Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
03-09-2012, 07:01 AM
Just had another thought.

I'd like to see species-specific skills in compliment with species-specific traits.

So, for example, a Klingon BO might have the Bat'leth skill. This skill would allow your Klingon BO to use a Bat'leth in melee just like the NPC Klingons do, without sacrificing a ranged attack. Higher skill levels would increase accuracy, damage and chance for criticals.

Nerve Pinch could be moved from being a Vulcan trait to being a Vulcan skill, allowing Vulcan BO's to employ it in melee. Instead of taking up a racial trait, it would be an optional skill that could be trained up. For Players it would probably remain a racial trait (unless it became a player skill, see below).

Ferengi BO's might get Energy Whip skill. Etc.

We can probably come up with all kinds of ideas along these lines.

So how would a BO acquire these skills?

Well, you could have species-specific skill vendors, of course. That's one way.

Another way to do it would be to give Player Captains the inherent ability to train any racial skills for their species.

Or, give Player Captains comparable racial skills that they could choose to allocate points in. For example, maybe a Klingon PC could allocate skill points in an optional Bat'leth skill that increased their accuracy, damage, and chance to crit with a Bat'leth. With 3 ranks in Bat'leth they could train BO's in Bat'leth I; with 6 ranks they could train Bat'leth II; with a full 9 ranks they could train Bat'leth III.

I like that idea best.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
03-09-2012, 09:07 AM
Quote:
Originally Posted by bluegeek View Post

Ferengi BO's might get Energy Whip skill. Etc.
Speaking of Ferengi, I want to see some Duty Officer trade mission bonus if we put a Ferengi as a head of a department.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
03-09-2012, 10:11 AM
Quote:
Originally Posted by archofwinter
Speaking of Ferengi, I want to see some Duty Officer trade mission bonus if we put a Ferengi as a head of a department.
That's an excellent idea. Would like to see if the basic concept could be extended to other races as well.

Although, I think maybe the Trade XP bonus should only apply if you put in a Ferengi as an Operations officer (think Quartermaster).

Gonna think about this for a bit...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
03-09-2012, 10:47 AM
Quite honestly I think the Bridge offficer powers are FINE as is, yea the science skill could use some more sci debuffs, but all in all I like the ballance,

What we need more of is consles that do things, not passives

examples

Advanced Targeting Computer
Tactical Slot
Effect
Subsystem targeting 1 (2 if on science ship)

Reason, Tactics isn't always about dealing damage while this is represented by skills they can be trained in, this would just give the level one avalibility of the skills ((Like science ships)), they are about targeting key points on the enemy as well.

Beam-Warpcore connection
Enginering slot
Effect
Beam overload 1 (lv1)

Reason, Just because an enginer is not ussually going to mess with the beam array's sometimes you just need that extra UMPH that you get when you put an entire warpcore behind an attack again, it frees up a skill for something else but again, Its not that good its just a fancy way of saying I have Beam overload for free, but again the cost of an Enginerring slot might not be for you

Varying Beam Frequency Modulator
Science slot
effect
10% (5% if resiliant) bleed through on 50% beams for 5 seconds
Then
-10% (5% if resiliant) bleed througn on all beams for 5 seconds

This consle lets the science officer remodulate their ships beam weapons cyciling 1 random frequency per beam for 5 seconds, if the beam penetrates the Remodulation will stick for the volly before the remodulation causes the beam to break apart.

What this means is the ship will cycle 6 frequencys on your beams, each beam has a diffrent frequency attached to it, each one having a 50% chance to do no damage past shield or more damage to the hull. but this causes the beam to lose stability, meaning that after 5 seconds, your beams will not bleed through but will damage shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
03-09-2012, 12:47 PM
Thanks for weighing in, but the thread is about wanting new BO powers. Wanting new consoles instead is fine, but kind of off topic. Maybe you could put those ideas in a new thread, so people could comment more specifically?
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