Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 New Boff Powers
02-26-2012, 11:37 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
02-27-2012, 12:18 AM
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, 09:02 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, 09:56 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, 12:30 PM
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, 12:40 PM
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, 02:18 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
02-28-2012, 02:23 PM
Quote:
Originally Posted by Teleon View Post
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.
Sure it would obsolete Jam Target Sensors. Think about it... If you have a choice between slotting a placate ability that does no damage and another one that does, which one are you going to choose? That's even omitting the ability to make it work with FAW to affect multiple targets.

Sorry, you should be forced to choose between science abilities, just like my Science ships are forced to choose between tacticals.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-29-2012, 07:13 AM
I'm still fairly new and a bit weak on this... would anyone mind taking some of the ideas I posted earlier, and translating them into BOff Powers terms like everyone else is using?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-29-2012, 08:43 AM
Quote:
Originally Posted by bluegeek View Post
Sure it would obsolete Jam Target Sensors. Think about it... If you have a choice between slotting a placate ability that does no damage and another one that does, which one are you going to choose? That's even omitting the ability to make it work with FAW to affect multiple targets.

Sorry, you should be forced to choose between science abilities, just like my Science ships are forced to choose between tacticals.
Maybe if it was a single phaser beam attack that had the same effect as Jam Target Sensors. I disagree with having to choose between science and Tactical for the same reason I have near equivalant heals in Science that I do in Engineering. I think being able to Placate your opponent with a targeted beam hit would be most welcome in this game. Maybe not the version I first posted. But something close enough to Jam Target Sensors.
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