Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 New Boff Powers
02-26-2012, 10:37 PM
I have some ideas for some new Boff Powers what do you think?

Overload Power to Shields- Space

Starts at Engineering Ensign Level
Shares cool down with Emergency Power to Shields
Self cool down of 2 minutes
Target Self only

Full instance heal to all shields
Repairs disabled shields
Sets shield power to 125 for 20 sec (rank I), 40 sec (rank II), 60 sec (rank III)
Sets shield resistance to 50% for 20 sec (rank I), 40 sec (rank II), 60 sec (rank III)
Immune to shields being disabled 10 sec (rank I), 20 sec (rank II), 30 sec (rank III)
Immune to any shield heals for 30sec (doesnít include shield regeneration)
After 20 sec (rank I), 40 sec (rank II), 60 sec (rank III) shield power set to 25 for 30sec
-5 power to all other systems for 20 sec (rank I), 40 sec (rank II), 60 sec (rank III)

Eject Warp Core- Space

Starts at Engineering Lieutenant Level
Shares cool down none
Self cool down of 4 minute
Target Self only
Requires hull below 75%

Triggers Evasive Maneuvers for twice as long as standard
Ejects warp core
Warp core explodes after 3sec
Warp core explosion 50 (rank I), 75 (rank II), 100 (rank II), Kinetic damage per point of power (example: base ship power is 200 so at rank I it would be 200 * 50 = 10000 damage)
Warp core explosion Range 5k (rank I), 7.5k (rank II), 10k (rank III).
-25 all power settings for 30sec

M.A.C.O Team- Space

Starts at Tactical Ensign Level
Shares cool down other M.A.C.O Team 45sec
Self cool down of 1 minute 30sec.
Target self/Ally

Resets all Tactical, Science, and Engineering Teams cool downs
Removes Hostile Boarding Parties and enemy M.A.C.O Team for 30sec
+18 (rank I), +24 (rank II), +30 (rank III) to Starship Targeting Systems for 30sec
Target Enemy
Puts all Tactical, Science, and Engineering Teams in cool downs
-18 (rank I), -24 (rank II), -30 (rank III) to Starship Targeting Systems for 30sec

Fly Her Apart- Space

Starts at Tactical Lieutenant Level
Shares cool down none
Self cool down of 4 minute
Target Self only

Canít activate while in Red Alert
Sets speed to 75% (rank I), 100% (rank II), 125% (rank III) of full impulse, but without power drain. For 30sec or when entering Red Alert
+10% (rank I), +15% (rank I), +20% (rank I) damage resistance for 15sec to self and any allies with in 7.5k after speed boost is done.

Auxiliary Power to Weapons- Space

Starts at Science Ensign Level
Shares cool down other Auxiliary Power to Weapons 30sec
Self cool down of 1 minute
Target Self only

Rank I -20 auxiliary power +30 weapons power, +5% damage for 15sec
Rank II -30 auxiliary power +45 weapons power, +7.5% damage for 15sec
Rank III -40 auxiliary power +60 weapons power, +10% damage for 15sec
Note: if auxiliary power is less than amount to be subtracted then take current auxiliary power times 1.5 (example: current auxiliary power is 30 and rank III is used 30 * 1.5 = 45, so +45 weapon power and +10% damage)

Rotate Weapon Frequency- Space

Starts at Science Lieutenant Level
Shares cool down other Rotate Weapon Frequency 30sec
Self cool down of 1 minute
Target Self/Ally

Random shield penetration per shot fired form 0% to 50% (rank I), 0% to 75% (rank II), 0% to 100% (rank III) for 30sec
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-26-2012, 11:18 PM
Eject Warp Core might be a too strong. i just tested it and for a little bit i can get all my power levels to 125. if rank 3 was use that would be 50,000 damage!

also if anyone else has ideas for new Boff powers what are they?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-27-2012, 08:02 AM
I actually would like to see more Ground abilities (whether included as Powers or something else) that would encourage more variability in Away Teams, depending on what needs the Captain anticipates for the mission. These are just a few ideas I've been able to come up with in this regard:

Science -- a good Science officer should have an ability to quickly locate the nearest strange plant or other science-based point, plot the most direct path to that point, and lead the rest of the Away Team (including the Captain) there.

Medical -- Your CMO should be able to use Hypos on others, and have an increased chance of summoning Medics. Could also give some kind of bonus when trying to deal with diplomatic situations (though I'm not sure how, mechanics-wise). And, possibly, could come to your side when when you're incapacitated without having to be explicitly summoned.*

Engineering -- Should be able to locate the nearest working computer console, and lead the way to it, as described above for Science. This person might also have some special ability for removing force fields, though I'm at a loss as to how this could be easily implemented (mechanics-wise).

Operations -- Reduces the time needed to operate equipment in a scenario, making it less likely for you to be interrupted by an attacker. Alternately, could also take over the work if the captain is thus interrupted.

Security -- The SCO could act as a personal bodyguard of sorts, running to your side to protect you when your personal shields are down, or while trying to operate a piece of equipment during combat. He (or, in my case, she) could also do extra damage when assisting the captain against doors and other inanimate barriers.

I'm also thinking that some of these types should be able to obtain various Materials from scanning various items. For example, when scanning a strange alien plant, a Science Officer could have a chance to get a Biological Sample, and an odd rock formation could yield a Mineral Sample. An Engineering Officer might get an Alien Artifact or some other technological Material from scanning a broken alien probe. The CMO might occasionally be able to derive Antigens or Medical Supplies from things.

(Scenarios could also be occasionally written where something becomes easier if you have a certain BOff along. But that's a whole 'nother discussion.)

With enough of these abilities, we could potentially have a drop-down menu of multiple different standard Away Team configurations (in addition to the default one you start with, for example, get another with each level that ends in 0).

Most of these would, I suspect, take a moderate amount of work to do, though I also suspect that it would be worth it if it encourages people to buy more BOff slots. Additional Away Team configurations could also be made into a C-Store item, further helping pay for the work.

*(For some reason my CMO dives into the heart of combat almost every time, relying more on hand-to-hand combat than her ranged weapon. I have no idea why it is; I've even switched her weapons with my CSO, but to no avail.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-27-2012, 08:56 AM
Beam Target Sensor array:

Ensign Tactical
Shares cool down with other Beam Target abilities
Self-cool down of 1minute 30 seconds.
Target Self only

Beam Target Sensor array, this attack deals normal damage. Upgrade your next beam array attack to target enemy sensors preventing the enemy vessel from targeting you, each successful beam hit will placate for 3 seconds. (Total of 12 seconds possible) This attack can be used with Beam Fire at Will.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-28-2012, 11:30 AM
Quote:
Originally Posted by Teleon View Post
Beam Target Sensor array:

Ensign Tactical
Shares cool down with other Beam Target abilities
Self-cool down of 1minute 30 seconds.
Target Self only

Beam Target Sensor array, this attack deals normal damage. Upgrade your next beam array attack to target enemy sensors preventing the enemy vessel from targeting you, each successful beam hit will placate for 3 seconds. (Total of 12 seconds possible) This attack can be used with Beam Fire at Will.
Um, no thanks. Station a science officer with "Jam Sensors" to blind opposing ships.

Replicating another specialization's skills -- or worse, obsoleting them as this one would -- isn't really fair.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-28-2012, 11:40 AM
Quote:
Originally Posted by bluegeek View Post
Um, no thanks. Station a science officer with "Jam Sensors" to blind opposing ships.

Replicating another specialization's skills -- or worse, obsoleting them as this one would -- isn't really fair.
I donít think it would obsolete Jam Target Sensors at all. It would give escorts, which have only two science officer slots, an option to not be targeted, yet allow them to use Science team and maybe polarize hull plating.


Another one:

Overload Shield Emitters ĖSpace

Starts at -Engineer Ensign Level
Shares cool-down with emitter skills.
Target self: cool down of 2 minutes

Rank I: +10 to shield power level for 30 seconds. Double your shields regeneration for 20 seconds!
+5% damage absorption to shields for duration.

Rank II: +15 to shield power level for 30 seconds. Double your shields regeneration for 23 seconds!
+5% damage absorption to shields for duration.

Rank III: +20 to shield power level for 30 seconds. Double your shields regeneration for 25 seconds
+5% damage absorption to shields for duration.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-28-2012, 01:18 PM
What about more specialized skills/abilities? I'm talking about stuff you'd only put on a certain BO that you only use in certain situations.

Science Ground: Defensive Nanites (self/ally)
Timed resistance to Borg Neural Blasts, % chance to avoid Assimilation; useless in non-Borg encounters

Engineering Ground: Hack Drone
Placate enemy drone for x seconds, % chance to hold drone, only works on enemy drones. Very useful fighting Romulan bosses with Thalaron Seeker Drones, not so much otherwise. Could also be used against you by NPC Engineers.

Tactical Ground: Placate Animal
Placates/holds (weak, interrupted by damage) non-humanoids such as targs, attack saurs, etc for x seconds. Animation - Throwing food/treats, maybe uses food in inventory?

Tactical Space: Remote Destruct Mines
Causes all friendly mines in range to self-destruct immediately with enhanced AoE explosion

Engineering Space: High Energy Turn
Dramatic increase in turn rate for 3 seconds, drains some engine power afterward, has long cooldown

Science Space: Scramble Guidance Systems
Causes all enemy projectiles in range to lock on to a new target (friend or foe?) - Probably not doable, but it would be sweet

Science Space: Override Code - Helm
Your science officer has managed to transmit a fake override code to an enemy ship that diverts power to engines, forces it to full throttle, and temporarily locks the ship on its' current heading for 3 seconds. Long cooldown, shared with other Overrides. Cleared by Science Team.

Science Space: Override Code - Weapons
Your science officer has managed to transmit a fake override code to an enemy ship that diverts power to weapons and triggers a beam fire-at-will effect (BFAW1) targeting other hostile ships for 2 seconds. Long cooldown, shared with other Overrides. Cleared by Science Team.

Science Space: Override Code - Tractor Beam
Your science officer has managed to transmit a fake override code to an enemy ship that diverts power to auxiliary and causes it to lock on to another enemy ship with a tractor beam (standard duration for TB1). Long cooldown, shared with other Overrides. Cleared by Science Team

Science Space: Override Code - Impulse
Your science officer has managed to transmit a fake overide code to an enemy ship that diverts power to all systems except engines and causes it to drop to 1/4 throttle for 3 seconds. Long cooldown, shared with other Overrides. Cleared by Science Team

Science Space: Override Code - Shields
Your science officer has managed to transmit a fake overide code to an enemy ship that diverts power to all systems except shields and has a small % chance to cause it to drop a random shield facing to 0 power. Effect is instantaneous. Long cooldown, shared with other Overrides. Cleared by Science Team. Also countered by any shield heal ability.

(Probably none of these Override Code abilities are even possible, but they'd be really cool!)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-06-2012, 06:25 AM
Quote:
Originally Posted by Teleon View Post
Beam Target Sensor array:

Ensign Tactical
Shares cool down with other Beam Target abilities
Self-cool down of 1minute 30 seconds.
Target Self only

Beam Target Sensor array, this attack deals normal damage. Upgrade your next beam array attack to target enemy sensors preventing the enemy vessel from targeting you, each successful beam hit will placate for 3 seconds. (Total of 12 seconds possible) This attack can be used with Beam Fire at Will.
When I see this, I'm not quite sure that it's gonna "obsolete" Jam Sensors...

Reasons - JS is an "automatic", target, activate, move on deal. The new power (BTSA) requires a target lock and a volley of weapons fire. BTSA requires 4 beams to equal the duration of JS, limiting it to broadsides and/or beam-only T5 ships. BTSA ramps up the damage level to override the placate effect.

Some thoughts to go with this - could go with a random chance for the placate to land. Do Tacs / Engies usually have enough ship sensors skill and power in Aux to have a high damage till placate breaks? Heck, a high beam power level could result in the beams doing enough damage to override the placate effect to begin with.

With this in mind, I'm seeing this power as primarily an option for a tanking Engie that needs to get a placate up to ditch aggro for a heal round. Also, as it's a "cross-class" power, it could go up a rank or two, since JS starts as a science ensign. Lt sounds a bit better, Lt Cmdr might be a hair too high of a tac power, especially if it's meant for engies...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-06-2012, 09:54 PM
How about a MACO exclusive Bridge (Ground) Officer?

Only 2 Space abilities, since they are a ground unit
But 6 Ground abilities.

MACO Internal Security (Space):
Remove all boarding party threats (more effective than regular security party)

MACO Commando Team (Space):
Board enemy vessels and randomly disable one subsystem or reset and slow down BO countdown timer.

MACO officers will be able to uniquely carry 2 weapons (1 must be a small arms) + a combat knife.
CQC (Ground):
An hybrid combat technique using combat knife and small arms at the same time, targeting multiple enemies, far and near at the same time.

Targeting Drone (Ground):
Create a noncombat scout drone that relays enemy locations and extend the weapons range of all members of your away team.

Panic Grenade (Ground):
Throw a non-lethal grenade at enemies that will either stun them or causes a few of them to fire randomly in a state of panic possibly causing friendly fire.

Shoulder Mounted Point Defense (Ground):
MACO latest technology which allows a shoulder mounted defense weapon to shoot down incoming enemy weapons fire for a short period. This ability will reduces the number of range weapons hit your away team will receive (This mean your shield will be less drained).

Low Yield Torpedo Strike (Ground):
Order an orbital strike with what ever type of fore torpedo your ship is armed with. Can be used with Targeting Drone, but the drone ability will stop and count down reset. Long cool down. No autocasting, the player must order this in.

Tactical Infiltration Team (Ground):
This will be the most powerful and the longest cool down time. A MACO strike team will come down to your location (enemies must be targeted), and they will come into the map with animation that fits the environment. This mean if you are inside with tall ceiling, they will rappel down and shoot and CQC your enemies. In cramp corridor, a wall will explodes and they'll storm in. Out in the opening, they beam down but rematerialized in the air and falls down onto the enemies. They will stay on the map with your away team of a short amount of time before beaming up. This ability will have maybe 15 minutes of cool down or longer. No autocasting, the player must order this in.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-07-2012, 08:28 AM
Quote:
Originally Posted by AllenLaBarge View Post
I have some ideas for some new Boff Powers what do you think?

Overload Power to Shields- Space

Starts at Engineering Ensign Level
Shares cool down with Emergency Power to Shields
Self cool down of 2 minutes
Target Self only

Full instance heal to all shields
Repairs disabled shields
Sets shield power to 125 for 20 sec (rank I), 40 sec (rank II), 60 sec (rank III)
Sets shield resistance to 50% for 20 sec (rank I), 40 sec (rank II), 60 sec (rank III)
Immune to shields being disabled 10 sec (rank I), 20 sec (rank II), 30 sec (rank III)
Immune to any shield heals for 30sec (doesnít include shield regeneration)
After 20 sec (rank I), 40 sec (rank II), 60 sec (rank III) shield power set to 25 for 30sec
-5 power to all other systems for 20 sec (rank I), 40 sec (rank II), 60 sec (rank III)

So a broken version of Eng Captain Rotate Shield Frequency?

Eject Warp Core- Space

Starts at Engineering Lieutenant Level
Shares cool down none
Self cool down of 4 minute
Target Self only
Requires hull below 75%

Triggers Evasive Maneuvers for twice as long as standard
Ejects warp core
Warp core explodes after 3sec
Warp core explosion 50 (rank I), 75 (rank II), 100 (rank II), Kinetic damage per point of power (example: base ship power is 200 so at rank I it would be 200 * 50 = 10000 damage)
Warp core explosion Range 5k (rank I), 7.5k (rank II), 10k (rank III).
-25 all power settings for 30sec

You ejected your warp core. All power settings -100 would make more sense, as you just got rid of your source of power.

M.A.C.O Team- Space

Starts at Tactical Ensign Level
Shares cool down other M.A.C.O Team 45sec
Self cool down of 1 minute 30sec.
Target self/Ally

Resets all Tactical, Science, and Engineering Teams cool downs
Removes Hostile Boarding Parties and enemy M.A.C.O Team for 30sec
+18 (rank I), +24 (rank II), +30 (rank III) to Starship Targeting Systems for 30sec
Target Enemy
Puts all Tactical, Science, and Engineering Teams in cool downs
-18 (rank I), -24 (rank II), -30 (rank III) to Starship Targeting Systems for 30sec

Tactical Team + Doff Advantage that they just recently removed.


Fly Her Apart- Space

Starts at Tactical Lieutenant Level
Shares cool down none
Self cool down of 4 minute
Target Self only

Canít activate while in Red Alert
Sets speed to 75% (rank I), 100% (rank II), 125% (rank III) of full impulse, but without power drain. For 30sec or when entering Red Alert
+10% (rank I), +15% (rank I), +20% (rank I) damage resistance for 15sec to self and any allies with in 7.5k after speed boost is done.

Why? To what purpose? The resistance spreading to allies makes no sense at all.

Auxiliary Power to Weapons- Space

Starts at Science Ensign Level
Shares cool down other Auxiliary Power to Weapons 30sec
Self cool down of 1 minute
Target Self only

Rank I -20 auxiliary power +30 weapons power, +5% damage for 15sec
Rank II -30 auxiliary power +45 weapons power, +7.5% damage for 15sec
Rank III -40 auxiliary power +60 weapons power, +10% damage for 15sec
Note: if auxiliary power is less than amount to be subtracted then take current auxiliary power times 1.5 (example: current auxiliary power is 30 and rank III is used 30 * 1.5 = 45, so +45 weapon power and +10% damage)

So you want a less effective version of Emergency to Weapons?

Rotate Weapon Frequency- Space

Starts at Science Lieutenant Level
Shares cool down other Rotate Weapon Frequency 30sec
Self cool down of 1 minute
Target Self/Ally

Random shield penetration per shot fired form 0% to 50% (rank I), 0% to 75% (rank II), 0% to 100% (rank III) for 30sec

This exists, as an Eng ability -- Directed Energy Modulation. So another pointless skill, taking up a valuable Sci slot.
Rethink this entirely, look at the skills that already exist. And your shield suggestion would just make Eng Captains have 3 ways to do this now (RSF, MW, and this "new" skill).
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