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Captain
Join Date: Aug 2012
Posts: 12,035
# 16
12-19-2012, 03:55 AM
Quote:
Originally Posted by doomicile View Post
Since anyone can fly any ship and use whatever BOFF Abilities said ship allows for, when you look at the class-specific skills, Engineers bring nothing to the table in Space. They're mostly survival instincts that, yes, in PvE can mean the difference between life and death but don't really have much of an impact in PvP. No Debuffs, Engineering Fleet is kind of a joke.
I've been arguing as long as I can remember, about how the 5 innates for Tac and Sci in space reflect a transition of some sort of what they do on ground. Yet, for the Eng - it's a huge pile of steamin' and stinkin' WTF. That what would have been part of the Eng's transition from ground to space either ended up with another career or in the C-Store...er...Z-Store now.

Quote:
Originally Posted by doomicile View Post
If anything, I think the whole Skill System needs to be revamped and tailored to each class with 2 specs for each class to choose from or mix.
I'm not a big fan of such systems. It makes it harder to make "your character" and it becomes more along the lines of just playing an action game instead of a RPG.

Quote:
Originally Posted by doomicile View Post
Tactical Captains would be able to spec into boosting energy weapons Damage, Hit/Accuracy, Crit/Severity in one tree and in another tree could spec into Defense, Engines, Maneuverability, Disable Resistance
They can already do that.

Quote:
Originally Posted by doomicile View Post
Science Captains would spec into either Shield Stripping, Resistance Debuffs, Power Drain/Siphon boosting abilities in one tree and in the other spec into buffing CC abilities like GW, TR, VM, CPB.
They can already do that.

Quote:
Originally Posted by doomicile View Post
Engineering Captains would be able to spec into Shield Buffing, Resistance Buffing, Power Management/Transfer Efficiency in one tree while in another tree could spec into a Demolitions type that would boost kinetic weapons (torps, mines, and yes cutting beam), signicantly increasing their Damage, Crit/Severity, Hit/Acc as well increasing the effectiveness of whatever CC after-effects certain kinetic types produce (ie Plasma Torps/Mines, Tric Torps/Mines, Tachyon Trops/Mines etc). The Demo Tree would also boost Carrier Pets and Turrets.
Outside of boosting pets/turrets, they can already do that.

Quote:
Originally Posted by doomicile View Post
Then there could be Neutral Tree available to all classess that boost power levels, shield and hull healing.
And everybody can already do that.

Though, pretty much everybody can already do all of that (again, outside of the pet boosting).

The only thing that separates the three career choices are the five innate abilities.

Could grab any build out there for any ship - same BOFF layout, same skill build, etc... the only thing that would be different for an Eng piloting it compared to a Tac would be those five innate abilities. Tac instead of Sci? Just the five abilities.

Tac: Attack Pattern Alpha, Fire on My Mark, Tactical Initiative, Go Down Fighting, Tactical Fleet
Eng: Rotate Shield Frequency, EPS Power Transfer, Nadion Inversion, Miracle Worker, Engineering Fleet
Sci: Sensor Scan, Subnucleonic Beam, Scattering Field, Photonic Fleet, Science Fleet

That's it - the only difference in space.

Rather than touch the skill tree, I wish that space worked more like kits on the ground or even like the new rep system.

You're ready to pick your first ability - you have two options. That's right, it's not a case that you automatically get one of the five above - but you have a choice of two for each one. Okay, maybe it's a choice of two for four of the five (odd how this looks like the rep system, eh? 4 choices and a fixed? Wonder if they've been thinking about this too?).

It would not be as open as the rep system choices - it would be more along the lines of how the Romulan and Omega rep vary - each offers a choice of an offensive or defensive passive, but they are not the same choices for each. Romulan offers +3% crit, while Omega offers +30 Weapon Skill - both offensive passives, but different.

So for Tac, Eng, and Sci - each would have a choice of an "offensive" or "defensive" ability for each of the first four abilities... each would reflect the nature of the career.

A Tac offensive ability would not be the same as a Sci offensive ability would not be the same as an Eng offensive ability. The same for the defensive option for each.

A person could build a more offensive Engineer, a more defensive Tactical, or even a 50/50 offensive/defensive Science... or the defensive Engineer, 50/50 Tac, etc, etc, etc, etc.
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin