Go Back   Star Trek Online > Feedback > PvP Gameplay
Login

Reply
 
Thread Tools Display Modes
Career Officer
Join Date: Jun 2012
Posts: 1,708
# 31
01-14-2013, 06:45 PM
Quote:
Originally Posted by thissler View Post

If you don't actually have anything worth adding don't. This isn't an opinion piece.

"Looks at this sentence... looks at the OP....decides the OP is just having a good ol' time trolling everyone but sounding super extra serious!"

Well Played.

Last edited by skyranger1414; 01-14-2013 at 06:57 PM.
Rihannsu
Join Date: Jun 2012
Posts: 3,213
# 32
01-15-2013, 12:56 AM
Many threads like this one make this or that suggestion about the captain abilities. Many people complain about an imbalance in the captain abilities they perceive. It is not the same imbalance for all, but the general perception is there.

Where there is smoke, there is usually fire. Where there is lots of smoke, the probability for fire is very, very high.
---------------------------------------------------------------------------------
Promote what you love, instead of bashing what you hate.
https://www.youtube.com/watch?featur...lM_skuv4#t=584
Empire Veteran
Join Date: Jun 2012
Posts: 959
# 33
01-15-2013, 05:19 AM
Baking them into the ship classes is problematic - you could make the same argument for BOFF skills as well. Ultimately, why aren't abilities soley determined by the ship, with at most minor bonuses from any personnel?
_________________________________________________
[Kluless][Kold][Steel Heels][Snagtooth]
[Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk]
[D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
Captain
Join Date: Aug 2012
Posts: 13,136
# 34
01-15-2013, 06:55 AM
Quote:
Originally Posted by naevius View Post
Baking them into the ship classes is problematic - you could make the same argument for BOFF skills as well. Ultimately, why aren't abilities soley determined by the ship, with at most minor bonuses from any personnel?
To an extent, this raises one of my favorite questions, observations, and logical issues.

Say you have the following Tac BOFF.

TT1, THY2, CRF2, APO3

If he's in at a Cmdr BOFF station, it's fine - right? He's got all his abilities.

Put him in a LCdr station.

TT1, THY2, CRF2, APO3

He can no longer use APO. Why?

If it's a LCdr station, shouldn't he be able to run:

TT1, THY2, CRF2, APO1

The LCdr station limiting the APO to APO1?

Now if he were at a LT station:

TT1, THY2, CRF1

No APO, since it's a LCdr ability that's too advanced for that station; but he'd still have CRF1.

So it begins to look like it's actually a case that the "abilities" are modules tied into the BOFF stations. That LT station can only load a single EN module and a single LT module.

Okay, that makes sense - each station can only load certain modules...
...but then why are we retraining BOFFs instead of changing modules?

Shouldn't it be a case of training BOFFs - and - then they use the modules we've loaded? But BOFFs don't have skills - captains have skills! But wait - why? The BOFFs are using the majority of the abilities - shouldn't they have the skills too - shouldn't they be the primary source of skills?

Okay, so it would be a case of having BOFFs where they have the same skills as the captain? Those skills would affect how well they were able to use any of the modules loaded into a particular station? Hrmmm, kind of makes sense...

So what about the captain's skills? Perhaps reduce the modifier from the captain's skills, so that it is a combination of the captain's skills and the BOFF's skills that's using the actual module at that particular station?

Hrmmm, but how would Cryptic make money on this? Folks wouldn't need to buy as many BOFF slots if it were a case...oh...they'd need to buy module slots. And wait, they'd also be able to sell BOFF retrain tokens along the lines of captain retrain tokens.

So with those modules - that could get kind of complicated, no? What about ship kits - yep - prefab modules! Again, they'd use up module slots and only certain BOFFs could use them. Oh, so for certain ships - folks would still need to buy more BOFF slots.

What if folks don't want to run a prefab? Oh, they could still use custom kits? What's that? They cost Dil?

Okay, yeah - enough with trying to make Cryptic more money...

...but yeah, it's always something that I've found off.

Just my 2 EC, not accounting for inflation.
Vice Admiral Geist, Klingon Science Officer
V.S.S. Oracle, D'Kyr-class Science Vessel
Career Officer
Join Date: Jun 2012
Posts: 1,397
# 35
01-15-2013, 07:06 AM
Quote:
Originally Posted by naevius View Post
Baking them into the ship classes is problematic - you could make the same argument for BOFF skills as well. Ultimately, why aren't abilities soley determined by the ship, with at most minor bonuses from any personnel?
No. It isn't problematic. As you can see Boff skills are already baked into a ship. This is represented by the stations.

Picture that you are only allowed to choose 12 per mission though, and the 12 you can pick are restricted by the stations that the devs have placed in the ship.

So, no you couldn''t make the same argument for boff skills. Boff skills already work this way.

Boff stations and captain abilities were originally an abstraction to represent how a ship could be outfitted/constructed to fill a particular role. Balance and content decisions were made based on this. When we allow captain abilites to roam freely, we break that model.

And why don't we say 'here's ur ship good luck'? Because it would be a crappy game. If you read the OP you would have noted that there was an allowance for a "captains chair" that could allow for a limited number of captains abilities putting some greater level of control back to the player. Perhaps there could be universal captains abilites usable in any ship, and the remainder would be class specific.

So really, what's going on here would be allowing for greater customization than currently exists, but at the same time allowing the dev team stronger tools to balance gameplay.
If I don't respond to posts on this forum don't be offended. I don't sub or follow any of them.
Career Officer
Join Date: Jun 2012
Posts: 1,397
# 36
01-15-2013, 07:09 AM
Quote:
Originally Posted by skyranger1414 View Post
"Looks at this sentence... looks at the OP....decides the OP is just having a good ol' time trolling everyone but sounding super extra serious!"

Well Played.
Can you not read? If you have some actual observations to bring to the discussion do so. If not, leave.

If you prefer the LOL I LIKE CAKE! Style threads, go make one and play it in. Bring your friend.
If I don't respond to posts on this forum don't be offended. I don't sub or follow any of them.
Empire Veteran
Join Date: Jun 2012
Posts: 959
# 37
01-15-2013, 07:12 AM
Perhaps I misunderstood the 'baked in' comment. If you are just advocating making captain slot(s) to match BOFF slots, I could see that working.
_________________________________________________
[Kluless][Kold][Steel Heels][Snagtooth]
[Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk]
[D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
Empire Veteran
Join Date: Jun 2012
Posts: 1,106
# 38
01-15-2013, 07:41 AM
Quote:
Originally Posted by devorasx View Post
IIRC til back then, yes. But somehow it didnt get implemented. For what reason i dont know.
I think its one of those things that is on their wish list but is still multiple seasons away.

They tell us they want it and have plans for it but don't tell us its well down the list.

Remember when they suppose to be planning turning a bridge officer into a playable captain?

A HUGE thank you to Cryptic for the Mogh-class battle cruiser!
Captain
Join Date: Oct 2012
Posts: 663
# 39
01-15-2013, 08:19 AM
Quote:
Originally Posted by genhauk View Post
I think its one of those things that is on their wish list but is still multiple seasons away.

They tell us they want it and have plans for it but don't tell us its well down the list.

Remember when they suppose to be planning turning a bridge officer into a playable captain?
Thats a while back ago. But yet again, cryptic promised us improvements for many seasons. Nothing has happend and i expect nothing more to happen for a very long time.. bura-rum!
Co-founder of The Spanish Inquisition TSI - Cause no one expects it!

PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
Career Officer
Join Date: Jun 2012
Posts: 2,166
# 40
01-15-2013, 08:30 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
no built in player abilities? there wouldn't be captain types then


as a fan of tacs an all sorts of things, because of what they can bring to each ship type, im afraid i am completely against this. there is a great deal of fun and synergy to be had when not patching ship type and captain type. i don't think its silly that escorts can subnuk if their captain is a scientist, or that a cruiser can use APA when the captain is a tac officer. this game is all about you being a superhero/captain, so your captain making that big of a difference is par for the course.

instead of throwing that all out, its the under performing captain that needs fixing. when every captain type has useful synergy in every ship type things will be fixed. i think captains should stay a unique type, and bring their specialty with them.
THIS!

That is all

FLTCDR SRS FLEETS - S.R.S. - S.R.S. ACADEMY - SRS GUARDIANS - SRS KDF
Join Us www.srs-fleet.net/html/join_srs.html
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 03:50 PM.