Some Unforseen Consequences of Starting at Level 17
1) By Federation level 17, your character has been offered about half a dozen grey bridge officers and at least a couple of greens. At Klingon level 17, your character has three bridge officers, period, all grey.
Suggestion: At the point in the Klingon tutorial where it offers you your three starter Bridge Officers, you should get the full complement of Bridge Officers up to and including level 17.
2) By Federation level 17, your character almost certainly has at least 30kCred, probably more like 3 or 4 times that much. At Klingon level 17, your character has zero credits.
3) By Federation level 17, your character almost certainly has a complete set of Mk III gear, and at least a few pieces of Mk IV, almost all of it chosen by the player, including your choice of at least two, probably three level-appropriate kits for free. At Klingon level 17, you have one complete set of Mk II gear, with one and only one kit, all of them picked for you. Don't like that kit? Too bad.
Suggestion: That guy at the Forge should issue you and your crew a complete set of Mk IV gear, including one each of the standard pistols, rifles, and assault rifles, plus all three or four standard Mk IV kits for your class. Make it all bind-on-pickup with a store value of zero, but it needs to be there at character creation.
(Speaking of gear, at all levels, the Federation offers Split Beam Rifles, the only stock store-bought item in the game that gives AoE Exploit damage. There are no store-bought AoE Exploit weapons offered to Klingons. No, the melee weapon is not an adequate substitute. But I grant that this is not a new problem.)
4) By Federation level 17, your character has at least two ships: a light cruiser they were issued without any choice at all, and one tier 2 ship of their choosing. At Klingon level 17, your character has one ship, period, a tier 2 Bird of Prey. Didn't want to fly a BoP in tier 2? Tough.
Suggestion: Klingon characters should be created with a B'Rel in inventory. Near the end of the tutorial, when you're sent to the shipyard, it should be with enough dilithium and a discount certificate so that you can buy your choice of a K'tanco, a Somraw, or a Qul'dun. And since you're starting with zero credits, it should come with a complete Mk IV weapon set: enough beams and cannons to fully equip it either way. Make the gear bind-on-pickup with a store value of zero, again, but it needs to be there at character creation.
5) By Federation level 17, your character has almost certainly scanned and collected at least 60, more like 80 or more, of each of the pink level crafting ingredients. At Klingon level 17, you have none. Nor will you ever get more than a few of each, since you started out having already almost completely out-leveled them.
Suggestion: Klingon characters need to be created with a general crafting skill high enough to make Mk III gear.
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