Remove current Captain Abilities from the game.
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Join Date: Aug 2012
01-15-2013, 05:55 AM
Originally Posted by
Baking them into the ship classes is problematic - you could make the same argument for BOFF skills as well. Ultimately, why aren't abilities soley determined by the ship, with at most minor bonuses from any personnel?
To an extent, this raises one of my favorite questions, observations, and logical issues.
Say you have the following Tac BOFF.
TT1, THY2, CRF2, APO3
If he's in at a Cmdr BOFF station, it's fine - right? He's got all his abilities.
Put him in a LCdr station.
TT1, THY2, CRF2,
He can no longer use APO. Why?
If it's a LCdr station, shouldn't he be able to run:
TT1, THY2, CRF2, APO1
The LCdr station limiting the APO to APO1?
Now if he were at a LT station:
TT1, THY2, CRF1
No APO, since it's a LCdr ability that's too advanced for that station; but he'd still have CRF1.
So it begins to look like it's actually a case that the "abilities" are modules tied into the BOFF stations. That LT station can only load a single EN module and a single LT module.
Okay, that makes sense - each station can only load certain modules...
...but then why are we retraining BOFFs instead of changing modules?
Shouldn't it be a case of training BOFFs - and - then they use the modules we've loaded? But BOFFs don't have skills - captains have skills! But wait - why? The BOFFs are using the majority of the abilities - shouldn't they have the skills too - shouldn't they be the primary source of skills?
Okay, so it would be a case of having BOFFs where they have the same skills as the captain? Those skills would affect how well they were able to use any of the modules loaded into a particular station? Hrmmm, kind of makes sense...
So what about the captain's skills? Perhaps reduce the modifier from the captain's skills, so that it is a combination of the captain's skills and the BOFF's skills that's using the actual module at that particular station?
Hrmmm, but how would Cryptic make money on this? Folks wouldn't need to buy as many BOFF slots if it were a case...oh...they'd need to buy module slots. And wait, they'd also be able to sell BOFF retrain tokens along the lines of captain retrain tokens.
So with those modules - that could get kind of complicated, no? What about ship kits - yep - prefab modules! Again, they'd use up module slots and only certain BOFFs could use them. Oh, so for certain ships - folks would still need to buy more BOFF slots.
What if folks don't want to run a prefab? Oh, they could still use custom kits? What's that? They cost Dil?
Okay, yeah - enough with trying to make Cryptic more money...
...but yeah, it's always something that I've found off.
Just my 2 EC, not accounting for inflation.
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