this weekend ... Mask Energy Signature appears to do NONE of these things.

So what does this skill **DO** again?
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Old 05-14-2010, 06:12 PM   #9
Edgecase
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You know, I'm willing to give this a try, but the global/system cooldown ratio change was among the most universally unpopular of all proposals ever posted by a dev to the forums.

Now that you've decided to go ahead with it anyway (let's be honest, Tribble feedback can't scuttle a change of this magnitude) I can only hope you really are that much smarter than we are.
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Old 05-14-2010, 06:27 PM   #10
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Quote:
Originally Posted by Edgecase View Post
You know, I'm willing to give this a try, but the global/system cooldown ratio change was among the most universally unpopular of all proposals ever posted by a dev to the forums.

Now that you've decided to go ahead with it anyway (let's be honest, Tribble feedback can't scuttle a change of this magnitude) I can only hope you really are that much smarter than we are.
Remember when we were speculating on the only way to make nadian inversion worth the cool down?

Guess what think we are about to find out the answer.

Other then that I am going withold judgement till I can actually log in and test the changes.
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