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-   -   Make a non-combat skill tree for non-combat missions (http://sto-forum.perfectworld.com/showthread.php?t=119103)

Archived Post 02-16-2010 05:09 AM

Make a non-combat skill tree for non-combat missions
 
Every single skill we players have is combat oriented, regardless of class. Which I suppose is fitting, since all the missions that we get are combat oriented. Except of course for the "scan 5 things", where we don't use any skills at all.

That this caters to the tactical officer I think has been establshed quite a few times. In order to bring more diplomacy and science into the game, I propose to make a whole new non-combat skill tree.

This tree is made up in ranks just like the combat tree and players get skill points after missions, that can only be used in this tree. Skills in the tree have a 1-9 potency like the combat tree.

Skills could be stuff like "Read intention", "Intimidation", "Transporter knowledge", "Phase convertion specialisation", "Virulent diseases", "Geophysics" and tons of other non-combat things.

Now we need missions that require we use these skills to solve a problem. Lets say a strange being has trapped an away team between dimensions somehow. The team must find out what it wants, get it to change its mind OR try to scientifically escape dimensional captivity OR perhaps both.
Important thing here is that the solution is not a linear go-here-scan-this-then-go-there-scan-that quest, but a real piece of detective work with pitfalls and a few dead ends.

That would be Star Trek the way I see it.

Archived Post 02-16-2010 05:16 AM

When the new content for diplomacy and exploration comes out, I really hope they add skills to benefit that play style. So 45 days after launch or less (I am hoping less because they see how much stuff they need to add FAST to keep people)

Archived Post 02-16-2010 06:04 AM

Quote:

Originally Posted by huskeonkel (Post 2108315)
That would be Star Trek the way I see it.


YES please.
I second that !

Archived Post 02-16-2010 07:47 AM

This would be a wonderful addition. While they're at it though they'd need to give us more skill points or re-work the cap.

Archived Post 02-16-2010 11:54 AM

Quote:

Originally Posted by DaelinTerenes
When the new content for diplomacy and exploration comes out, I really hope they add skills to benefit that play style. So 45 days after launch or less (I am hoping less because they see how much stuff they need to add FAST to keep people)

Do you have any specific into on the content you mention that contains diplomacy? The upcoming content patch mentions more exploration, but I fear a little that it will just be more "scan 5 things" missions. I hope I'm wrong though :)

And I agree, they need to start thinking along the lines of deeper interaction options for people to stay interested. Star Trek just isn't all about combat, far from it actually.

Archived Post 02-16-2010 02:01 PM

Check the referenced links in the Ultimate Recurring Missions thread linked below, or contribute other mission inputs!

Archived Post 02-19-2010 10:40 AM

So far there are only two alternatives, either we have to shoot asomething or simply scan something (ok, sometimes both)


*Spoiler*



Once during patrol I had the mission to get a medicine from a Ferengi merchant, to accomplish this I had to barter with a sentient hologram for one of his "family members" e.g. a copy of another program, that the merchant wanted for his collection. This was more fun than "Scan 5 cocoons" or similar missions although it was not that complex.

(Sorry if I bored you, I guess some of you have played that mission already)

Archived Post 02-19-2010 11:19 AM

Quote:

Originally Posted by huskeonkel (Post 2108315)
Every single skill we players have is combat oriented, regardless of class. Which I suppose is fitting, since all the missions that we get are combat oriented. Except of course for the "scan 5 things", where we don't use any skills at all.

That this caters to the tactical officer I think has been establshed quite a few times. In order to bring more diplomacy and science into the game, I propose to make a whole new non-combat skill tree.

This tree is made up in ranks just like the combat tree and players get skill points after missions, that can only be used in this tree. Skills in the tree have a 1-9 potency like the combat tree.

Skills could be stuff like "Read intention", "Intimidation", "Transporter knowledge", "Phase convertion specialisation", "Virulent diseases", "Geophysics" and tons of other non-combat things.

Now we need missions that require we use these skills to solve a problem. Lets say a strange being has trapped an away team between dimensions somehow. The team must find out what it wants, get it to change its mind OR try to scientifically escape dimensional captivity OR perhaps both.
Important thing here is that the solution is not a linear go-here-scan-this-then-go-there-scan-that quest, but a real piece of detective work with pitfalls and a few dead ends.

That would be Star Trek the way I see it.

Awesome suggestion. I think you just bumped Klingon PvE from the top of my wants list.

Archived Post 02-19-2010 11:40 AM

Honestly, I thought all this stuff was actually going to be in the game . . . until I played it. I was truly disgusted at how every single thing focused on combat. This game makes Picard look like a lying cheat! How dare they!

I do wish diplomacy, exploration, and science all were a part of it. The idea that the Federation is so combat focused is astonishingly unnerving. I do a combat mission and say, "The Federation wouldn't do this!" "Attack a Klingon vessel because it wants to get Borg technology for itself?"

What happened to the things such as, (Geordi voice) "Wait a minute! Instead of directly attacking the ship, I can induce the power manifolds to directly establish a quantum link through which we can disable the Klingon ship. Then we can computerize a fluidic torpedo to launch into the Borg hub and transport the technology out, whilst destroying the Borg! That was, we can minimize Klingon and Federation casualties!"

Riker: "What about the miniphasic transcompartment? Would that overload and injure a crewmember?"

Data: "Not likely; the overload reaction would most likely stimulate a comparison of achievement within the chemicals themselves!"

Picard: "Make it so!"

Archived Post 02-19-2010 04:19 PM

Quote:

Originally Posted by hurricut (Post 2147952)

*Spoiler*

Once during patrol I had the mission to get a medicine from a Ferengi merchant, to accomplish this I had to barter with a sentient hologram for one of his "family members" e.g. a copy of another program, that the merchant wanted for his collection. This was more fun than "Scan 5 cocoons" or similar missions although it was not that complex.

(Sorry if I bored you, I guess some of you have played that mission already)

Yes I agree with you. That is one of the most morally interesting and worthwile missions I've played so far. Unfortunately its linear and unfailable. And it required no special skills.

A diplomacy skill tree and the possibility of failure would have lent this experience so much more. Why can't skills be useful outside of combat as well? They can easily reuse the same UI and functionality as in space.


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