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A: Tactical Initiative reduces cooldowns, this would be a instant reset. The idea is that the Captain calls an additional officer to assist the tac stations. tactical initiative is a TAC Captain skill. This skill would be VERY handy for an engineering or science captain flying an escort.
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As I said, TI already did this and was changed by the Devs for being too handy to its now current form.
Secondly if an Engineer or Science captain wants a Tactical ability to lower Tactical BOff cooldowns then they needed to choose the Tactical profession or use AtB or PO to do so.
Why should Engineers/Science have access to a Tac related skill better than the Tactical captains ability?
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A: FOMM is a TAC Captain skill and lasts longer than five seconds. (perhaps five seconds is too long for this maybe 1-3 would be better) Again, engis and scis would sure benefit from this ensign skill.
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So FOMM without the drawbacks.
Again, Why should Engineers/Science have access to a Tac related skill better than the Tactical captains ability?
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A: This skill would be automatic turn to face, not requiring the Captain the control the ship, as the Bridge officer is doing the work. By having the bridge officer take over steering for this moment, the Captain (IRL) gains the freedom to ocus on something else. This skill would also be very helpful for a slower turning ship like a cruiser or scince ship to lock down on an escort playing dogfighter. Would provide an ADDITIONAL ways to make the ensign slot useful. ALSO, APOmega sometimes last longer than you want it to when bringing guns to bear and also may be needed to escape a tractor beam or other movement debuff. This has only one purpose, clearly stated in the title. It is not a sustained skiill, just a quick facing adjustment.
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So a free targeting ability that doesn't need the player to be involved any more than pushing a button to focus on an enemy.
NO.
Pilot your craft like everyone else and use Attack pattern Omega, Auxillary to Intertial Dampeners, Evasive Manuevers, Dueterium Burn, Engine battery to bring your vessel into combat with the enemy.
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A: Full impulse speed does not work in combat. Full impulse takes power away from weapons shields and aux to boost the engines. This skill is designed to specifically run down a target that is going to escape certain death while you are in RED ALERT status. Again we are looking for skills for Ensign slots that otherwise are considered "useless" by a lot of people that use a build that doesn't need the skills currently available. All the other skills you listed are not devoted to a single fleeing target, this skill is designed specifically for that
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. An incorrect designation. My bad.
We already have
Full Throttle speed, Attack pattern Omega, Auxillary to Intertial Dampeners, Evasive Manuevers, Dueterium Burn, Engine battery. Fly your ship and learn how to do these things with the skills that already exist ingame. We do not need a skill to emulate EVM+ ENGbatt, etc, etc becuase some do not know how to do it already with the skills we have access to ingame.
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A: Miracle worker is a CAPTAIN skill. These skills are all for BRIDGE OFFICERS. This skillis NOT Miracle Worker as it does not repair hull etc. It merely counters power drain attacks and turn rate debuffs. Would be extremely useful for that "useless" ensign eng slot on most escorts.
Again, I suggested these ideas because they fill in gaps for Captains. A tac captain would love the "givin' her all she's got" skill. A eng Captain would love the Focused Targeting.
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I know the Engineers and Cruiser players would love these abilities becuase they would get Tactical Captain style abilities better than what a Tac captain has access to ingame.
Basically your asking for abilities that bridge the Gap on Tactical Captain abilites and everyone else, thus weakening the Tactical captain at the one thing they do - damage dealing and increasing the already excellent defense of the Cruiser.
Granted all these abilities could be used by the Tac/Escort player as well and then they would be nerfed since it would only make Tac/Escort that much better at what they do.
Yeah designing BOff abilities that loosely perform better than Captain abilities is not a way to make the "Useless Ensign slot" viable on ship builds. Especially when we already have abilities that do these things.