Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Three vs. 1?
02-04-2010, 04:59 AM
I was wondering if anyone knew if it really makes a difference stat / space powers wise on what type of character you have vs. what ship you captain.

Is it better to have an engineer / cruiser, tactical / escort, or science, science or could you just have one of those command all three? Would you run into a "jack of all trades, master of none?" Does the skill cap sort of "nerf" you from having the proper skills to command all three properly?

I was considering having one of each for each type of vessel, but if one character could do it without a handicap I may just do one and spend the credits to buy the other two types of ships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-04-2010, 05:26 AM
There's no horrible handicap when you command a different ship than what is intended for your character.

If you want to maximize your efficiency, you'll command an appropriate ship. If you just like to play, you are perfectly able to do it with success even if you command a different ship. Maybe you won't outdamage those tactical/escort guys but you have superior defense/support or you can do extra tricks as Engineer or Science officer.

So it's totally OK to just buy the other ship types too and try them all, if you feel like playing the game again from the start you're better off with a new character but otherwise it's not neccessary to do so.

For example, I'm an Engineer, I focus on Engineer skills, so using an Escort will gimp me in three aspects. My skills mostly buff my Engineer bridge officers, but on Escorts the tactical officers are in focus so I lose some power there, but since I also invest in tactical skills it's really a minor difference. The second aspect is weapon specialization, I didn't put points in the Cannons skill, so my main attack will be a bit weaker than it could be. The third aspect is that I also didn't put any points in Escort skill so my ship will be a bit slower and less agile/durable than it could be. None of them is a big issue though, and even together they won't really gimp me, just make me less efficient. Also, there are the added increase in merit and bridge officer skill point requirements, but we get so much extra of those that it shouldn't be a big problem.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-04-2010, 05:34 AM
Quote:
Originally Posted by Krussian
I was wondering if anyone knew if it really makes a difference stat / space powers wise on what type of character you have vs. what ship you captain.

Is it better to have an engineer / cruiser, tactical / escort, or science, science or could you just have one of those command all three? Would you run into a "jack of all trades, master of none?" Does the skill cap sort of "nerf" you from having the proper skills to command all three properly?

I was considering having one of each for each type of vessel, but if one character could do it without a handicap I may just do one and spend the credits to buy the other two types of ships.
From my understanding it's all preference. It doesn't matter what ship you choose and the abilities you gain are class alone and can be used in any ship. Really, I think it boils down to how you spec.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-04-2010, 05:39 AM
The skill trees are basically the same when it comes to ship skills for each class. Where it differs is in the class specific skills section, but that's ground stuff from what I've seen so far. So you should be able to create any class, and use any ship, and be effective using that ship as long as you invest in the right skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-04-2010, 06:03 AM
Quote:
Originally Posted by kisdead View Post
For example, I'm an Engineer, I focus on Engineer skills, so using an Escort will gimp me in three aspects. My skills mostly buff my Engineer bridge officers, but on Escorts the tactical officers are in focus so I lose some power there, but since I also invest in tactical skills it's really a minor difference. The second aspect is weapon specialization, I didn't put points in the Cannons skill, so my main attack will be a bit weaker than it could be. The third aspect is that I also didn't put any points in Escort skill so my ship will be a bit slower and less agile/durable than it could be. None of them is a big issue though, and even together they won't really gimp me, just make me less efficient. Also, there are the added increase in merit and bridge officer skill point requirements, but we get so much extra of those that it shouldn't be a big problem.
This is very detailed and helpful information. Thank you.
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