Captain
Join Date: Jun 2012
Posts: 1,450
# 11
10-23-2013, 05:24 AM
I agree with the idea. The different professions are pretty much the same as it is, except for those 3 or 4 long CD abilities mentioned above and boff skills already have much more impact on the way a character works and is defined.

Instead of creating another ability menu or tree, I'd simply work them into the existing trait system. Turn those abilities into traits and just give us 4 more trait slots.

Same thing with that small amount of skill categories that are profession specific. Just weave them into the existing system.
Career Officer
Join Date: Jun 2012
Posts: 301
# 12
10-23-2013, 05:26 AM
It doesn't really make sense in the context of having worked your way up to being a captain. Very few people in Starfleet appear to be Jack-of-all trades. By making it a free for all, there will almost certainly end up being a 'perfect combo', which would remove any variation. Saying that, it would be interesting to learn how varied the trait system is, or if everyone ends up picking the same ones for each class.
Commander
Join Date: Jun 2012
Posts: 460
# 13
10-23-2013, 05:32 AM
Quote:
Originally Posted by emacsheadroom View Post
And somebody misses the point already; with this change, there would be no more tacs. Only captains.

Like I said, it should lead to other abilities getting a buff or SNB gets a nerf (like not messing with cooldowns after stripping buffs or not stripping buffs and only messing with cooldowns) so it stops being the go-to option. Either that or everyone picks SNB and suddenly nobody has a disadvantage.

Also, another effect of this change would be that all players could train their boffs in the top tier abilities provided they have invested the requisite skillpoints in order to train them.

Yet another effect would be that all the captain traits would be opened up to all players.
Wrong... just because you have a different name doesn't change what you want to play as...

And with this System Captains that want to deal damage also will have access to all the beautiful stuff that will make them even more OTT...

All this proposal will get us is even less "excuses" at making not enough damage and will more than likely force players into a more tactical playstyle because everything else will get even less appealing...

The Problem aren't the Classes, the biggest Problem is that besides Damage there is nothing else... you can't win a fight by disabling the enemy (draining all its energy etc.) or actual subsystem damage (how long does subsystem targeting last? 3 Seconds? 5?).

Oh and really? A Science Ability that should receive a Nerf?
What are you? A Lone Tac that got screwed up by an SNB before you could one shot that poor SciGuy with your Alpha Strike?

It all strikes me more as an "BAAH! I don't like having a disadvantage so give me EVERYTHING!!!"
Selor Andaram Ephelion Kiith

Last edited by saekiith; 10-23-2013 at 05:38 AM.
Republic Veteran
Join Date: Oct 2012
Posts: 1,764
# 14
10-23-2013, 05:37 AM
APA, Sub Nuc, Nadion, Miracle Worker...

One can only dream.

Don't forget we now have class specific traits.
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Captain
Join Date: Feb 2013
Posts: 655
# 15
10-23-2013, 05:43 AM
Quote:
Originally Posted by saekiith View Post
And with this System Captains that want to deal damage also will have access to all the beautiful stuff that will make them even more OTT...

All this proposal will get us is even less "excuses" at making not enough damage and will more than likely force players into a more tactical playstyle because everything else will get even less appealing...

The Problem aren't the Classes, the biggest Problem is that besides Damage there is nothing else... you can't win a fight by disabling the enemy (draining all its energy etc.) or actual subsystem damage (how long does subsystem targeting last? 3 Seconds? 5?).
You're right. But that's a separate issue. Either cannon and escort damage has to be nerfed or engineering and science abilities have to be buffed to make them more attractive to players. This does not change the fact that my idea is a good one. If everyone has access to the overpowered abilities, then nobody has a class-based disadvantage.

Quote:
Originally Posted by saekiith View Post
Oh and really? A Science Ability that should receive a Nerf?
What are you? A Lone Tac that got screwed up by an SNB before you could one shot that poor SciGuy with your Alpha Strike?
Actually I'm an engineer in a cruiser. SNB does deserve a nerf, and all the other captain science abilities need a serious buff. Throwing out stupid accusations to discredit me is no way to address my argument, son.
Captain
Join Date: Oct 2012
Posts: 1,558
# 16
10-23-2013, 05:54 AM
i kind of liked the concept, but i feel it might cause an underepresentation of certain skills of starfleet

I would like it IF some other mechanic would be established which makes choosing an area to specialise in worth while , i rather like being a an engineer


I'd also say it does make sense since all captains in the show aren't tact eng or science, they are Command officers , this game just uses it for the outdated trinity method


These are the Voyages on the STO forum, the final frontier. Our continuing mission: to explore Pretentious Posts, to seek out new Overreactions and Misinformation , to boldly experience Cynicism like no man has before.......
Captain
Join Date: Feb 2013
Posts: 655
# 17
10-23-2013, 05:54 AM
Quote:
Originally Posted by pwecangetlost View Post
It doesn't really make sense in the context of having worked your way up to being a captain. Very few people in Starfleet appear to be Jack-of-all trades.
You couldn't be more mistaken. A starship Captain's job is not to boost the output of the warp core, or make the phasers hit harder or create a projected gravity well to suck in enemy ships. A starship Captain's job is to command a starship. They must be military commanders, pioneers, and diplomats. But most of all, their job is to tell specialists what to do in order to organise the completion of the mission, not be specialists themselves.

Quote:
Originally Posted by pwecangetlost View Post
By making it a free for all, there will almost certainly end up being a 'perfect combo', which would remove any variation.
Thus spurring Cryptic to do a long overdue rebalance.
Captain
Join Date: Feb 2013
Posts: 655
# 18
10-23-2013, 05:56 AM
Quote:
Originally Posted by adverbero View Post
I would like it IF some other mechanic would be established which makes choosing an area to specialise in worth while , i rather like being a an engineer
Great idea. Say if you choose at least three abilities from the same profession, you get a passive bonus to that profession.
Commander
Join Date: Jun 2012
Posts: 460
# 19
10-23-2013, 05:58 AM
Quote:
Originally Posted by emacsheadroom View Post
You're right. But that's a separate issue. Either cannon and escort damage has to be nerfed or engineering and science abilities have to be buffed to make them more attractive to players.
It's not a seperate Issue... it is THE Issue the game has at the moment... Screw Bugs and (some would say Fail-) Content...
Do Damage or you should limp back to your Starbase and keep filling those projects so those that do damage can get even more equipment to make more damage...

Quote:
If everyone has access to the overpowered abilities, then nobody has a class-based disadvantage.
That is correct... in a sense... but it is still just a change of name... they won't have a class-based disadvantage... they will have a skill-based disadvantage if they don't choose the exact one build that makes the most damage...

Same Problem, different Name...

Quote:
Actually I'm an engineer in a cruiser. SNB does deserve a nerf, and all the other captain science abilities need a serious buff. Throwing out stupid accusations to discredit me is no way to address my argument, son.
Fine... you're not a Tac... then it is that you couldn't Out-Zombie a SciGuy which kept getting your precious buffs to run away... still no reason for SNB to get nerfed...
We ought to be able to do SOMETHING that is getting on everyone elses nerves...
Selor Andaram Ephelion Kiith
Career Officer
Join Date: Nov 2012
Posts: 621
# 20
10-23-2013, 06:02 AM
Or we could leave things the way they are.

Not perfect, I know. But I feel all this would lead to is that one, perfect storm of abilities and ship. Then we'd be asking for a return to the old ways.

This would also require a reworking of the ships themselves; no more classes would mean making this game even more Escorts: Online. I mean, with the ability to cherry-pick abilities, why even play anything else?

Also have to take into account BOFF layout; not all escorts are glass cannons. Imagine an escort already with the ability to take damage, dish out double the damage, and the captain with cherry picked abilities...

I say we concentrate our energies on getting the devs to put in content that doesn't revolve around it being a dps race.
Most JJ Trek hate = IDIC fail.
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