If you have purchased a Legacy or Starter Pack, please see this thread for instructions on how to claim your items in-game. (Please see the yellow text in the linked thread for instructions on creating a Reman.)
If you have additional questions about the Legacy or Starter pack, please read this FAQ.
Thanks SO MUCH for all your support, and we'll see you in-game!
- The Star Trek Online Team
***Resolved Issues***
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
So, I’ve been playing with the kits for a LOOONG while now and it’s become… Well, boring. With only the same few kits per profession ground combat can be kinda trite after a while.
A little while ago I heard the idea of freeform kits and I loved the idea! Allowing players to be able to craft their own diverse (or specific) set of abilities would go a long way to re-invigorating ground combat. ‘Cause let’s face it, there comes a point when ground combat has just become repetitive and boring. I believe that being locked into a small amount of specific sets of abilities with little to no choice of what powers are in them is one of the reasons that ground combat can become boring.
There is also the fact that tons of abilities from different sets of different professions could also work cross class. For instance:
Chroniton Mines and Transphasic Bombs could easily be used by a Tac, while Health/shield generators could be used by Sci.
Open to Engineering/Tac: (Shared)
Chroniton Mine Barrier
Transphasic Bomb
Turret Fabrication
Stealth Module
Photon Grenade
Weapon Malfunction
Open to Sci/Engineer: (Shared)
Medical Generator Fabrication
Shield Generator Fabrication
Tachyon Harmonic
Nanite Health Monitor
Open to Sci/Tac: (Shared)
Stun Grenade
Hyperonic Radiation
Biofilter Sweep
Stealth Module
Overwatch
Please note:
Shared means that the abilities listed are shared between the two stated classes. Note, not all of the abilities granted by kits are listed, these abilities are the ones that I felt could easily be adapted and allowed to “multiclass” between the two base classes. All the other abilities not listed are still with their base class, and can only be used by them.
Now, I imagine that as we progress in level, we gain more “slots” that we can fill with abilities. Each ability would be it’s own item, for instance Chroniton Mines would be a “Chroniton Mine Fabrication Device” and Medical Tricorder would be a “Medical Tricorder”.
Progression:
- LT: 1 ability slot
- LT. COMM: 2 ability slots
- COMM: 3 ability slots
- CAPT: 4 Ability slots
As with kit’s already, each of these items could come in different rarities. Each rarity can grant a better (or worse) level of the skill.
Now, that being said, there is also the smallish debate that there is little to no difference between silver and gold players. Well, how about giving gold players the ability to have custom kits and allowing silver the ability to purchase them in the c-store?
So, what does everyone think? I threw this together in an hour or two, so let me know if you believe I missed some abilities that would work well with other classes, or if you think it’s all crap. Just let me know why and we can discuss it! I honestly believe that this would make the game MUCH better.
Yeah, they did mention a kit customization not too long ago. Perhaps they are saving that for the Mk12 kits when the cap is raised to Level 60.
I'm hoping so!
I however believe that (as I stated above) some of the abilities should be opened up to other classes. Mix it up a bit! Not all of the abilities would be open to share, but enough to re-vitalize it.
Well I'm thinkin we need some new abilities anyway... How about that holo-projector that Cardassians use? That'd make a nice multi-class ability:
Tac- Creates 2,4,6 level X security holograms (like the new ones from facility 4028)
Sci- Creates 2,4 level X Emergency Medical holograms
Eng- Creates 2,4 level X Engineering holograms
Each of the different types would have different abilities, the Security Holograms would have covering fire and battle strategies. The EMHs would have medical tricorder and triage, while the Engineer Holograms would have weapons malfunction and shield recharge.
It's a good idea, but why are you cherry picking the best science stuff and not the best engineering and tactical stuff?
I was trying to pick the abilities that would make sense being used by other classes. I guess the sci ones I picked were the best? I've never run a sci...