Archived Post
07-17-2010, 02:23 AM
instead of just having Bridge officers Assigned too your ship in little slots.... i think there needs to be a Roster... a Ships Manifest per say
Asign them Stations...
So As well as Having the Skills that you get... you also get very unique setups on bonus's that you gain, of which would be better suited based on the officer and what grade he/she is
First Officer - Tactical-Tactical Skills Recharge timer reduced by 1/3, Engineer 1/3, Science 1/3
Helmsman - Tactical-better combat maneuvering passive bonus, Engineer-Faster Standard Speeds, Science-Faster Warp speeds/Full Impulse)
Operations(Ops) - Tactical Target Range Increased/Attack Range increased by +2, Engineer +5% to All regen Rates, Science 10% Stealth Detection
Tactical Officer - Tactical-Chance to Fire faster/crit/fire more than one torp), Engineer-Weapon Power drain lessoned/+5 default power, Science- -50% chance to miss target
Science Officer - Tactical +10% to tactical effect abilities, Engineer +10% to Engineer Shield effect Abilities, Sci +5 to Auxillary/+10 to Self/Ally Science Abilities
Bridge Engineer - Tactical - +10weapon Power -5 shield power -5 Auxillary, Engineer +5 all Power, Science +10 Auxillary -5 Shield Power
I know thats kinda a lot to read
EXAMPLE
======================
So Take for example I'm on a Assault Cruiser
1 Com Engineer (4 abilities)
1 Lt Com Engineer (3 Abilities)
1 Lt Tactical (2 Abilities)
1 Ens Tactical (1 Ability)
1 Lt Science (2 Abilities)
====== 12 total Abilties
1st Officer - Tactical -1/3 all timers
Helm - Tactical(Turn Better)
Ops - Engineer(better Regen HP/Shields)
Tactical - Tactical(range increase)
Science - Engineer(Shields amplified/recover better)
Engginering - Engineer(+5 all power)
would be nice little passive bonus's
Its just a Rough concept tell me what you think or if its just crap for thought
Asign them Stations...
So As well as Having the Skills that you get... you also get very unique setups on bonus's that you gain, of which would be better suited based on the officer and what grade he/she is
First Officer - Tactical-Tactical Skills Recharge timer reduced by 1/3, Engineer 1/3, Science 1/3
Helmsman - Tactical-better combat maneuvering passive bonus, Engineer-Faster Standard Speeds, Science-Faster Warp speeds/Full Impulse)
Operations(Ops) - Tactical Target Range Increased/Attack Range increased by +2, Engineer +5% to All regen Rates, Science 10% Stealth Detection
Tactical Officer - Tactical-Chance to Fire faster/crit/fire more than one torp), Engineer-Weapon Power drain lessoned/+5 default power, Science- -50% chance to miss target
Science Officer - Tactical +10% to tactical effect abilities, Engineer +10% to Engineer Shield effect Abilities, Sci +5 to Auxillary/+10 to Self/Ally Science Abilities
Bridge Engineer - Tactical - +10weapon Power -5 shield power -5 Auxillary, Engineer +5 all Power, Science +10 Auxillary -5 Shield Power
I know thats kinda a lot to read
EXAMPLE
======================
So Take for example I'm on a Assault Cruiser
1 Com Engineer (4 abilities)
1 Lt Com Engineer (3 Abilities)
1 Lt Tactical (2 Abilities)
1 Ens Tactical (1 Ability)
1 Lt Science (2 Abilities)
====== 12 total Abilties
1st Officer - Tactical -1/3 all timers
Helm - Tactical(Turn Better)
Ops - Engineer(better Regen HP/Shields)
Tactical - Tactical(range increase)
Science - Engineer(Shields amplified/recover better)
Engginering - Engineer(+5 all power)
would be nice little passive bonus's
Its just a Rough concept tell me what you think or if its just crap for thought